Yes, there can only be one active at any one time.
If you already have a Field Spell active, you can replace it with another, the first is destroyed when you activate the second. If the opponent has one, then it is destroyed when you Field Spell card resolves.
Field Spell cards can be set while another is active. Since the rule only affects active Field Spells, set cards are not destroyed by your opponent setting or activating a Field Spell card.
No. If Field Barrier is on the field, the Field Spell Card will be unaffected by the effect of Heavy Storm.Because Heavy Storm destroys all Spell and Trap Cards simultaneously, Field Barrier acts as a shield for the Field Spell Card, preventing it from being destroyed.To destroy the Field Spell Card, the Player must destroy Field Barrier FIRST. Effects that supposedly destroy both at the same time, such as Heavy Storm and Harpie's Feather Duster, do not affect the Field Spell Card.
Yes. One of the few times when you can voluntarily destroy one of your own cards, is when you wish to replace your Field Spell Card with either another active one, or even a Set one.
Firstly, to be clear, Scapegoats is placed on the field when it is activated, remains there until resolution, and then goes to the graveyard when the chain finishes resolving. It does not stay on the field after that. The tokens it summons are totally separate things to the spell card itself. Chaining MST to Scapegoats' activation will in no way affect the resolution, it will resolve no differently to how it usually does.
Depends on the field spell. Inherently, Armityle has no effect that says he is immune to the effect of field spell cards.
A Field Spell (which is played on the Field Card Zone in the upper-left corner of your Game Mat) affects the whole field by its card effect. For example, Mountain ups the ATK and DEF of all Dragon, Winged Beast, and Thunder-type monsters on the fieldby 200 points.Destroy a Field Spell by replacing it with another Field Spell or with a card effect (like MST).
A Field Spell Card is destroyed when another Field Spell Card is activated or via an effect, such as Dust Tornado. If you activate a Field Spell Card while there is another already active on the field, your Field Spell Card will destroy and replace the existing one.
Yes, both Mystical Space Typhoon and De-Spell can destroy a Field Spell card in Yu-Gi-Oh. When you activate these cards and target a Field Spell, you can destroy that Field Spell card.
No. If Field Barrier is on the field, the Field Spell Card will be unaffected by the effect of Heavy Storm.Because Heavy Storm destroys all Spell and Trap Cards simultaneously, Field Barrier acts as a shield for the Field Spell Card, preventing it from being destroyed.To destroy the Field Spell Card, the Player must destroy Field Barrier FIRST. Effects that supposedly destroy both at the same time, such as Heavy Storm and Harpie's Feather Duster, do not affect the Field Spell Card.
Yes. One of the few times when you can voluntarily destroy one of your own cards, is when you wish to replace your Field Spell Card with either another active one, or even a Set one.
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.
The Graveyard is part of the Playing Field. When a card states "...on the field...", it is referring to cards that are placed in the Monster Card Zone, the Field Spell Card Zone, and the Spell & Trap Card Zone.
It is part of your 'playing field', but when something refers to 'cards on the field' it only refers to cards in the monster zones, Spell/Trap zones, and the Field Spell Card zone.
You can never destroy, discard, or otherwise send to the graveyard a card unless directed to by a card effect or a game rule. The exception is a Field Spell card, you can replace one with another even though the first is occupying your Field Spell card zone.
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.
In French, "existing" is spelled as "existant".
The spell Sadie Kane used to destroy the door in the Red Pyramid was ha-di. It is the Egyptian word for destroy.
A card that is protected from destruction can only protect itself from battle, or from destruction by effect resolution. It cannot protect itself from destruction by a core game rule. The rules say there can only be one active field spell at any one time, and it is this that destroys the old one, the new one itself doesn't destroy it.