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Spell Counter Cards

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These were a few cards I found while looking around for spell counter cards ( thinking about the new Endymion cards ). Found these interesting ones. 

 

Endymion, the Master Magician 

Level 7 / Dark / Spellcaster / Effect 

2700 attack / 1700 defense 

You can Special Summon this card (from your hand or Graveyard) by removing 6 Spell Counters from a "Magical Citadel of Endymion" you control. If Summoned this way: 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. 

EndymiontheMasterMagician-SDSC-EN-UR-UE.png

Mega Ton Magical Cannon 

Spell - Normal 

Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field. 

MegaTonMagicalCannon-DR1-EN-C-UE.png

Anti-Spell 

Trap - Counter 

Remove 2 Spell Counters on your side of the field to negate the activation of a Spell Card and destroy it. 

AntiSpell-TU02-EN-C-UE.png

This magician might possibly be the reason the new continuous spell card for Endymion also treats itself as the Citadel, so this guy can remove counters from it to summon himself ( that spell can also hold just exactly enough counters for this guy to summon himself, coincidentally ). Having a field nuke for 10 spell counters might be tricky to reach, but is pretty nice when you can pull it off ( and it's also searchable with the new sorcerer supreme ). Generic negation is also always a nice thing, given that you only have to remove 2 spell counters for a generic spell negate, and it's not even a hard once per turn, so if you open multiples, they can all be used. 

Thoughts on these cards? 

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Anti-Spell looks interesting. It's no omni-Counter but against Spell-heavy match-ups it can be useful... if you are not already running Secret Village.
I would add Pitch-Black Power Stone to the list too. AFAIK it can loop with the Endymion Pendulum for a stun every 2 turns.

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Pitch-Black is pretty bad, you can just do that naturally.

Anti-Spell is bad, Pendymion does it naturally.

Mega Ton Magical Cannon is inconsistent/Pendymion does it better.

Endymion is inconsistent/worse than Pendymion. Endymion's Lab isn't good.

I'm not decided on Spell Power Grasp, but it's decent enough for enabling, especially because it ramps with Spell Power Control. Probably just a meme at the end of the day, though.

Mythical Bestiary, see Spell Power Grasp.

Mythical Institute and Magical Abductor are pretty gucci, though.

Other than that, Spell Counter support kinda sucks ass. Arcane Barrier is bad (and doesn't even work). Spellbook Star Hall doesn't count. Beast Magic Attack eats your counters. Mythical Bestiamorph sure exists. Tower of Babel is a meme. Extra Buck is bad. Non-Pendulum monsters tend to be bad, because they fail in the redundancy department, which makes your deck less consistent. Mythic Beasts aside from Master Cerberus, Jackal King, and Garuda aren't amazing. Library is too slow and wastes counters.

The Spell Counter synchros aren't worth wasting slots on Hallohallo. Tempest Magician doesn't kill consistently enough for it to be good.

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