Bringerofcake Posted May 2, 2013 Report Share Posted May 2, 2013 Poor thing kinda got shafted by support. Arcane Channeler LIGHT Spellcaster/Effect 4/1900/1400 You can only control 1 "Arcane Channeler". If you control a Spellcaster-type monster, you can Special Summon this card (from your hand). Once per turn: You can remove a Spell Counter on the field; this card gains or loses 1 Level. Arcane Adept WATER Spellcaster/Tuner 3/1100/900 You can remove 3 Spell Counters from cards you control; Special Summon this card from your hand or Graveyard. You can only activate this effect of "Arcane Adept" once per turn. If this card is used for the Synchro Summon of "Arcanite Magician": You can add 1 "Assault Mode Activate!" from your Deck to your hand. Arcane Shot Normal Spell Target 1 Spell Card you control and 1 card your opponent controls; Destroy both cards. [You can only activate the effect of "Arcane Shot" once per turn (is this necessary?)] Reverse Spell-Engineering Normal Trap If a Spell Card is activated that could affect a Spellcaster-type monster you control: Remove 5 Spell Counters on the field; negate the effect of that card. NOTE: Could is different from would. For example, Spellbook of Fate COULD affect a monster, but may not. Same with Magical Dimension, etc. Spell Power Extraction Quick-Play Spell Only 1 "Spell Power Extraction" can be activated per turn. Remove any number of Spell Counters from cards you control: target 1 monster on either side of the field; apply the appropriate effect: Your monster: That target gains 300 ATK for each Spell Counter removed. Opponent's monster: That target loses 300 ATK for each Spell Counter removed. After either of these effects resolve: add 1 "Spell Power" Spell Card from your deck to your hand. Link to comment Share on other sites More sharing options...
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