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spell card


Bradley Dahlberg

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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.

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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

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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.'

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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.

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