Bradley Dahlberg Posted February 8, 2012 Report Share Posted February 8, 2012 [img]http://img827.imageshack.us/img827/8081/549730.jpg[/img] Link to comment Share on other sites More sharing options...
qdrack Posted February 8, 2012 Report Share Posted February 8, 2012 basically playing this makes your spell counter monsters invincible to everything, allowing you to stall and power up to an obscene ammount of counters to crush them with dark magicians and tempest magicians. does that sound op'd 2 you? Oh yeah and you spelled magicians megicians. Link to comment Share on other sites More sharing options...
DL Posted February 8, 2012 Report Share Posted February 8, 2012 IDK what a Megician's council is But regardless This basically makes Spellcasters who auto-add counters to themselves immune to everything but bouncing (not OVERLY used anymore, because banishing is better), negation, and banishing AND it gets a spell counters whenever you summon a spellcaster Now just make it able to remove a spell counter from itself to avoid its own destruction, and you've got one of the most broken spellcaster-related cards in the game I suggest removing the first effect altogether So it's just "Spellcaster-type monsters with a spell counter on them cannot be destroyed by battle or card effects" Even if that's still a bit overpowered, nothing that an MST can't take care of Link to comment Share on other sites More sharing options...
Xi-3 Posted February 8, 2012 Report Share Posted February 8, 2012 Heh. The Council in [i]Fairy Tail[/i] was far from indestructable. Then again, things to which 'invincible' or 'impervious' are tagged tend to get... destroyed. Just ask Tarkin about the Death Star. Since you can only have five monsters on the field at the same time, I suggest lowering the maximum to that. As backburn, maybe if the Council is destroyed and you have counters on all five spellcasters you have to choose up to three of them to send to the Graveyard or banish. I'm rounding up from 'half.' Link to comment Share on other sites More sharing options...
ragnarok1945 Posted February 8, 2012 Report Share Posted February 8, 2012 Way too OPed for giving your spellcasters way too much protection yes it requires 2 counters, but even then it's not much what I would have done is only allow them immunity to your opponent's spell/traps and that's enough as it is Link to comment Share on other sites More sharing options...
Nede Posted February 9, 2012 Report Share Posted February 9, 2012 This is too overpowered. First of all. You should choose 1 of them (battle, spells/traps, or effects). But if you want all protection, battle, spells/traps, and effects, higher the cost like 10 not 2, way to cheap for the cost, and don't make it permanently, make it just for few turns. Link to comment Share on other sites More sharing options...
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