Top 10 MFC spell cards-Themis

 

Hello people im here to give you an educated top ten list unlike my last one.

This is a topic I’ve never seen before the top ten spells from MFC (magicians force) so let’s get ahead with the list

 

10. Gather your mind/ Add one “Gather Your Mind” card from your deck to your hand. Your Deck is then shuffled. You can only use 1 “Gather Your Mind” per turn

 

This is a decent card. It slims your deck giving you the chance to draw what you need. It works ok in an Exodia. The Downside is that only one can be played per turn. Now to my number 9 card

 

9. Pigeonholing Books of spell/ See the 3 card from the top of your opponents deck, arrange them in any order desired, and replace them on top of the deck. Your opponent cannot see the cards

 

Another decent card, the ability to arrange what your opponent will draw for the next three turns is pretty cool and you also know what he or she is going to draw so you might be able to predict his or her next move.

 

8. Demotion/ Downgrade the monster equipped with this card by 2 levels

 

This card has potential to be deadly. Here is an example: Your summon Possessed Dark Soul (this card allows you to sacrifice it to control all your opponents level three or lower monster until they are destroyed) then equip Demotion to their Vampire Lord all you have to do activate Possessed Dark Souls Effect and there Vampire Lord is yours because Vampire Lord is level 5 and Demotion downgrades him to level 3 and now he will be effected by Possessed Dark Soul. You can also equip Demotion to a level 5 or lower to allow it to attack under Gravity Bind.

 

 7. Kaiser Colosseum/ When there is 1 or more monster on the field of the controller of this card, his or her opponent cannot place a monster on the field if the opponent would then have more monsters on the field than the controller of this card

 

This card could save someone from being swarmed. This card is decent but can be destroyed easily by MST, Heavy Storm, and Harpies Feather Duster which are seen in most decks (including mine). Yet this card could very well save you from being overrun by opponents monster.

 

6. Autonomous Action Unit/ Pay 1500 life points. Select 1 Monster Card from your opponents graveyards, special summon it on your side of the field in face-up attack position, and equip is with this card. When this card is destroyed or removed from the field, the equipped monster is destroyed.

 

I really shouldn’t have to explain this card it’s a premature burial type deal except it’s nearly double the cost and it’s from the opponents grave. But this card could help you out in some situation.

 

5. Poison of the old man/ Select and activate 1 of the following effects: Increase your life points by 1200 points.

Inflict 800 points of direct damage to your opponents life points.

 

Once again another decent spell card. This could save you the match or possibly win it. The 1200 life points could help, do you need a little bit more life points to pay for that lily to make a game winning attack. Need to get a little more damage on the opponent to finish them off. Well that’s really it for this card.

 

4. Dark Core/ Discard 1 card from your hand to the Graveyard to remove 1 face-up Monster Card on the field from play

 

This is sorta like tribute to the doom but upgraded and watered down. It removes the monster so no reborning the monster but it has to be face up. I’d run tribute over this but im doing MFC cards so im not reviewing tribute of the doomed.

 

3. Big Bang Shot/ A monster equipped with this card increases its atk by 400 points. When the equipped monster attacks with an atk that is higher than the def of your opponent Defense position monster inflict the difference as battle damage to your opponents life points. When this card is destroyed or removed from the field, the equipped monster is removed from play.

 

Just like the card before this, this card has a counter part Fairy Meteor Crush. But unlike the last I prefer this card over the counter part, the 400 boost really does matter and being removed from play is usually a ok cost

 

2. Wave-Motion Cannon/ Send this card on the field to the graveyard during your main phase. Inflict direct damage to your opponents life points equal to the number of your standby phase that have passed after this card was activated x1000 points

 

This card is more than decent but it’s also fairly easy to destroy. The damage this card can deal is endless and a lot of the time it’s very effective. Also I believe this card powers up even while imperial order is on the field so you can protect it from those pesky magic and trap removal other than dust tornado (which most people don’t run in there decks). One more thing before the number 1 is that in multiples they are more powerful; I’ve seen someone up against three and a imperial order that’s pretty deadly.

 

1. Double Spell/ Discard 1 spell card from your hand. Select 1 spell card from your opponents graveyard and activate it from the graveyard as your spell card

 

This card in my opinion is a great spell card. I run it in my deck and it works most of the time but I admit many other spells outrank it highly but I think it worth a try in any deck.

 

 

Well that’s it for my MFC top ten spells, oh yeah I didn’t include diffusion wave motion because its only effective in a spellcaster deck, well any question comments just no hate mail email at zachwinslett@belsouth.net