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.
Card Ratings
Traditional: 2.25
Advanced:
3.25
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 05.18.09
Well, we put off cards from the new set Raging
Battle until next week, and it will be great, I
promise you, but this week I decided we needed to
review five of the six new cards from the new
Spellcaster Structure Deck, starting with the new
Field Magic Card, Magical City of Endymion.
Each time a Magic Card is activated, place one Magic
counter on this card. When a card with Magic
Counter(s) is destroyed, place it's Magic
Counter(s) on this card. Once per turn, if you would
activate a card's effect by removing a Magic
Counter(s) from cards you control, you can remove
Magic Counters from this card instead. If this card
would be destroyed, you can remove one Magic Counter
from this card instead...
All right, first, let me say, I'm really glad that
this card doesn't have a maximum number of Counters
you can place on it, which really allows you to
abuse this. In my opinion, Spellcasters are sort of
the forgotten hidden gem of this Format, and I think
more people would realize that if they just gave
them a shot, but anyway.
Obviously, there is a big heavy hitting monster that
can be Special Summoned by this Field Magic card,
and we won't talk about that until we review it
later this week. Play this, and Secret Village of
the Spellcasters, along with your other Spellcaster
favorites, namely the ever versatile Dark Magician,
and you've got a winner.
If you're playing Spellcasters, you should be
playing this card. It's a bit of an unconventional
card, as is the Deck, as you can build quite an off
the wall Deck here, but it's a lot of fun, and can
really aggravate your opponent.
Ratings:
Traditional: 2.5/5
Advanced: 3.5/5
Art: 4/5
Jeff Lang
Magical
Citadel of Endymion
Field Magic
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.
This week will be very enjoyable for me because
of the cards I get to review. To kick the week off,
I will be discussing Magical Citadel of Endymion.
You could toss this card into so many different
decks, and they all are viable in my eyes. The first
deck that you would see this card in would be the
Magical Explosion deck. For those who do not know,
the key of the deck is to use mass amounts of spells
while Royal Magical Library is on the board, and you
draw through your entire deck. Then you either
Magical Stone Excavation loop or play allure of
darkness to dump your hand. Basically you play the
Magical Citadel and he is a draw one card version of
Library. I personally use 2 copies in my build, so I
get two extra draws in the deck.
The next deck may be unfamiliar to you readers,
but I personally love this concept, though it is
hard to pull off because of how turbo this format
is. For people that talk with me, they know that I
love Arcanite Magician. Ever since I pulled my first
one, I was just like wow! I love my Monarchs, and
Arcanite is basically a Monarch on steroids. So
Citadel combos quite nicely with Arcanite. If you
can get your board protected, you can capitalize on
the duel. The last deck that I wanted to discuss
will be talked about later on this week since I am
reviewing one of the cards.
Trad: 2/5
Adv: 4/5
Freeza
Magical Citadel of
Endymion ...
At first glance, this card seems like it would be
pretty awesome, right? ... Buuuut .... i'm a little
biased in my review on this one today, cuz as soon
as this starter deck came out, i fell in love, and
rushed out and bought 2 or 3 of them in order to
construct a deck (to have 3 copies of the Endymion
crew to use, duh!) ... but then I play-tested the
cards, and it was a different story .... I think
much of it depends on the official rulings of this
card, of which there were none posted at the time,
so much of it became a source of debate amongst
myself and the people i duel with ... Some of which
rulings make or break this card ... For example -
Whether or not u can COMBINE the counters on this
spell card with the counters on other monsters or
cards u control in order to use their effects ... or
Whether or not u can - say use Breakers effect to
pop a spell or trap by spending a counter from
Magical Citadel of Endymion if Breaker himself no
longer has a counter on him ... There were arguments
on both sides, but if the answer to BOTH these
questions is "No" ... then this card kinda sucks.
What's the point of it then, really? It becomes one
of those card s that SEEM awesome in theory, but in
practice - never gets to do what u envisioned. And
even if the answer to both those disputes was "YES"
... again ... still wasn't groundbreaking or duel
impacting enough. U need a really GOOD reason to
want to play a field magic card these days, and this
aint it.
Kinda a waste ... even for a Spellcaster Deck.
Traditional: 1/5
Advanced: 2/5
- FREEZA
N o V a
Welcome to another
week of Card of the Day. We start the week off with
the Field Spell, Magical Citadel of Endymion. Each
time a Spell Card is activated it gets a Spell
Counter and when a card that has Spell Counters on
it is destroyed, the destroyed cards counters go to
Magical Citadel of Endymion, and once per turn if
you would activate a cards effect by removing a
spell counter from cards you control, you can remove
counters from it and also if it would be destroyed,
you can remove 1 counter from this card instead.
Quite a big effect we have here and a powerful one
at that. Cards like Arcanite Magician and the cover
card for Spellcasters Command, Endymion, the Master
Magician and etc. can all benefit from this card as
well as Spell Counter support cards like Anti-Spell
and Tower of Babel.
Magical Citadel of Endymion is a must for all
Spellcaster decks, as Spellcaster based decks all
use Tempest Magician, Arcanite Magician and other
various cards. I love this card and its so easy to
give it counters with cards like Toon Table of
Contents and Spell Power Grasp. Its so easy to put
Spell Counters on cards, which means the deck is
rather aggressive and can be pretty hard to get
over.
I could probably go on about Spellcasters and Spell
Counter based decks, but the cards overall amazing
and a must for anyone who would like to play or does
play Spellcasters.