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[New Single] - Magical Bank of Endymion


magemeek22

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Magical Bank of Endymion

Well here's a card I hope you Spellcaster fans out there'll find interesting: a Spell Counter bank! As far as its functions and abilities go, the name is pretty self-explanatory. You can make a maximum of two transactions per turn, divided into one withdrawal (moving Spell Counters from the bank to another face-up card) and one deposit (adding any number Spell Counters from your ENTIRE field to the card). As expected, banks pay interest; however, in Endymion, a booming economy lends its way to high interest rates (50% to be exact). So during each of your Standby Phase, the number of Spell Counters on the card increases by 150%! And finally, seeing as banks need to be safe, there is NO WAY that people are gonna go around robbing and trashing it without some form of reciprocation - a whopping 1000 points of damage per Spell Counter to be exact.

 

This bad boy goes a long way with Spell Counter cards, ESPECIALLY Magical Exemplar, Blast Magician, Citadel of Endymion, Maiden of Macabre - boy it makes me shiver thinking how much power it could add to a - quite frankly - underpowered set of cards.

 

So, without further ado, here's the card:

 

[spoiler='Version I (07/28/2013)']

wyalQpr.jpg

[spoiler='Effect']Once per turn, you can move any number of Spell Counters from your side of the field onto this card. Once per turn, you can move any number of Spell Counters from this card to another face-up card on the field. During each of your Standby Phases, add Spell Counters on this card equal to half of the Spell Counters that are already on it. If this card is destroyed by your opponent's card, you opponent takes 1000 points of damage equal to the number of Spell Counters that were on this card.[/spoiler]

[/spoiler]

 

[spoiler='Version II (07/29/2013)']

AGoLicf.jpg

[spoiler='Effect']Once per turn, you can move up to 4 Spell Counters from your side of the field onto this card. Once per turn, you can move up to 4 Spell Counters from this card to another face-up card on the field. During each of your Standby Phases, roll a die and add Spell Counters on this card equal to half of the die roll (minimum 1). Spell Counters cannot be removed from this card except by its own effect. If this card would be destroyed by your opponent's card, you can remove 1 Spell Counter from it instead.[/spoiler]

[/spoiler]

 

Reviews, comments, and advice are much appreciated!

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I am unsure of your familiarity with some of the newer cards, and while the cards you mentioned are not as much of a problem, this card could be abused with Spellbooks (capable of searching for, and activating quite a lot of spells in one turn, in addition to providing support for Spellcasters), Arcanite Magician, and Tempest Magician.

 

"Once per turn, you can move any number of Spell Counters from this card to another face-up card on the field."

Needs a restriction on the number.

 

"During each of your Standby Phases, add Spell Counters on this card equal to half of the Spell Counters that are already on it."
Again, needs a reasonable numerical restriction. One counter per turn is not unreasonable.

 

"If this card is destroyed by your opponent's card, you opponent takes 1000 points of damage equal to the number of Spell Counters that were on this card."

Aside from being a Heavy Storm deterrent, it's not necessary. Magical Citadel of Endymion does a good enough job of holding the counters, and it would be a very unbalanced economy indeed, if all of the earnings are taken from the people, to be made into what amounts to a (preemptive) thermonuclear bomb.

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Thanks for the advice, The Corinthian!

 

I am aware of the newer Spellcaster cards, including the Spellbook archetype. However, I do not wholly anticipate Spellbooks being used in conjunction with this card, especially since the Spellbook cards and Spell Counter cards differ greatly in their function. That said, I do see the hugely cataastrophic problem of Arcanite Magician, which could essentially obliterate the opponent's field each turn with the current setup. Thus, I maximized the number of Spell Counters that can be added and withdrawn at a static 4. Then, to counteract Arcanite, I made it so that no Spell Counters can be removed from the spell card except by its own effect. Further, I changed the protective clause of the card to basically allow it to remove 1 Spell Counter from it to protect it from destruction. Finally, each Standby Phase, you get Spell Counters equal to half of one die roll, making the minimum 1 and the maximum 3, which I see as pretty fair.

 

So, here's the new card:

 

R0Sngsg.jpg

[spoiler='Effect']Once per turn, you can move up to 4 Spell Counters from your side of the field onto this card. Once per turn, you can move up to 4 Spell Counters from this card to another face-up card on the field. During each of your Standby Phases, roll a die and add Spell Counters on this card equal to half of the die roll (minimum 1). Spell Counters cannot be removed from this card except by its own effect. If this card would be destroyed by your opponent's card, you can remove 1 Spell Counter from it instead.[/spoiler]

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