Ultimagamer 21 Posted February 18, 2019 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. 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. 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. 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? Quote Share this post Link to post Share on other sites
Summer Darj 292 Posted February 18, 2019 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. Quote Share this post Link to post Share on other sites
Blake 313 Posted February 18, 2019 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. Quote Share this post Link to post Share on other sites