Normally you may have 5 on the field. 'Trap monsters' take up a monster card zone, but they also take up an S/T zone, so don't free one up.
Magical Hats can temporarily let you have 7 trap cards on the field, as it is able to take two Trap cards and put them into the monster zone as 0/0 face-down monster cards. But that's a situation unique to that one card.
I would recommend 20 Spell and Trap Cards, and 20 monster cards, or if not, you can have any amount of Spell Cards, as long as there are 40 or under, because 40 cards are the number of an official deck
Field Spell Cards can be destroyed by any effect, be it Spell, Trap, or Effect Monster, unless another card specifically denies that possibility (ie. Field Barrier). An active Field Spell Card is also destroyed when a new Field Spell Card is played. For example, if you activate Forest, the Playing Field becomes the Field Spell Forest. However, if you or your opponent wishes to play another Field Spell Card, Forest is destroyed first and sent to the Graveyard. Then, the new Field Spell Card is activated. Again, this possibility can be eliminated by Field Barrier.
What you would need... First off you should have some level four monsters with attack powers of 16,17,18 hundred, half descent defenses wouldn't hurt i.e dark blade, warrior of zera. (Defense may not be compulsory) Next you need some spell cards: equip cards like sword of the deep seated, or axe of dispair. Spells Cards that counter your oppenents and traps... magic jammer and trap jammer. Cards to destroy your oppenent's face down monsters i.e raigeki, lightning vortex, harpies feather duster mystical space typoon. (Maybe a field card, but only if the majority of your monsters have the positive effect, or your opponents the negative) Trap cards: Cards that would destroy your opponents monsters i.e sakuretsu armor, trap hole, acid trap hole, or my personal favorite mirror force. cards that make your opponent lose lifepoints like magic cylinder or cemetery bomb. high level monsters: Ones with high attack points and killer special effects i.e bladedge or ancient gear golem.
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You can only activate Quick Effects, Traps, and Quickplay Spells in your opponent's turn, as well as some cards may Trigger automatically when conditions are met. Field Spell Cards are none of the above. You cannot activate them in your opponent's turn.
In total you may have 11 cards present on the playing portion of the field.
I would recommend 20 Spell and Trap Cards, and 20 monster cards, or if not, you can have any amount of Spell Cards, as long as there are 40 or under, because 40 cards are the number of an official deck
According to the effects of Slifer the Sky Dragon given in Yu-Gi-Oh! 5D's World Championship 2010: Reverse of Arcadia, Bottomless Trap Hole may not be activated when it is Tribute Summoned onto the field. It clearly states that "...when this card is Normal Summoned, the effects of Spell, Trap, and Effect Monster Cards cannot be activated..."Slifer the Sky Dragon can be destroyed afterwards by cards that do not target it, such as Mirror Force, or Widespread Ruin.
At most, 10; this is because you may end up activating all 5 of both your opponent's and your own cards each, but cannot play any more and have them activate that same turn.
you may have up to 5 Pokemon on your bench, but you may have as many energy cards as you like on your Pokemon.
Field Spell Cards can be destroyed by any effect, be it Spell, Trap, or Effect Monster, unless another card specifically denies that possibility (ie. Field Barrier). An active Field Spell Card is also destroyed when a new Field Spell Card is played. For example, if you activate Forest, the Playing Field becomes the Field Spell Forest. However, if you or your opponent wishes to play another Field Spell Card, Forest is destroyed first and sent to the Graveyard. Then, the new Field Spell Card is activated. Again, this possibility can be eliminated by Field Barrier.
Gift cards are like money; you can spend them at will, however many of them you may have.
In Yu-Gi-Oh! Trading Card Game- When you have no cards in your deck, you may duel unless you are forced/have to draw. If you must draw, yet have no cards in your deck, you lose.
P-trap may be cracked, nuts are loose on p-trap, or check for leak above p-trap that may be dripping down on p-trap.
Your local card store will have basic land cards that you can purchase or trade, they may even give you some depending on how many you need. Many, many online stores can sell you basic land cards. Other players may have spare land cards that they can part with.
What you would need... First off you should have some level four monsters with attack powers of 16,17,18 hundred, half descent defenses wouldn't hurt i.e dark blade, warrior of zera. (Defense may not be compulsory) Next you need some spell cards: equip cards like sword of the deep seated, or axe of dispair. Spells Cards that counter your oppenents and traps... magic jammer and trap jammer. Cards to destroy your oppenent's face down monsters i.e raigeki, lightning vortex, harpies feather duster mystical space typoon. (Maybe a field card, but only if the majority of your monsters have the positive effect, or your opponents the negative) Trap cards: Cards that would destroy your opponents monsters i.e sakuretsu armor, trap hole, acid trap hole, or my personal favorite mirror force. cards that make your opponent lose lifepoints like magic cylinder or cemetery bomb. high level monsters: Ones with high attack points and killer special effects i.e bladedge or ancient gear golem.
To enhance the performance of your lotus field combo, consider upgrading your cards with more powerful abilities, adding cards that can protect your combo from disruption, and including cards that can help you search for key pieces of your combo more efficiently. Additionally, you may want to adjust your deck's mana curve and include cards that can generate additional resources to support your combo.