
Angelechy Problem
Field Spell
Card text
Once per turn: You can discard 1 Spell/Trap; Special Summon 1 Level 2 "Angelechy" monster from your Extra Deck, and if you do, place 1 "Angelechy" monster from your Extra Deck to your Spell & Trap Zone as a face-up Continuous Spell. If a face-up "Angelechy" Monster Card(s) you control is destroyed by battle or card effect: You can return 1 "Angelechy" Monster Card you own from your Spell & Trap Zone to the Extra Deck, then you can Special Summon it.
- Property
- Field
Explained
A Field Spell. Once per turn, discard a Spell/Trap to Special Summon a Level 2 "Angelechy" monster from your Extra Deck and place another as a Continuous Spell. When an Angelechy Monster Card you control is destroyed, return one from your Spell & Trap Zone to the Extra Deck and you can Special Summon it.
As the Field Spell an Angelechy deck builds around, fetched by cards like Angelechy Opening to e4.
- Using the first effect without a Spell/Trap to discard. Discarding one is the cost.
- Forgetting the second effect only works when a face-up Angelechy Monster Card you control is destroyed by battle or card effect.
How it works
Angelechy Problem is a Field Spell with two effects:
- Once per turn: Discard 1 Spell/Trap. Special Summon 1 Level 2 “Angelechy” monster from your Extra Deck, and if you do, place 1 “Angelechy” monster from your Extra Deck in your Spell & Trap Zone as a face-up Continuous Spell.
- When an Angelechy card is destroyed: If a face-up “Angelechy” Monster Card you control is destroyed by battle or card effect, return 1 “Angelechy” Monster Card you own from your Spell & Trap Zone to the Extra Deck, then you can Special Summon it.
When to use it
It’s the engine piece of Angelechy decks: each use puts a monster on the field and another in your Spell & Trap Zone. The second effect lets you replace a destroyed Angelechy card with one waiting in your Spell & Trap Zone.
Related cards
Angelechy Opening to e4 can place this card from your Deck. Also see Angelechy Strategy Score.