User talk:Endymion6674

Hey people i have created another combo for my deck and new cards in the Magicians Command deck will be considered major by me. First we have DARK RED ENCHANTER a lvl 6 monster with 1700 ATK and 2300 DEF, Don't underestimate this monster just because it has low attack for a lvl 6 monster this card gains 2 spell counters when it is Summoned to the field. It also gains 300 ATK for each spell counter it has and gains spell counters by activating spell cards. It can remove 2 spell counters to discard a card from the opponents hand. Another Major card to this combo is DEFENDER THE MAGICAL KNIGHT. Place defender in defense position. He is a monster with 1600 ATK and 2000 DEF he is a lvl 4 monster and when he is summoned he gains a spell counter max is 1. If a spell caster type monster would be destroyed he can sacrifice one spell counter for each of those monsters instead. So i bet your catching on by now my plan. Well if not another card is BLAST MAGICIAN. He is a monster with 1400 ATK and 1700 DEF, he is a lvl 4 monster. He has the ability to gain spell counters when a spell card is activated and what he does with them is this. By removing any number of spell counters from this card (Try using Magical Citadel with these cards), destroy one monster with an ATK equal to or less than 700 X (times) the number of removed spell counters. Ultimate destruction there huh. Here is another major card you will need but unlike the others this is not included in Magicians Command structure deck, you must go get it in the Stardust Overdrive pack. He is CRUSADER OF ENDYMION. He is a gemini monster so you must summon him twice to activate his effect. His affect is simple. Once per turn you can place one spell counter on monsters you can place spell counters on, when you do this crusader get and extra 600 ATK points until the End Phase. You see where im going with this by now right. The final card is BREAKER THE MAGICAL WARRIOR. When he is summoned he gains 1 spell counter (1 is max) and gains 300 ATK for each spell counter on it. By removing 1 spell counter from this card he can destroy one spell or trap card on the field. So here is how you do it. Use Dark Red as the offense for the attack because sooner or later he is going to have more than 4000 ATK after gaining spell counters. But who is going to provide them you ask? Well its crusader with him you can place spell counters on him to increase his strength (and defend against Exodia). But what if he activates a spell or trap to negate the effect? well you have Breaker the Magical Warrior so when he activates his/her effect you activate yours to destroy it. But what if the monster is stronger? Blast Magician will do the trick with his ability you can destroy any monster you wish as long you get the spell counters on him. What if a card were to try to destroy these cards? Not a problem thats what Defender is for you can sacrifice spell counters anywhere on the field for each of those monsters instead to keep your monsters on the field. So now its almost an invincible defense and offense (Dark Red Enchanter was strong enough alone wasn't he) and now can dominate the duel with these monsters on the field. Oh its also good to have The trap card Pitch-Black Power Stone so you can get 2 spell counter per turn and just use Crusader to refill the spell counters on it before it gets destroyed or just stack up on spell counters because it has no limit on how many you can have.