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Thread: The Spell Counter Discussion Thread

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    The Spell Counter Discussion Thread

    Here we will examine the tactics behind Spell Counting. While undeveloped and outdated in various aspects, there still lies hope for the theme's future in the Pendulum mechanic. Most of our theme centralizes around the stories of Endymion the Master Magician and Magical Exemplar, with a few notable exceptions.

    The King and His Army


    As ruler of the Magical Citadel, King Endymion and the surrounding lore about him will likely continue to shape the support of the Spell Counter theme, and Spellcasters in general. Believing that magical knowledge should be controlled, and only used effectively, Endymion feared the expanding power of the Spellbook Tower Institute, which handed out such knowledge more freely, and so decided that he should take control of it. However, due to the overwhelming power unleashed by Reaper of Prophecy, the king had no choice but to withdraw his forces from the invasion of the tower.

    Within the Citadel of Endymion, magical knowledge is controlled by the administrative system of the city, with the king himself in charge. Magical researchers cannot study freely, but their social status is guaranteed. He and his men use magic via stones made from crystallized magical energy. The city adopted this system so that even those without magic could receive its benefits (as opposed to the Spellbook Institute, in which only a select few can wield the magical terminals).

    In Greek mythology, Endymion is a handsome mortal placed in an eternal slumber by Zeus, at the wish of the Titan goddess of the moon, Selene, so that he could forever retain his youth, and so they could remain lovers for all eternity.
    Endymion The Master Magician
    DARK / Spellcaster-Effect / Level 7 / 2700 ATK / 1700 DEF
    You can Special Summon this card (from your hand or Graveyard) by removing 6 Spell Counters from a "Magical Citadel of Endymion" you control. When you do: Target 1 Spell Card in your Graveyard; add that target to your hand. Once per turn: You can discard 1 Spell Card, then target 1 card on the field; destroy that target.
    The ruler of the Citadel that takes his name. Strangely, he seems to have as much anti-support as support, based off of related cards. Endymion himself unfortunately doesn't bring too much to the table. He's a strong enough on the field and can destroy any card by pitching a spell, but the rewards for getting him out aren't quite proportionate to the effort. If you use him you don't need more than 1. He does have more DARK Spellcaster support nowadays to make summoning him easier, but he's not a mandatory inclusion by any means yet.
    Crusader of Endymion
    LIGHT / Spellcaster-Gemini / Level 4 / 1900 ATK / 1200 DEF
    This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
    ● Once per turn, you can place 1 Spell Counter on a face-up card on the field that you can place a Spell Counter on. If you do, this card gains 600 ATK until the End Phase.
    If ever a Spellcaster/Gemini hybrid becomes viable, this would be your go to guy. Otherwise he requires a second summon, which is a pain. He has seen play in Gemini-beat down decks in the past, but not so much elsewhere.
    Defender, the Magical Knight
    LIGHT / Spellcaster-Effect / Level 4 / 1600 ATK / 2000 DEF
    When this card is Normal Summoned: place 1 Spell Counter on it (max. 1). Once per turn, if a face-up Spellcaster-Type monster(s) on the field would be destroyed, you can remove 1 Spell Counter from a card you control for each of those monsters instead.
    Another member of Endymion's royal guard and a LIGHT counterpart to Breaker the Magical Warrior. Defender saves your Spellcasters from any destruction, be it by battle, or card effects and can be used during anytime excluding summon negation. You can trust him to protect your key Spellcasters from most opponents threats, but remember you only get to use his shielding ability once per turn. Beware mirror matches. Defender must save all Spellcasters that would meet their end, so don't be tricked into saving your opponents Spellcasters from a Dark Hole! Make sure you know when to set him as opposed to normal summoning him, because if the opponent swarms the field, they'll have an easier time getting over 1600 attack as opposed to 2000 defense.
    Breaker the Magical Warrior
    DARK / Spellcaster-Effect / Level 4 / 1600 ATK / 1000 DEF
    When this card is Normal Summoned; place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it.
    You can remove 1 Spell Counter from this card and target 1 spell or trap card on the field; Destroy it.
    While not a member of Endymion's army per se, Breaker is an icon for competitive Spellcaster use and is a direct influence on Defender, The Magical Knight, and works marvelously with the Citadel of Endymion.
    Royal Magical Library
    LIGHT / Spellcaster-Effect / Level 4 / 0 ATK / 2000 DEF
    Each time a Spell Card is activated, place 1 Spell Counter on this card (max 3). You can remove 3 Spell Counters from this card; draw 1 card.
    Like Breaker, it isn't exactly confirmed to be within the Citadel itself, but this is the perfect home for it. RML is infamous in competitive play for facilitating the Exodia OTK. In this Era of Xyz and Synchro plays, summoning it in Attack mode is not as bad as it once was. The only downside is drawing it without any spells to accommodate it, or for when you can't tune/overlay it. However between Wonder Wand, Dark renewal, and Magical Dimension, we should be able to get some good use from it. Plays great with Spellbook Variants.
    Magical Citadel of Endymion
    Field Spell
    Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. If a card with a Spell Counter(s) is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card effect by removing a Spell Counter(s) from your side of the field, you can remove that many Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead.
    Powerful and arguably best spell counter generator, able to store counters for convenient use and retain counters so they are not wasted. Thanks to the new field spell rule, it only has to fear being hit by multiple destructive card effects or non-destruction removal. If the opponent tries to destroy Citadel while it has no counters, activate a Quick-play spell in response. The chain resolves backwards and Citadel gains a counter from your Quick-play, so that you can apply Citadel's protection effect. Despite it's good points, Spellbook Star Hall may just do its job better. Arcanite Magician and Tempest Magician take counters from anywhere on the field (as does Defender, The Magical Knight). Magical Exemplar generates so many counters by herself anyways she doesn't necessarily need Citadel to do it for her. Whether or not these suions are proven true though will require some testing. Currently we run 2 with a Terraforming.
    Spell Power Grasp
    Normal Spell
    Place 1 Spell Counter on a face-up card that you can place a Spell Counter on. Then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn.
    The card has been antiquated by Spellbooks, but if ever you didn't want to use Spellbooks for some reason, you can use three of this. The card is meant to speed up the summoning of the Master Magician, as the card art indicates. The art and effect of Chain Dispel suggests that at some point, Endymion's staff becomes blocked off from the power to amass Spell Counters.
    Disenchanter
    LIGHT / Spellcaster-Effect / Level 6 / 2000 ATK / 2300 DEF
    Once per turn, you can remove 1 Spell Counter from anywhere on the field to return 1 face-up Spell Card to its owner's hand.
    While she comes included as a new card in the same structure deck, its not certain exactly what her relation to the theme is, if there is any in the first place. She's pretty, but overall, she doesn't have much going for her substantively. The point on one hand seems to be being able to generate spell counters by bouncing and reactivating spell cards. Unfortunately, there aren't many worth the trouble, or if there are, you could just break even. It would be nice if she could at least summon herself for a lesser cost like Endymion could. However, she can't, and unless you want to run an obscure, untried control deck that bounces back and forth continuous spells like swords of revealing/concealing light, I'd avoid using her. She's more like an anti-Endymion support card seeing how she can undo our Spell Counter banks like the Citadel.

    The Magical Exemplar and Arcane Synchro Summons


    In addition to Endymion's army, Magical Exemplar has had a huge impact on the Spell Counter and Spellcaster themes, in addition to our Arcane Tuner and Synchro monsters.
    Magical Exemplar
    EARTH / Spellcaster-Effect / Level 4 / 1700 ATK / 1400 DEF
    Each time a Spell Card is activated, place 2 Spell Counters on this card. Once per turn, you can remove any number of Spell Counters from this card to Special Summon a Spellcaster-Type monster from your hand or Graveyard whose Level is equal to the number of Spell Counters you removed.
    Exemplar is our best spell counter generating monster. Simple 1-1 spells such as Spellbook of Secrets or Mystical Space Typhoon suddenly become potential +1s in advantage. Even if you don't activate her effect, she can become a Spell Counter bank of sorts. So long as Citadel is up, even if she falls in battle, your generated counters won't be wasted. Perhaps most importantly however is her ability to facilitate Synchro Summons. Here are some of the recommended Tuners to use with her.
    Night's End Sorcerer
    DARK Spellcaster-Tuner-Effect / Level 2 / 1300 ATK / 400 DEF
    When this card is Special Summoned, you can remove from play up to 2 cards from your opponent's Graveyard.

    Effect Veiler
    LIGHT Spellcaster-Tuner-Effect / Level 1 / 0 ATK / 0 DEF
    During your opponent's Main Phase: You can send this card from your hand to the Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that opponent's face-up monster's effects until the end of this turn (this is a Quick Effect).

    Minerva, Lightsworn Maiden
    LIGHT Spellcaster-Tuner-Effect / Level 3 / 800 ATK / 200 DEF
    When this card is Normal Summoned: You can add 1 LIGHT Dragon-Type monster from your Deck to your hand, whose Level is less than or equal to the total number of "Lightsworn" monsters with different names in your Graveyard. If this card is sent from your hand or Deck to the Graveyard: Send the top card of your Deck to the Graveyard. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard.

    Arcane Apprentice
    FIRE Spellcaster-Tuner-Effect / Level 2 / 1000 ATK / 400 DEF
    If this card is sent to the Graveyard for a Synchro Summon, you can add 1 "Assault Mode Activate" from your Deck to your hand.
    Night's End Sorcerer is directly tied to Magical Exemplar's lore, as he tunes with her for her to become Tempest Magician. Their relationship isn't known outside of this however. Effect Veiler has a lot of utility between her effect and tuner status. Minerva however is a notable mention, not merely because of her Spellcaster-Tuner status, but because she is a Lightsworn monster, opening up a slew of Lightsworn support to us, such as Lumina, Lyla, Felis, Charge of the Light Brigade, and Solar Recharge. This in addition to Mathematician can give us easy access to our Synchro monsters. Arcane Apprentice on the other hand is the Tuner counterpart to another iconic Synchro monster, who has Assault Mode and Fusion support as well.
    Tempest Magician
    DARK / Spellcaster-Synchro-Effect / Level 6 / 2200 ATK / 1400 DEF
    1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters
    When this card is Synchro Summoned, place 1 Spell Counter on it. Once per turn, you can discard any number of cards to place 1 Spell Counter on a monster(s) you control for each card you discarded. You can remove all Spell Counters on the field to inflict 500 damage to your opponent for each removed Spell Counter.
    Magical Exemplar's Synchro form. Instead of focusing on summoning support, Tempest Magician takes all those accumulated Spell counters and turns them into raw damage against the opponent. She's incredibly useful for closing out games out of nowhere when the opponent least expects it.
    Explosive Magician
    LIGHT Spellcaste-Synchro-Effect / Level 6 / 2500 ATK / 1800 DEF
    1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters
    You can remove 2 Spell Counters from your side of the field to select and destroy 1 Spell or Trap Card your opponent controls.
    Far from our most useful boss monster. He doesn't do anything Breaker doesn't already besides being a larger beater. That being said, he bears a striking resemblance to Endymion the Master Magician, with a lighter color scheme.
    Arcanite Magician
    LIGHT Spellcaaster-Synchro-Effect / Level 7 / 400 ATK / 1800 DEF
    1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters
    If this card is Synchro Summoned: Place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. You can remove 1 Spell Counter from your field, then target 1 card your opponent controls; destroy that target.
    Arcanite Magician is our signature Synchro monster next to Tempest Magician, using his effect to annihilate the opponent's field. Since he doesn't have to use his own counters, he's free to both terrorize the opponent with his effect, and in battle. If you can get both Tempest and Arcanite out together, your victory is all but certain!
    Arcanite Magician/Assault Mode
    LIGHT Spellcaster-Effect / Level 9 / 900 ATK / 2300 DEF
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". When this card is Special Summoned, place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. You can remove 2 Spell Counters from this card to destroy all cards your opponent controls. When this card on the field is destroyed, you can Special Summon 1 "Arcanite Magician" from your Graveyard.

    Assault Mode Activate
    Normal Trap
    Tribute 1 Synchro Monster. Special Summon 1 "/Assault Mode" monster whose name includes the Tributed monster's name from your Deck in Attack Position.

    Supreme Arcanite Magician
    LIGHT Spellcaster-Fusion-Effect / Level 10 / 1400 ATK / 2800 DEF
    1 Spellcaster-Type Synchro Monster + 1 Spellcaster-Type monster
    This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). When this card is Fusion Summoned, place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. Once per turn, you can remove 1 Spell Counter from your side of the field to activate 1 of the following effects:
    ● Select 1 card on the field, and destroy it.
    ● Draw 1 card.

    Miracle Synchro Fusion
    Normal Spell
    Remove from play, from your side of the field or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that lists a Synchro Monster as a Fusion Material Monster, and Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this Set card is destroyed by your opponent's card effect and sent to the Graveyard, draw 1 card.
    As Arcanite Magician advances in form he gains 500 ATK and DEF with each new step. The Assault Mode version of himi s regrettably useless, or rather too difficult to summon to be worth the trouble. However Supreme Arcanite Magician is a different story. While his effect is often called "not as good" As the original Arcanite because he can only activate once a turn, Supreme Arcanite is never going to be used in the same capacity as the original. That is, they fill completely different roles. Supreme Arcanite can come out for little to no cost late game thanks to Miracle Synchro Fusion. While you'll likely never summon it more than once a game, its a very satisfying summon. Worst case scenario, Miracle Synchro Fusion is destroyed and you draw a card. Hopefully the day comes where this card is more reliably usable.

    Pendulum Horizon

    Up until now, the Spell Counter theme has been dogged with problems relating to deck building. We need both monsters and cards to store and use Spell Counters and an abundance of Spells to start us on our way to accumulating a bunch of spell counters, but there's never been a good balance between these two needs. Opening too many monsters or too many spells can put an early stall on our startup that we can have trouble coming out of. However, with the dawn of the Pendulum Mechanic, we have a renewed glimmer of hope!
    Magical Abductor
    EARTH / Spellcaster-Pendulum-Effect / Level 4 / Scale 3 / 1700 ATK / 1400 DEF
    Pendulum Effect | Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. Once per turn: You can remove 3 Spell Counters from this card; add 1 Pendulum Monster from your Deck to your hand.
    Monster Effect | Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 100 ATK for each Spell Counter on it. Once per turn: You can remove 3 Spell Counters from this card; add 1 Level 1 Spellcaster-Type monster from your Deck to your hand.
    Perhaps the most adept user of Spell Counters yet, Magical abductor is the latest retrain for Magical Exemplar. While she doesn't generate counters at the same speed as Exemplar, being able to act as both spell and monster gives Abductor amazing versatility. Both her search effects are great, and will only get better over time. Eccentrick Archfiend and Luster Pendulum, the Dracoslayer are excellent grabs with her pendulum effect that let you actually start pendulum summoning, and her monster effect nabs an Effect Veiler from the deck, on top of which she gets stronger for ever Spell Counter on her! Seeing how much she can do as a monster and a spell, Magical Abductor is a symbol of hope for the theme.
    Breaker the Dark Magical Warrior
    DARK / Spellcaster-Effect / Level 6 / 1600 ATK / 1000 DEF
    If this card is Normal Summoned: Place 2 Spell Counters on this card.
    If this card is Pendulum Summoned: Place 3 Spell Counters on this card.
    This card gains 400 ATK for each Spell Counter on it.
    You can remove 1 Spell Counter from this card, then target 1 Spell/Trap Card on the field; destroy that target. You can only use this effect of "Breaker the Dark Magical Warrior" once per turn.
    Leading the charge of "Counter-users we wish were better" is Breaker's evolved Form. Unfortunately there are several problems with this card. He only gains counters for Normal and Pendulum Summons. His Normal Summon Makes him a "worse" Mobious the Frost Monarch and Pendulum Summoning is not yet feasible for us to utilize well. Furthermore he's not likely to last more than 1 turn on the field and simple effect negation reduces him to the same power level as his original form. This would almost all be forgivable if he himself was a Pendulum monster who would go back to the Extra Deck for later use, or with a useful Pendulum Effect to make use of. Maybe if he at least could gain 1 Spell Counter off a non-Pendulum Special Summon he could at least be a decent Dark Renewal target. If Magical Abductor is our hope, Breaker the Dark Magical Warrior is our despair, should the Pendulum mechanic not be utilized pproperly for us.

    Spell Counter misfits


    These aren't the best of the best. They exist and are fun to a degree, but problems persist that hinder their viability.

    Dark-Red Enchanter
    DARK / Spellcaster-Effect / Level 6 / 1700 ATK / 2200 DEF
    When this card is Normal Summoned, place 2 Spell Counters on it. Each time a Spell Card is activated, place 1 Spell Counter on this card. It gains 300 ATK for each Spell Counter on it. Once per turn, you can remove 2 Spell Counters from this card to make your opponent discard 1 random card.
    He generates counters himself for a decent attack boost. Between him and Citadel you can discard an opponent's card without having to lower his attack. The problem is that he must be normal summoned to gain his first 2 counters. Unfortunately you can't use his effect multiple times a turn, but his attack can skyrocket if left untouched. Modern builds however should probably focus on our Synchros over summoning him. He is Level 6 for those who might want to use Magician Gal though.
    Magical Marionette
    DARK / Spellcaster-Effect / Level 5 / 2000 ATK / 1000 DEF
    Each time a Spell Card is activated, place 1 Spell Counter on this card. This card gains 200 ATK for each Spell Counter on it. You can remove 2 Spell Counters from this card to destroy 1 monster on the field.
    The previous Spell Counter master, summon-able with Magician's Circle and Magical Dimension and now Dark Renewal and Dark Magic Veil. He generates his own counters to destroy monsters with, but unfortunately times have changed and Arcanite is easier to focus on than Marionette. That being said, Marionette is still a strong monster to pull out with Dark Renewal, has no cap on the number of counters (and attack) you can give him, and even should you use all his counters up, you're still left with a 2000 ATK monster. You can tech him as a 1-of for fun.
    Mythical Beast Cerberus
    LIGHT / Spellcaster-Effect / Level 4 / 1400 ATK / 1400 DEF
    Each time a Spell Card is activated, place 1 Spell Counter on this card. This card gains 500 ATK for each Spell Counter on it. If this card attacks or is attacked, remove all Spell Counters from it at the end of the Battle Phase.
    Not a bad pet to have around the .. Citadel. He can easily reach high attack levels in a relatively short amount of time. If he ends up destroyed, you gain his counters. The sad part is he ends up removing them all after the battle phase in which he battled. A bummer but a balancing factor. Spellbooks can make him incredibly huge. Add chain-able Quick-play spells that can be used in response to an opponent's attack . You probably shouldn't run him most of the time, but he's certainly is fun to play with from time to time.
    Blast Magician
    FIRE / Spellcaster-Effect / Level 4 / 1400 ATK / 700 DEF
    Each time a Spell Card is activated, place 1 Spell Counter on this card. You can remove any number of Spell Counters from this card to destroy 1 face-up monster on the field with ATK equal to or less than 700 x the number of counters you removed.
    Not our worst support card, but he's a bit too costly, and his stats are a tad low. While he falls short in his usefulness, it's worth noting though that he can be used any number of times to wipe out tokens etc. He's not bad just ... if only he was a bit stronger.
    Hannibal Necromancer
    DARK / Spellcaster-Effect / Level 4 / 1400 ATK / 1800 DEF
    When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). You can remove 1 Spell Counter from this card to destroy 1 face-up Trap Card.
    Other than the monster-themed art, there isn't really much to say about this. Breaker was banned way back when, so they gave us this guy. With breaker back in action, he's all but a ... pretty face.
    Alchemist of Black Spells
    WIND / Spellcaster-Effect / Level 4 / 1200 ATK / 1800 DEF
    Once per turn, you can change this face-up Attack Position card you control to face-up Defense Position and place 1 Spell Counter on a face-up card you control that you can place a Spell Counter on.
    Another reminder that Crusader of Endymion would've been better off as a non-gemini with just a Spell counter-placing effect. Alchemist doesn't do anything to use Spell Counters,, so while he has a nice counter generating effect, everything else about him is lacking.
    Silent Magician LV 4
    LIGHT / Spellcaster-Effect / Level 4 / 1000 ATK / 1000 DEF
    Each time your opponent draws a card(s), put 1 Spell Counter on this card (max. 5). Increase the ATK of this card by 500 points for each Spell Counter on this card. If 5 Spell Counters are on this card, during the Standby Phase of your next turn, by sending this face-up card with 5 Spell Counters on it to the Graveyard, Special Summon 1 "Silent Magician LV8" from your hand or Deck.
    She's a fan favorite, but unfortunately just a bit lacking in the beating department. She's good when you start her up on Spell Power Grasp. It's just a shame she takes so long to power up. If she at least started with 1500 ATK, she'd be going places. Oh well. Feel free to use her for some fun, though for competitive games, its best to not.
    Apprentice Magician
    DARK / Spellcaster-Effect / Level 2 / 400 ATK / 800 DEF
    When this card is Summoned; place 1 Spell Counter on a face-up card that you can place a Spell Counter on. When this card is destroyed by battle; you can Special Summon 1 Level 2 or lower Spellcaster-Type monster from your Deck in face-down Defense Position.

    Magical Plant Mandragola
    DARK / Spellcaster-Effect / Level 2 / 500 ATK / 200 DEF
    FLIP: Place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on.

    Old Vindictive Magician
    DARK / Spellcaster-Effect / Level 2 / 400 ATK / 800 DEF
    FLIP: Destroy 1 monster your opponent controls.

    Crystal Seer
    WATER / Spellcaster-Effect / Level 1 / 100 ATK / 100 DEF
    FLIP: Pick up 2 cards from the top of your Deck. Select 1 of those cards and add it to your hand, and place the other card on the bottom of your Deck.
    Dubbed as the "Apprentice Engine" back when "Apprentice Monarchs" ruled the game. For Apprentice itself, an extra spell counter is always good, and especially when it grants one to any card that can hold one. This could mean extra destruction from Breaker/Arcanite or extra burn from Tempest Magician, and works well wiith Magical Exemplar and Creature Swap. Unfortunately the apprentice engine is slower than most modern engines with its use of flip-effect monsters and reliance on battle destruction. The engine is antiquated and should be left to rest in peace.
    Frequency Magician
    LIGHT / Spellcaster-Tuner / Level 2 / 800 ATK / 400 DEF
    When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). You can remove 1 Spell Counter from this card to have 1 face-up monster you control gain 500 ATK, until the End Phase.
    If he could increase Spellcaster's levels by removing spell counters, he'd have been the only tuner we've needed to tune with. (Ignoring Effect Veiler). Other than being light, he's not really worth playing. Night's End Sorcerer banishing threats from the grave is a more useful.
    Armor Exe
    LIGHT / Rock-effect / Level 4 / 2400 ATK / 1400 DEF
    This card cannot attack in the same turn it is Normal Summoned, Flip Summoned, or Special Summoned. During each of your and your opponent's Standby Phases, remove 1 Spell Counter on your side of the field. If you do not, destroy this card.
    It's huge and easy to summon. Not much point to it but it exists.
    Dark Valkyria
    DARK / Fairy-Gemini / Level 4 / 1800 ATK / 1050 DEF
    This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
    ● One time only, you can place 1 Spell Counter on this card. This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card to destroy 1 monster on the field.
    Nice card, it makes me wish Dunames Dark Witch was originally a Spellcaster. Her OCG name is Duname Valkyria, hence the name of the Dark Counterpart. She'd be loads better as a Spellcaster, otherwise, she does good in a Gemini deck. Supervise + Citadel + Spell Power Grasp? It's fun. Just not competitive.

    Spell Counter Traps and Spells


    We do have a dozen or so Spell / Trap support cards in addition to our Endymion-related cards, but most of them aren't quite up to par with the modern day.
    Arcane Barrier
    Continuous Spell
    Each time a Spellcaster-Type monster(s) on the field is destroyed, place 1 Spell Counter on this card (max. 4). You can send this card and 1 face-up Spellcaster-Type monster you control to the Graveyard to draw 1 card for each Spell Counter on this card.
    Decent especially with apprentice engine and Creature Swap. Unfortunately, your opponent would practivaly have to let you pull it off. It's easy to disrupt and can take time to set up. Wonder Wand in general is a bit more powerful. It'd have been nice if Arcane Barrier Acctually functioned as a Barrier though.
    Mega Ton Magical Cannon
    Normal Spell
    Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field.
    When this was first release, I don't quite understand how konami expected us to be able to ever activate it. Even 5 Counters was hard to generate, let alone ten. If it was 5 counters, it'd still be tough to activate, but all the same, you could occaisionally activate it. Fun to point at people with, but impractical to use.
    Gateway to Chaos
    Field Spell
    When this card is activated: Add 1 "Black Luster Soldier" Ritual Monster or 1 "Gaia The Fierce Knight" monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the Graveyard, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 "Gateway to Chaos" per turn.
    This field works a bit different from previous Spell Counter cards in that counters are generated through the loss of monsters. This is actually a pretty different and interesting way of generating Spell counters for monster-heavy builds. However it lacks synergy with our current card pool.
    Anti Spell
    Counter Trap
    Remove 2 Spell Counters on your side of the field. Negate the activation of a Spell Card and destroy it.
    Its a counter trap sure, but its limited in scope of what it can do. Run Solemn cards before you consider running this.
    Pitch-Black Power stone
    Continuous Trap
    After activation, place 3 Spell Counters on this card. During each of your turns you can move 1 Spell Counter from this card to another face-up card that you can place a Spell Counter on. When there are no Spell Counters on this card, destroy it.
    Works great in combination with magical citadel, and if its destroyed, all its counters go onto citadel. It gives breaker, defender, and Arcanite more counters to work with and as a trap card, you can bait MSTs. Even if it is destroyed, it will still place its counters on citadel afterwards and a relatively large amount of them. However, its typically better to run other spells and traps before this.
    Tower of Babel
    Continuous Trap
    Each time a Spell Card is activated, place 1 Spell Counter on this card. When the 4th Spell Counter is placed on this card, destroy this card and inflict 3000 damage to the player that activated the Spell Card at that time.
    Now this is a fun little time bomb. What's nice is that when it destroys itself, the spell counters go on our Citadel. Just be careful not to be forced into setting it off yourself. More of a fun card, but it does generate counters for Arcanite etc.
    Extra Buck
    Continuous Trap
    Each time a card(s) is added to your Extra Deck, place 1 Spell Counter on this card (max. 3). You can send this card with 3 Spell Counters to the Graveyard; draw 2 cards.
    Designed to work off of the Pendulum mechanic. If we can get some more Pendulum Spell counter cards that'd be swell, but until then Extra Buck isn't much more than a nice pun.
    Miracle Restoring
    Normal Trap
    Remove 2 Spell Counters on your side of the field. Special Summon 1 "Dark Magician" or "Buster Blader" from your Graveyard in face-up Attack or Defense Position.

    When a Spell/Trap Card, or monster effect, is activated that targets a monster(s) on the field, while you control a "Black Luster Soldier" monster: Negate the activation, and if you do, destroy that card. If this card is in your Graveyard: You can remove 1 Spell Counter from your side of the field; Set this card, but banish it when it leaves the field.
    Perhaps if you're making a Yugi deck, these cards can work with the Gateway to Chaos Field Spell. Otherwise you won't be using these.

    The Decklists


    There are various ways to approach a Spell Counter build, but here are a few ideas that might help you get started.

    Lightsworn Citadel

    The Lightsworn monsters happen to make a great engine for summoning Arcanite Magician and Tempest Magician, and they come coupled with powerful search and draw spells too. There are several ways to go about this, but here's a take on what you can do with Lightsworn monsters.

    16 Monsters
    1x Endymion the Master Magician
    3x Magical Exemplar
    2x Felis, Lightsworn Archer
    1x Raiden, Hand of the Lightsworn
    1x Lyla, Lightsworn Sorcerer
    3x Lumina, Lightsworn Summoner
    1x Minerva, Lightsworn Maiden
    1x Night's End Sorcerer
    2x Effect Veiler

    24 Spells
    2x Magical Citadel of Endymion
    2x Terraforming
    3x Spell Power Grasp
    2x Charge of the Light Brigade
    3x Solar Recharge
    2x Miracle Synchro Fusion
    2x Instant Fusion
    2x Wonder Wand
    2x Twin Twister
    1x Raigeki
    1x Foolish Burial
    1x Soul Charge
    1x Upstart Goblin

    Extra Deck
    1x Trishula, Dragon of the Ice Barrier
    2x Arcanite Magician
    2x Michael, the Arch-Lightsworn
    1x Black Rose Dragon
    1x Tempest Magician
    1x T.G. Hyper Librarian
    1x Number 39: Utopia
    1x Number S39: Utopia the Lightning
    1x Castel, the Skyblaster Muskateer
    1x Thousand Eyes Restrict
    1x Elder Entity Norden
    2x Supereme Arcanite Magician

    Here you want to see Citadel as soon as you can. While you don't want to clog with 3 copies of citadel you also don't want to lose them all to the random milling from Lightsworns, making it difficult to work with. Instead of the Master Magician and Spell Power Grasps, you can consider Summoner Monk and Performage Trick Clown as an extra kind of floating engine for possible Rank 3 plays. If there's a deck to use Miracle Synchro Fusion, this one is it. The deck was harmed however with the limitation of Mathematician.

    Abductor Spellbooks

    Focuses not on Citadel, but instead on using Magical Abductor and Spellbook Star Hall as Spell Counter banks for you to use Arcanite Magician and Tempest Magician with. Spellbooks form the foundation of the deck, giving you various kinds of Spellcaster support, draw power, control, and generate Spell Counters, with Pendulum Summons helping you launch an offense against the opponent.

    Monsters: 14
    3x Magical Abductor
    1x Luster Pendulum, the Dracoslayer
    2x Royal Magical Library
    2x Eccentrick Archfiend
    1x Night’s End Sorcerer
    3x Spellbook Magician of Prophecy
    2x Effect Veiler

    Spells: 23
    3x Spellbook of Secrets
    2x Spellbook of the Master
    1x Spellbook Library of the Crescent
    1x Spellbook of Eternity
    1x Spellbook of Power
    1x Spellbook of Life
    2x Spellbook of Fate
    1x Spellbook of Wisdom
    1x Spellbook Star Hall
    2x The Grand Spellbook Tower
    1x Upstart Goblin
    2x Pot of Duality
    2x Moon Mirror Shield
    2x Wonder Wand
    1x Raigeki

    Traps: 3
    1x Solemn Warning
    2x Solemn Strike

    Extra Deck:15
    1x Ignister Prominence, the Blasting Dracoslayer
    1x PSY-framelord Omega
    1x Moonlight Black Rose Dragon
    1x Arcanite Magician
    1x Tempest Magician
    1x T.G. Hyper Librarian
    1x Number S39: Utopia the Lightning
    1x Number 39: Utopia
    1x Downerd Magician
    1x Castel, the Skyblaster Muskateer
    1x Abyss Dweller
    1x Gagaga Cowboy
    1x Sky Cavalry Centaurea
    1x Daigusto Phoenix
    1x Ghostrick Socuteboss

    You can fit some Endymion flair into the deck too. Endymion, his Citadel, and Spell Power Grasps can fit right in if you cut out 1 Crescent Library. 1 Grand Tower, your 3 Solemn Traps or your 2 Duality and a Moon Mirror Shield. Throw in a Terraforming and you have a deck that captures the lore of the Endymion / Spellbook War. You can also fit Breaker and Defender in here if you want to cut Royal Magical Library.

    Citadel Magicians

    Blends the Pendulum Magician theme with the Citadel for much more extra deck access.

    Monsters: 24
    3x Dragonpit Magician
    3x Dragonoaf Magician
    1x Wisdom-Eye Magician
    1x Noble Dragon Magician
    1x Performapal Skullcrobat Joker
    1x Majespecter Unicorn
    3x Magical Abductor
    1x Luster Pendulum, the Dracoslayer
    2x Eccentrick Archfiend
    1x Endymion the master Magician
    1x Breaker the Magical Warrior
    1x Defender, The Magical Knight
    1x Royal Magical Library
    1x Magical Exemplar
    1x Night's End Sorcerer
    2x Effect Veiler

    Spells: 16
    2x Magical Citadel of Endymion
    1x Terraforming
    3x Spell Power Grasp
    2x Igknight Reload
    1x Upstart Goblin
    2x Wonder Wand
    1x Raigeki
    3x Pendulum Call
    1x Wavering Eyes

    1x Number 11: Big Eye
    1x Mecha Phantom Beast Dracossack
    1x Number 39: Utopia
    1x Number S39: Utopia the Lightning
    1x Castel the Skyblaster Muskateer
    1x Majester Paladin, the Ascending Dracoslayer Dracoslayer

    1x Dinoster Power, the Mighty Dracoslayer

    1x Ignister Prominence, the Blasting Dracoslayer
    1x Nirvana High Paladin
    1x Odd-Eyes Meteor Flare Dragon
    1x Crystal Wing Synchro Dragon
    1x Arcanite Magician
    1x Tempest Magician
    1x Coral Dragon
    1x Armades, Keeper of Boundaries


    That's all for now. I hope this guide has been helpful to you. Let's make Spell Counters Competitive!

  2. #2
    Registered User Dread Kaiser's Avatar
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    How would Magical Something help this deck? Would you make it with more quick plays, or do you think you have enough to be able to recycle at will?
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

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