Each time a
Spellcaster-Type monster(s) on the field is
destroyed, place 1 Spell Counter on this card (max.
4). You can send this card and 1 face-up Spellcaster-Type
monster you control to the Graveyard to draw 1 card
for each Spell Counter on this card.
Card Ratings
Traditional: 1.50
Advanced:
2.30
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 05.05.09
Now, my Monday review was late, as I was out of town
celebrating having graduated from college, but
before I start today, I have an editorial reply of
sorts today before my review starts...so those of
you looking for the review, skim down until you find
out...good day :D
I received many a e-mail about my review on Dark
Strike fighter, because I rated it so low. Now let's
go over some things...there are Dark Paladin haters
out there...I don't care. There always have been,
and there always will be. Getting hate mail, even
ignorant hate mail, also doesn't bother me. Usually
my e-mail about me being mistaken is at least some
form of constructive criticism, not just someone
ranting and bitching about how ignorant I am.
Now, e-mail like that pisses me off. I'm free and
more than open to discuss anything, whether I am
right or wrong, or even ignorant, but approach and
contact me in a mature manner...not everyone is
going to agree with me, and I'm not going to agree
with everyone. Could I be all pleasing all the time
to everyone? Perhaps...it would be difficult as
hell, but it could be done.
WILL I be pleasing to everyone, all the time? Not a
chance...that's not what I do. Believe it or not, it
takes time and devotion to write articles and do
regular Card of the Day, but let's go over some
things.
These reviews, mine, along with my fellow reviewers
are our own OPINIONS...and that's the thing about
opinions.
It may agree with yours, but then again, it may not.
Does the card in question have purposes and
uses...certainly. That doesn't mean I have to rate
it 5/5 and tell everyone how awesome it is. If you
don't want my opinion, and/or if you don't care for
it, then skip my reviews folks...no one is making
you read them. Again, if you would like to discuss
anything, or share your own opinion...please do...tsearcy@lssu.edu
and the inbox is always open.
~Cheerio
Now, Arcane Barrier, is a very interesting Magic
card, but sort of fits the Secret Village of the
Spellcaster category...great for a Spellcaster Deck,
and not playable AT ALL in the Format because there
aren't enough Spellcaster Decks around. Anyway, this
is a Continuous Magic card that allows you to put a
Magic Counter on this card each time a Spellcaster
on the Field is destroyed.
Incredible Draw engine for Spellcaster players. You
could potentially draw FOUR cards from this card, as
it can only hold four counters, but destroying
Spellcasters (in any way) and it counts Spellcasters
used by you and your opponent. A solid card for a
theme still trying to break through.
If you're bold enough to play the Deck, play the
card :)
Ratings:
Traditional: 2.75/5
Advanced: 3.75/5
Art: 4.5/5
General Zorpa
Arcane Barrier
Next in crap rare week we have actually not such a
crap rare. Arcane Barrier doe snot actually shield
you against anything like the name implies but there
yah go. It is actually a lot more like Six Samurai
United than anything else. It is a Continuous Spell
that gets a Spell Counter on it every time a
Spellcaster is destroyed. Then, you can send a max
of four counters, the card and another Spellcaster
in order to draw cards equal to the number of Spell
Counters on the card.
This card is not quite as good as Six Samurai
United, but it does get the job done. You can also
add Spell Counters to it rather quickly using the
effects of Apprentice Magician and Spell Power
Grasp, so that is actually not an issue. The issue
that I have is that you need to sac a monster as
well in order to get your cards.
I hate sacrificing field presence in order to get
hand advantage. Being a Gladiator Beast player, I
have an innate desire to control the field rather
than the hand. However, you can really do some cool
things with this card. Magical Exemplar can get you
back Spellcasters to tribute as well as Apprentice
Magician in order to put Spell Counters back on the
Barrier so you can tribute them. You can even do the
same sort of thing with Junk Synchron, although you
won't get a counter.
I think that with the current staples of Draw power
limited, we might end up seeing this card in odd
versions f Arcanite Magician decks. It really is
powerful draw and can really get you out of tight
spots if you are playing the right Spellcasters.
Traditional-1/5
Advanced-3/5
Freeza
Arcane Barrier ...
I almost dont even want to review this card, it is
so bad ...
Each time a Spellcaster monster is destroyed, u
place 1 counter on it ... already right there, u
have a card that's trying to reward u for sucky play
... And the max u can get is 4. Assuming u aim to
get the most utility out of Arcane Barrier, u will
have to have lost 4 monsters plus the 1 u have to
tribute along with this card, in order to then get 4
new cards .... Also all the while assuming your
opponent doesnt just SHOOT this sitting duck of a
Spell card BEFORE u get a chance to send it ...
making all your efforts a waste. Off the top of my
head I can think of at least a half dozen quicker
and more reliable ways to draw more cards and reload
your hand ...
Basically, if u are handily getting enough
Spellcasters destroyed to ever warrant the
"usefulness" of Arcane Barrier ... u pretty much
deserve to lose the duel anyway.
Traditional: 1/5
Advanced: 1/5
- FREEZA
N o V a
Welcome to day two
this week, with todays card as Arcane Barrier. A
continuous spell card that places a counter on
itself when a Spellcaster-Type monster(s) are
destroyed and can have 4 counters max. This card is
rather unique and its actually pretty good.
Considering how easy it is to put Spell Counters on
cards(IE: Apprentice Magician and Pitch-Black Power
Stone). With cards like Apprentice Magician and
Power Stone being able to place counters on any card
that can have Spell Counters, Arcane Barrier becomes
easier to use. There is also the new card from the
new Spellcasters Command Structure Deck, Spell Power
Grasp, which places a Spell Counter on a card and
adds another Spell Power Grasp from the deck to the
hand.
With ways to place counters on the card, it can
provide a possible +2 for you, after all it costs
you Arcane Barrier itself and a Spellcaster monster
you control, and if you are drawing 4 well you
subtract the 2 you lost and get the +2. Now any good
player knows it can be a possible +2, however I feel
there are better choices for decks based on Spell
Counter decks.
Traditional: 2/5
Advanced: 2/5
Funk
tronicks
Arcane Barrier
Each time a Spellcaster-Type monster(s) on the field
is destroyed, place 1 Spell Counter on this card
(max. 4). You can send this card and 1 face-up
Spellcaster-Type monster you control to the
Graveyard to draw 1 card for each Spell Counter on
this card.
This card, to me, is a fusion between Six-Samurai
United/Cyber Valley/Royal Magical Library.
Basically, this is if you are using a Spell Counter
deck. It generates spell counters for some of your
mosnter's effects, as well as providing a potential
2 for 4. Too bad if your Apprentice/ Old Vindictive
magician is destroyed, it will not get any counters,
as i see that as the fastest way to get counters on
it. It also sucks that you have to get rid of one of
your monsters too. I think that this card is a bit
slow, as the monsters have to be destroyed, one by
one. If they LV/TT you, you only get one counter for
all your work, and STILL need to lose a monster in
order to draw.
Traditional-1/5 Your magician of faith will not help
this.
Advanced-2/5 Lots of draw power potential, but slow.
Art-3/5 I don't know, but he looks kinda creepy to
me.
Cataclismic
Arcane Barrier
Continuous Spell
Each time a Spellcaster-Type monster(s) on the field
is destroyed, place 1 Spell Counter on this card
(max. 4). You can send this card and 1 face-up
Spellcaster-Type monster you control to the
Graveyard to draw 1 card for each Spell Counter on
this card.
It's happened! It's finally happened! Don your party
hats and boogie on down, Spellcasters have finally
got a draw card, and one that can get you up to 4
new cards! Yeah!
Why did the music stop?
I'm sorry, but a card seems rather counter
productive if it asks you to lose 2 monsters to even
break even with it. That is assuming, of course, it
sticks around. As a continuous spell, it's
vulnerable to all manner of removal effects,
including Heavy Storm, Mystical Space Typhoon, Dark
Armed Dragon and Gladiator Beast Bestiari.
That said, there is potential. As it involved Spell
Counters, there's always going to be the chance to
abuse it, as they're easy to both generate and to
move around.
But is it worth it? Is it worth all the effort you
need to put in to generate the counters, before
moving them over to Arcane Barrier, before losing
one of your Spellcasters? Sure, you'll get a lot of
cards from it, but chances are that you've used up
just as many cards in order to do this entire
process anyway.
I put it to you that is isn't worth it. That
disappoints me. I want it to work, I really do. And
I'll continue to ponder this over, until the day I
put down my cards. But in the meantime, I'm forced
to burden Arcane Barrier with the following scores.
Advanced 1/5
Traditional 1/5
Lol Pisko
Arcane Barrier:
This card has potential. Play it with something like
Apprentice Magician. The nice thing about it is it
doesn't have to be only from your side you can maybe
play Creature Swaps too. There are so many good
Spellcasters to abuse this with. I really want to
see this card used.