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"Magical" Series [Spell Counter Support]


Medivh

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Spell Counters have been around for almost as long as Yu-Gi-Oh has, and there are a little under 40 cards that interact with Spell Counters in some form. In my many attempts to make a deck that revolves around the use of Spell Counters, I've found it nearly impossible to do so without using cards from another archetype (Lightsworn, Spellbook, etc) to make a decent engine. These are the cards I would hope to see that would allow one to make a "pure" Spell Counter deck, and are intended to be played with cards such as Magical Citadel of Endymion and Magical Exemplar.

 

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[spoiler=Lore]Alms the Magical Apprentice

DARK / Level 1 

Spellcaster / Tuner

When this card is Summoned: Place 1 Spell Counter on it (max. 3). This card gains 1 Level for each Spell Counter on it. Once per turn, during your Main Phase, if this card is in your Graveyard: You can remove 2 Spell Counters from among cards you control; Special Summon this card (from your Graveyard). You can only activate this effect of "Alms the Magical Apprentice" once each turn.

ATK 600/DEF 700[/spoiler]

The sole tuner of the series. Its syngergy with Spell Counters allow the deck to access a pretty diverse range of Synchro monsters, and its recursion ability can make for some explosive plays. Hopefully it isn't too strong.

 

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[spoiler=Lore]Buster the Magical Archer

DARK / Level 4 

Spellcaster / Effect

When this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. Once per turn: You can remove 1 Spell Counter from this card; Your opponent discards 1 random card from their hand.

ATK 1400 / DEF 1100[/spoiler]

A card in the vein of Breaker the Magical Warrior. I figured a monster-destruction effect might be too strong, so I changed it to a discard effect.

 

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[spoiler=Lore]Gryiffith the Magical Familiar

LIGHT / Level 3

Spellcaster / Effect

When this card is Summoned, place 3 Spell Counters on it (max. 3). This card gains 300 ATK for each Spell Counter on it. Once per turn: You can remove a Spell Counter from this card; Put a Spell Counter on another target card you could put a Spell Counter on.

ATK 300 / DEF 900[/spoiler]

The engine of the deck. He allows cards like Breaker and Buster the Magical Archer to provide some sweet card advantage and synergizes well with pretty much everything.

 

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[spoiler=Lore]Rizet the Magical Hero

LIGHT / Level 4

Spellcaster / Effect

You can Special Summon this card (from your hand or Graveyard) by removing 2 Spell Counters from among cards you control. You can only activate this effect of "Rizet the Magical Hero" once each turn. You cannot Special Summon other monsters for the turn you activate this effect, except Spellcaster-type monsters.

ATK 1600 / DEF 1000[/spoiler]

This guy is your Xyz and Synchro fodder. You have to jump through at least a few hoops to meet the recursion condition, so I don't think it's too busted.

[/spoiler]

 

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[spoiler=Lore]Magical Blasting

Spell / Quickplay

 Remove any number of Spell Counters from among cards you control: Destroy up to 1 card on the field for each 2 Spell Counters you removed from cards you control this way.[/spoiler]

Super Raigeki Break! But it comes with a cost arguably harder to meet than simply discarding a card. Only playtesting can decide what the proper Spell Counter to card destruction ratio is.

 

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[spoiler=Lore]Magical Break

Trap / Counter

When a monster would be Summoned, OR when a Spell/Trap card is be activated: Remove 4 Spell counters from among cards you control; negate the Summon or activation, and if you do, destroy that card.[/spoiler]

It's Solemn Judgment. Kinda. It asks a lot of you: Four spell counters, which probably could be used by the effects of your other cards. I think it will take a lot of skill to decide where and when to use it to its best effect.

 

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[spoiler=Lore]Magical Synthesis 

Remove 3 Spell Counters from among cards you control: Draw 2 cards. If this Set card is destroyed by a card effect your opponent controls: You may remove a Spell Counter from a card you control; Draw a card.[/spoiler]

In keeping with our anchoring theme, this one's Pot of Greed, with a twist. Again, the cost of removing Spell Counters that your other card effects could use is pretty hefty, and like Magical Break, it will require a decent amount of skill to decide when to use this.[/spoiler]

 

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[spoiler=Lore]Cosmos the Magical Vindicator

LIGHT / Level 6

Spellcaster / Synchro / Effect

1 Spellcaster-type Tuner monster + 1 or more non-Tuner monsters
When this card is Summoned: Place 1 Spell Counter on it (max. 1). This card gains 1000 ATK for each Spell Counter on it. Once per turn: You can remove 1 Spell Counter from this card; Return 1 Spellcaster-type monster OR 1 Spell Card from your Graveyard to your hand. You cannot Special Summon other monsters the turn you activate this effect, except for Spellcaster-type monsters.
ATK 1500 / DEF 2000[/spoiler]
Another recursion dude. He can revive your powerful boss monsters, one of his Synchro Material monsters, or a Spell Card! Quite versatile, though I think he might be a little underpowered. Magician of Faith is at 3, after all.
 
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[spoiler=Lore]Zamadan the Magical Challenger
DARK / Level 5
Spellcaster / Synchro / Effect

1 Spellcaster-type Tuner monster + 1 non-Tuner monster
When this card is Synchro Summoned: Put 2 Spell Counters on it (max. 2). You can remove any number of Spell Counters from this card; The next time this card battles an opponent's monster, that monster loses 1000 ATK and this card gains 500 ATK for each Spell Counter removed this way until the End Phase. 
ATK 1500 / DEF 1300[/spoiler]
 
Gagaga Cowboy? Is that you? This gal's role is to take down some beefeir monsters that the deck might not be able to handle otherwise. She's the most useful out of all of them in a standalone deck, so I put in the Spellcaster-type Tuner monster restriction to prevent abuse. 
[/spoiler]

 

 
 
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Overall, the cards look really good. It's nice to see some support for Spell Counters. However, I would consider revising the Spell/Trap cards, especially Magical Blasting and Magical Break. With Magical Citadel of Endymion, the right deck can accumulate a lot of Spell Counters, so if you can give up Spell Counters from anywhere on your side of the field as a cost, Magical Blasting has the potential to be very broken, and Magical Break is essentially Solemn Judgment at 3 with a cost that isn't really that much of a cost. Otherwise, I think the cards are fairly well-balanced.

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