This card can be useful for eliminating an opponent's Field Spell Card on the field without destroying it.
This card works well with "Murmur of the Forest", since one will be able to essentially add 2 Field Spell Cards with different names from their Deck to their hand this way.
This card can be useful for giving the opponent a Field Spell Card with a beneficial effect that only activates for its owner when it is destroyed, such as "Geartown", "Kozmotown", "Morphtronic Map", etc.
If facing a Deck that heavily relies on a Field Spell(s), lock your opponent out of their Field Zone by giving them a Field Spell Card with an effect that must add a specific card to their hand (when that Field Spell Card is activated) - specifically a card that the opponent won't have in their Deck, thus making it illegal for them to activate their Set Field Spell Card. Examples of this are cards such as "Gateway to Chaos" and "Oracle of Zefra".
Alternatively, one can give the opponent "Magical Mid-Breaker Field"; even if they decide to activate it, its effect will prevent them from replacing it with another Field Spell Card.
Give the opponent "The Seal of Orichalcos", so that they cannot activate their own Field Spell without destroying all of their own Special Summoned monsters.
This card can be useful for giving the opponent a Field Spell Card with an effect that affects both players, but is very useful for one's own strategy (such as "Defense Zone", "Mausoleum of the Emperor", "Mound of the Bound Creator" etc.), thus allowing one to take advantage of that effect alongside another Field Spell Card that presumably only benefits them (and not the opponent).