Draw a number of cards equal to the number of face-up Spell/Trap Cards your opponent controls, then discard a number of cards equal to the number of face-up Spell/Trap Cards you control. Until the end of your opponent's next turn after this card is activated, Spell/Trap Cards your opponent controls cannot be destroyed (by battle or card effect), also their activation and effects cannot be negated. You can only activate 1 "Magical Spring" per turn.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Oct. 21, 2014
This card would've been so good 6 months ago in the
Fire Fist format.The problem with this card is that most decks
don't use face-up Spell/Traps.Even in a format where the majority of the
decks do use them, it's still not worth the risk.It can 1-for-1 with ease if the opponent just
controls 1 face-up card, but what's the point.
In some format where the opponent has lots of
spells/traps (it's probably gonna happen some day ;
like in the Pendulum era to come) it may be good.But it's still really situational.It's a side deck card at best, and if I'm
going to side something, I'm going to side a
floodgate that will kill their deck type, not just a
card that MIGHT let me plus for a short moment.
Power – 2
Versatility – 1
Dependability – 2
Advantage – 3
Traditional – 1
Advanced – 2
mkohl40 3rd Place YCS Indianapolis
This is a side card at best. I like the fact a
powerful draw card like this exists honestly. I just
feel it has to many draw backs to warrant it any
play in the current meta game.
Magical Spring has a lot of text on it, but it's
actually a relatively simple card to understand.
Honestly, it works fairly similar, at least in
concept, to Mirage of Nightmare. This is a
very unique Draw card, as it has many variables.
It's dependent on something your opponent has
(face-up Magic/Trap cards), it requires a discard
based on the same variable for you, limits you to
playing one a turn, so you can't manipulate this
into a +12 (yes that's the extreme best case
scenario if you were to play three in a turn).
I don't quite understand the protection of your
opponent's face-up Magic/Trap cards though.
That seems a bit like overkill. This card
being Quickplay IS a big boost for sure, but it does
give you a chance to set it up to your advantage by
playing and/or simply not having any face-up cards
to require a discard. Still, turning this into
a +1 or even a +2 shouldn't be the hardest thing to
do. It's a potential card, and a thinking mans
card. I like those things
Art: 4.5/5 Very cool
This is an interesting little Quickplay Spell card,
and one that could very easily gain you quite a bit
of advantage depending on what sort of Deck you are
The first thing to keep in mind with this card
though is that at resolution it counts itself as 1
card, this means that you are always going to be
discarding at least 1 card, but since many Decks
actually like sending cards to the Graveyard anyhow
that really isn’t a bad thing.
To break even with this card your opponent will need
to have at least 2 face-up Spell or Trap cards, and
to gain a +1 they will need to have 3.
As you are able to Chain this card to another cards
activation, gaining a plus from this card really
should not be quite as hard as many may consider at
This card is certainly useful against Pendulums,
Fire Fists, Noble Knights and even could be used
against Chain Burn! Any other Deck that uses Field
Spells and other continuous cards such as Ghostricks
and Madolches could also find this card to be used
against them effectively.
Many people also hate the Deck H.A.T., well good
news, this card can be used against that Deck since
it prevents their Spell and Trap cards from being
destroyed, making the -1 quite a worthwhile
Sadly the biggest downside that comes with this card
is that it prevents you from destroying or negating
cards after this card has been activated… Luckily it
says nothing about destroying cards first!
And since you can only activate just the one per
turn, you aren’t going to be able to rip 2 or 3 of
them at the one time and Draw several or more cards…
This just means that you’ll have to save one for
your opponents turn I’d guess.
Traditional: 1. So many other Draw cards as well as
a huge lack of continuous type cards in general, so
I would almost always expect this to –1 here.
Advanced: 3. Has potential for some really decent
Drawing against some Decks, but not much against
others, as such it’s really only Side Deck material.
If there were less Draw cards than there are
currently this could be considered.
Hello Pojo Fans,
Today we're reviewing a card I really like, but
isn't one that will be main decked: Magical Spring.
A Side Deck card to be used against decks that run
an abundance of spell and trap cards. Magical Spring
is like Mirage of Nightmare, but is a Quick-Play
instead of a Continuous Spell, eliminating it as a
target for MST, but Mirage of Nightmare could be
done every turn. The potential to abuse this card is
high, as you could have no face-up spell/traps while
your opponent has several. While their spell/traps
will be invincible and unable to be negated until
your opponents next turn, this can also be evened
out through playing Magical Spring at the right
If the opponent doesn't control a face-up spell/trap
this card cannot be played, making it situational.
Fire Fists are the #1 target of this card, giving
you the best chance at plusing off their already
active Tenki, Tensu, etc. Another option would be to
use it against Artifacts to prevent the destruction
of face-down Artifact monsters, stopping their
Special Summonings for a turn. There are several
decks that run enough face-up spell/traps that would
allow you to play this and receive a plus 2 or more,
though you want to minimize the downside to this
card, that being the protection the opponents
spell/traps receive until their next turn ends.
Use against Fire Fists for sure, but there are other
decks out there that this will hit.
I love the idea of Magical Spring, but then again
I’m a sucker for any type of card that profits from
your opponent’s overextension. Maxx “C,” Shared Ride
and Magical Spring all net you cards depending on
how your opponent is trying to run the playing
field. Magical Spring, however, kinda falls short of
stardom in comparison to Maxx “C.” For every Spell
and Trap your opponent controls, you draw one card
and then discard one for every Spell and Trap you
control. Against any Pendulum deck, it’s a miniature
Graceful Charity, and against Noble Knights, it’s a
The biggest problem is that it keeps your opponent’s
spell and traps safe from destruction, so Quilporth
Tool becomes invincible… and then you die shortly
after. It’s honestly not a great card against
Quilporths, but I could see Magical Spring’s
uprising if Noble Knight and Fire Fists became a
thing. Then again, Ghostrick Jackfrost is already a
pretty neat counter to Noble Knights, but I won’t
complain to have Magical Spring and Jackfrost
against the deck.
Traditional – 1/5
Advanced – 2.5/5
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