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Spellcounter Cards Ideas


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Here are some ideas of what spellcaster(spellcounter deck) need.

 

 

Endymion Apprentice

Fire/Spellcaster/level 4/1600 ATK/1000 DEF

Each 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 Tutor

Water/Spellcaster/level 4/1800 ATK/1300 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 add 1 card with "Spell Counter(s)" in the text from your Deck or Graveyard to your hand.

 

Tuning Magician

Dark/Spellcaster-Tuner/Level 1/500 ATK/400 DEF

When 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 Magician

Dark/Spellcaster-Synchro/Level 9/3200 ATK/2800 DEF

1 Tuner + 2 or more non-Tuner Spellcaster-Type monsters

You 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 Barrier

Continuous 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"

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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 see

play 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.

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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.

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