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New Spellcaster Support Spell [SINGLE]


magemeek22

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New Spellcaster Support Card: "Sanctity of Endymion"

 

Brief Overview

So here's basically a new single I thought of quite frankly this morning. I think it would add a huge deal of support to spell counter-based decks since more often than not, they are easily destroyed by card effects and thus have trouble standing up to the current meta. I feel like Spellcasters need some protection, and I feel like this would be a pretty balanced way of introducing that:

 

Card:

DlLvvqk.jpg

 

Balancing:

Essentially I feel that the "once per turn" clause does make the card relatively balanced since the protection cannot be overused even if you have a "Citadel of Endymion" that's loaded with Spell Counters. Having 3 "Guardians of Endymion," however, can be a huge pain for the opponent to deal with, but to get that far and to get enough counters to sustain its protective prowess is not only difficult but rare. This card would help Spellcasters stand up against tougher, destruction based decks, while not granting them blanket immunity (return to hand, banishing, etc. still works). So its counterable, but powerful in its own way.

 

Opinions? Balanced? OP? UP? Please comment and tell me!

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>once per turn clause
there's already Defender, the Magical Knight for that

"Guardians of Endymion" sounds more like a monster card than a spell card IMO
maybe it could be used more than once per turn but instead remove 3 spell counters

you gotta make cards thinking of how it would bump spellcaster (counter) decks up a tier or so
 
nice artwork btw

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Maybe if I changed the name to something along the lines of  "Sanctity of Endymion". And I suppose I could remove the once per turn clause and change the cost to 2 Spell Counters instead. Does that work?

 

But then if I make those changes I'll also add an effect that gives it 1 Spell Counter each time a Spell is activated.

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1. That could work.

2. 2 Spell Counters is a little easy, but really I don't know for sure. It could work. 

3. Endymion's already on the field for this card, having that have a 1 SC boost each time a Spell Card is activated kinda redundant

 

hm

worst case scenario let's say you're facing a mermail deck, right? They have gungnir, they discard two Atlantean Heavy Infantry to destroy two monsters, and then Heavy Infantry destroys another two. If he targeted all monsters, it'll have to be 8 Spell Counters total that you'll have to remove.

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I made the changes I mentioned, but I feel like you do have a point about 2 counters being too easy. However, what you're saying about the 1 SC boost being redundant i find to be not so bad, especially since Citadel of Endymion could be destroyed. So that said, I think I'll change the cost to 3C, but allow it to accumulate Spell Counters so it can hold its own if the field spell goes away.

 

I'll make the changes soon. Until then, can we move the discussion to this page: 

5 New Spellcaster Support Cards

I posted 4 more cards along with the semi-edited version of this card on to this one page. I'd appreciate it if you checked them out, and if everyone else who follows/sees this thread also goes to the link :)

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 Each time a Spell Card is activated, place 1 Spell Counter on this card. When a card with a Spell Counter(s) is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card's effect by removing a Spell Counter(s) from cards you control, you can remove Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead.


As for 3 SC's it's up to you personally. I like the idea though, keep it up.
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EDIT: 2/6/13 7:07 AM

____________________________________________________________________________________________________________________

All of the changes have been made. The new version of the card has been reposted in the original post. The changes that have been made are as follows:

-Name changed from "Guardians of Endymion" to "Sanctity of Endymion"

-Cost changed from 1 Spell Counter to 3

-"Once per turn" clause removed

-Spell Counters now accumulate on the Spell card itself

-Removing 1 Spell Counter can prevent the Spell card itself from being destroyed

 

So now tell me what you think! Is it done? Is it UP? OP? Opinions matter!

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