tonycool4life Posted April 20, 2010 Report Share Posted April 20, 2010 Here are some ideas of what spellcaster(spellcounter deck) need. Endymion ApprenticeFire/Spellcaster/level 4/1600 ATK/1000 DEFEach time a Spell Card is activated, place 2 Spell Counters on this card. If this card is removed from the field, place its Spell Counters on a face-up card(s) on the field that can be placed a Spell Counter on, except Synchro Monsters. Magical TutorWater/Spellcaster/level 4/1800 ATK/1300 DEFWhen this card is Normal Summoned, place 1 Spell Counter on it (max. 1). You can remove 1 Spell Counter from this card to add 1 card with "Spell Counter(s)" in the text from your Deck or Graveyard to your hand. Tuning MagicianDark/Spellcaster-Tuner/Level 1/500 ATK/400 DEFWhen this card is Normal Summoned, place 1 Spell Counter on it (max. 1). Once per turn, you can remove any number of Spell Counters on your side of the field to increase the level of this card by 1 for each Spell Counter removed until the End Phase. Sorcerer MagicianDark/Spellcaster-Synchro/Level 9/3200 ATK/2800 DEF1 Tuner + 2 or more non-Tuner Spellcaster-Type monstersYou can remove 2 Spell Counters on your side of the field to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect and destroy it. Citadel BarrierContinuous Trap Card"Magical Citadel of Endymion" you control cannot be removed from the field. Also, a new Field Spell Card cannot be activated as long as "Magical Citadel of Endymion" is on your side of the field. You can only control 1 face-up "Citadel Barrier" Link to comment Share on other sites More sharing options...
MrCodyPwns Posted April 20, 2010 Report Share Posted April 20, 2010 #1 this is the wrong place for this. #2 Citadel Barrier needs to be a spell card *for obvious reasons* Link to comment Share on other sites More sharing options...
Chaos Flame Posted April 20, 2010 Report Share Posted April 20, 2010 The written cards section is near the top. Link to comment Share on other sites More sharing options...
werewolfjedi Posted April 20, 2010 Report Share Posted April 20, 2010 search card is a bit to powerful, I mean search for spell power grasp, use it, add another to your hand, search for for anything you may need, including citadel, which if you have another spell in your hand to play, means I get ANOTHER search, which means that I get to search for 3 cards in one turn, and I used almost nothing in compairson to get them. so let's seeplay tutor (0c,1spc)search for spell power grasp (+1,0)play spell power grasp (1,+1.min)search for citadel (2,0)play citadel (2,0)play any spell card. (1,+1)ativate tutor effect again, using citadel's sub effect (2,0) so that's a +2, at minimum. Link to comment Share on other sites More sharing options...
Canadian Posted April 20, 2010 Report Share Posted April 20, 2010 Actually, counter monsters aren't what we need that much. I know this is the wrong section, but I still want to comment. I think sorcerer's effect would be amazing if it was just a continous trap card. It'd probably even be broken. The rest are decent. I do agree that we need a better spell-counter tuner though. What Spellcounter cards really need is some form of draw power like this:[spell-Continuous]Remove 2 Spell Counters from your side of the field to draw 1 card. Link to comment Share on other sites More sharing options...
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