no you have to have a field spell in your deck otherwise it would say you may or you can add a field spell to your hand from your deck
You are obliged to know the content of your own deck, and know what cards are left in it (by looking at what has been drawn already). You cannot activate an effect that tries to search for a card that you know it will not be able to find.
Answer taken from the Offical English Rulebook: If you have all the Fusion Material Monsters listed on the Fusion Monster Card (either on the field or in your hand) you can activate "Polymerization," placing it in your Spell & Trap Card Zone. After sending the Fusion Material Monsters to the Graveyard, take the appropriate Fusion Monster from your Extra Deck and play it onto the field in either face-up Attack or Defense Position. Finally, place the "Polymerization" card in the Graveyard. Remember that in order to use a Fusion Monster during a Duel it needs to be in your Extra Deck. Since Fusion Summons require specific cards, be sure and include those necessary cards in your Main Deck!
No, they are not required in a deck to meet the rules, though you will have a hard time without them unless your deck focuses on spell negation.
there is no limit
Always keep an extra Mystical Space Typhoon or heavy storm handy! Also divine wrath the effect if and when possible! They can't live without the Field Spell! It cannot be attacked, but that doesn't stop effects! I keep exiled force in my deck just in case, and Ancient Fairy dragon can destroy the field spell needed to keep it alive.
well there are lots of different types of zombie decksbut this deck is the zombie world structure deck in this deck there is ===monsters=== red eyes zombie dragon malevolent mech - goku en paladin of the cursed dragon gernia patricain of the darkness royal keeper pyramid turtle x2 master kyonshee spirit reaper getsu fuhma ryu kokki regenerating mummy x2 des lacooda marionette mite plague wolf zombie master x2 ===spells=== zombie world spell shattering arrow cold wave magical stone excavtion creature swap book of life call of the mummy terraforming pot of avarice shrink field barrier soul taker ribbon of rebirth card destruction ===traps=== imperial iron wall dust tornado bottomless trap hole tutan mask waboku magical shield arm
Easy get the field spell Mausoleom of The Empereor.
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
"Once per turn, you can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, you can destroy a Field Spell Card. If you do, gain 1000 Life Points, and you can add 1 Field Spell Card from your Deck to your hand."
A field spell card is a sub-class of Spell card that has a symbol similar to a compass. Field Spell cards generally have effects that affect both players, or can be activated by both players (Examples include Molten Destruction, Necrovalley and Mausoleum of the Emperor), and are played in the space to the left of the monster card zones, above the Extra Deck, instead of in the regular Spell/Trap zones. Only one Field Spell can be face-up on the field. If you have an active field spell and wish to activate or set a new field spell, you destroy the active field spell before playing your own. If your opponent controls a field spell, you can set a field spell without destroying the active field spell, and when you activate your new field spell, your opponent's field spell is destroyed after the activation resolves, which means that they can save their field spell by activating cards like Mystical Space Typhoon and Dust Tornado.
yes, it actually is a very good deck especially the field spell card and the great magician on the front cover i got it yesterday and it is awesome it even comes with a mat and a rulebook
If you activate polymorization, then yes you may fuse monsters in your hand, or on the field. You must also have the correct fusion monster in your fusion deck.
'Tech' deck.
The card "Zombie World" is only available in the Zombie World structure deck.
all of the archfiend set (that includes the field spell card so that you dont have to pay lifepoints)
You cannot activate a card that will 'do nothing', and you are also supposed to know the contents of your own deck. This goes for all search cards, if there is nothing left in deck for the card to add to your hand, then you can't activate the card.
The card text for "Fusion Gate" reads: As long as this card is face-up on the field, a Fusion Monster can be Special Summoned without using "Polymerization". The Fusion-Material monsters used in the Fusion are not sent to the Graveyard, but are removed from play.In other words, instead of having to activate the card "Polymerization" to Fusion Summon monsters, you activate the Field Spell (just like activating any optional card effect). You select the Fusion Monster in your Extra Deck and send Fusion Material monsters from your side of the field or hand out-of-play (just like "Polymerization", except the monsters aren't sent to the Graveyard) and Special Summon the Fusion Monster.
Giant trunade. It is a spell or a magic that will return all spell and trap cards or all the magic or trap cards on the field