Forum:Spellcaster Spell Counter/Shutdown

This is my new SPELLCSTER SPELL COUNTER/SHUTDOWN DECK It is made out of allot Spellcaster type and some usefull non-Spellcaster monsters.

My deck
That is my deck, need help on improving it. Comment my deck !.........


 * I see you have Gale without any Synchro monsters. In that case, if you don't have any synchro monsters, I'd probably switch out Gale with Dark Magician. Then add in a Dark Magic Attack or more dark magician support. If you're running a spell counter deck I'd suggest running three copies of Pitch-Black Power Stone because they have a lot of counters. If you want to keep gale I suggest getting something like Arcanite Magician and his assault mode. Those two monsters make perfect use of Spell counters. His assault mode can clear the opponents field I believe. It's pretty crazy. Anyway, good luck. --VylitLovesViolence 09:07, 19 August 2009 (UTC)

Well first of all i'm not really sure what a shut down deck is supposed to do. I do however understand spell-counter decks. Seeing as i run one myself, but can you first tell me what your shut down deck is supposed to do so i can give useful advice? DeathCaster 02:00, 20 August 2009 (UTC)

Allright, here is how my deck works: I summon out allot of spellcsters thanks to Summoner Monk or Magical Exemplar then i clear my opponents field with two copyes of Lightning Vortex and Heavy Storm or Giant Trunade then I attack, that is the basic idea.If my opponent bacfires I protect my monsters from spells or traps with cards like Obsidian Dragon and from beyng destroyed with Defender, the Magical Knight.And finaly I demage my opponents life points with cards like Princess of Tsurugi.That is about it can, you help me ???

Try to adding cards like Gravekeeper's Guard,or your deck will be even more patethic then now ..... > incorrect:P :P Card like Gravekeeper's Guard would not fit good into my deck, try something else.....

Yes...you have right....your deck does not deserve a card like Gravekeeper's Guard But maybe...just maybe deserve something like this.... IT SMELLS Awful...Some kind of a spiritualist...hehe :P... I think...This is a trash of a card...It would be good for trash like your deck is... :P

BTW:If this helps...we people says:=="Thank you!"==...  :P

by Murija2

Hey people, if you can't make a comment w/ out insulting someone, then don't make a comment.

Anyways now that i understand your deck i find your strategy isn't that complete. Spellcaster cards aren't really mean't for swarm. Swarming is for a deck that can special summon a lot. Summoner monk and Exemplar can only use their effects once per turn so that kinda limits how many monsters u can special summon.

Also obsidian dragon only protects light and darks i think, i am sure that obsidian dragon only protects your monsters from cards that target. A lot of people run mirror force (thanks to duelist yugi pack), lightning vortex and a whole lot of other cards that destroy your field w/ out targetting.

I know for a fact that summoner monk was mean't for easy synchro. Exemplar was mean't for reviving monsters and to build up a huge stack of spell counters. Any defender has 3 weaknesses. #1 he can only use his effect once per turn. #2 you must save all spellcasters that are being destroyed or none at all. #3 you have to take all spell counters you need from 1 place.

So normally people would use either magical citadel or exemplar as a wallet where they keep all their spellcounters so defender can save everyone even if the opponent uses lightning vortex on your full field.

About your choice in putting princess tsurugi in your deck....well personally i dont feel like people do that a lot now. It puts them at risk if the opponent uses heavy or blows up the field. The only reason people would ever put down a lot of cards in their backrow is if they have or know a morphing jar is coming or they run a counter fairy deck. Personally i don't feel princess tsurugi will be helpful.

Your strategy involves the use of summoner monk and exemplar to swarm the field, but the problem is the can each special summon once a turn. Anyways lets say you were able to bring out 5 monsters w/ this strategy. There are a few problems that can come up even if they don't negate your effects. First normally it requires 5 monsters w/ at least 1600 atk to OTK your opponent. But since you only have 4 (since summoner monk can't atk) you will need 4 monsters w/ 2000 atk. Exemplar may be able to bring out a 2000 atk (maybe higher) but since exemplar is only 1700 atk you have to make up for 300 atk. Not to mention the strongest card in your deck is Endymion. So that means 700 atk more then necessary to win, but minus 300 atk because of exemplar so you have 400 extra. You're also going to need defender in case they have mirror force or some other cards that stops you from atking. So that means minus 400 atk because defender is 1600 atk. So now you need a 2000 atk to make it perfect, but it has to be a monster summoned by summoner monk which means you will be missing 2000 atk since the monster summoned by summoner monk can't atk.

This scenario has the highest chance of happening. You will swarm but won't be able to OTK the opponent. You can try and say you will have the necessary equip cards to deal the 8000 but thinking about this rationally it won't happen. That is because that would be too many cards you require to pull it off.

Personally i don't think a SPELLCASTER deck can pull off a swarm technique very well, because in order to have an effective swarm you need you field filled or almost filled w/ high atk monsters and cards that can protect them. You deck only has 1 method of protection and that would be defender, also the highest lvl 4 you have is 1900 atk. The chances you have of winning a duel against a properly built deck (basically any ex. zombie, warrior, insect etc) are very low. The outcome would most likely be "you did some dmg (maybe a lot) but they counter atked the next turn and won a couple of turns after the counter atk"

This is not your fault. Spellcasters just aren't mean't to swarm.

If you have any other questions plz feel free to ask. 216.254.158.73 03:33, 22 August 2009 (UTC)

srry about that i forgot to log in xP That super long post before this was mine xP DeathCaster 03:35, 22 August 2009 (UTC)
 * I vas thinking of getting rid of Defense Draw but i am not sure what card should I put in instead of it:Magicians Circle or Pitch-Black Power Stone or maybe something else what do you suggest ?

well i would suggest using magicians circle if you want to swarm. Personally i find pitch black power stone too slow. I'd only use that card if i'm running tempest magician and i can bring her out fast. DeathCaster 17:58, 22 August 2009 (UTC)e
 * Allright, thanks!!!But do you think it will be a god trade of if I change Defense Draw with this card.

I find defense draw a really good card. I mean it only has benefits no draw backs, but since you want to swarm, having one extra card in your hand won't really help that much. Having magician's circle means that you can summon a 2000 atk monster like magical marionette and chain some quick spells AFTER it's summoned to increase his atk some more and deal more dmg. Also you could just not atk and go straight to main phase 2, use some spell cards and blow up those annoying cards your opponent has that you can't take down.

Not to mention most people don't run spellcasters if they dont run a spellcaster theme deck, so you get to bring something out while they dont. DeathCaster 18:08, 22 August 2009 (UTC) Maybe if just get rid of some cards the deck will run better, what do you suggest. I realy need to Improve my deck somehow some more please! BTW:I have repleaced defense draw with magicians circle if I am not playng with a spellcster deck...
 * Can you help me rapleace some cards so that my deck is better please.

Ok i just had a duel w/ a friend today at my house and basically it was pretty even....i made a few retarded moves and forgot to do some stuff so he won a bit more then i did -.-

Anyways i learned one thing from that duel......and that is......keep your deck as close to 40 as you can, because i swear you can have like 1 dust tornado and still draw it quickly.....that's exactly wat happened. That and like he had 1 copy of some cards that made him win, but he drew it cuz his deck was small -.- (Btw in case you're wondering i run a Spellcaster Lock Down deck)

As for removing cards.... seriously i really want the obsidian dragon gone. I mean it only protects you against single target cards and your cards has to be dark. To be honest...i find it kinda gay.

Next on my hate list is dark magician...even though i like using him in my DARK MAGICIAN DECK. Basically there are better level 7's then dark magician. I swear for your deck i'd much rather run another dark enchanter (if you prefer hand destruction and beat stick) or magical marionette (if you prefer field control).

Also gale of the whirlwind is good but not for your deck really. I mean it can since you know reduce your opponents atk in half, but shrink is better and not to mention it's a spell too. I know you wanna run swarm but trust me, if you play using the strengths of spellcasters winning games will be much easier. Instead i'd run a Magicat, it's a lvl 2 SPELLCASTER tuner and if you use it to synchro summon a spellcaster you can put 1 spell card from your grave to the top of your deck.

I find nobleman of crossout pretty useless when you have cards like magical marionette that can blow it up.

I'd also suggest running 3 Magical Citadels. This way Endymion can come back easier and you can bring a spell card back. Also you have a field card that can't die (except by someone playing a field card over it or sending it to your hand), bring back endymion and scares the SHIT out of your opponents because they dont wanna use too many spells now. Why is that? Well because you can do so many things that there is no way they have a counter for each one.

Here's a little list of what you can do w/ magical citadel at only 10 spell counters which is very easy to attain. 1. Mega Ton Magical Cannon (Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field.) 2. Magical marionette (the citadel gives you another senseless killing) 3. Dark Red Enchanter (reduce his hand and keep the Enchanter strong) 4. Endymion + ANY spell card 5. Exemplar can still bring back a lvl 4 or lower monster after you bring endymion back (tuner anyone?) 6. Defender can save your entire field and still have counters to spare 7. If you bring out Arcanite Magician you can destroy up to 12 cards on the field (because arcanite has 2 when he's summoned) 8. If you bring arcanite ASSAULT MODE you can use 2 and blow up your OPPONENTS ENTIRE FIELD (only TWO) 9. If you brought out tempest magican you can deal 500 direct dmg for each spell counter you remove (you already have 10 [and ONLY on the field card] and you can discard 1 card from you hand to add a spell counter on any card that can take it)

I've listed only 9 cuz that's all i can think of. For my SpellCounter deck i have all the options listed above except #9...i'm still missing Tempest Q.Q

Also you CAN take out your giant trunade, because just think about it. The minute it hits september you're allowed to run THREE (3) Breakers!! Dude you combo that w/ the citadel and your opponent will basically have nothing in the back row.

I also find pitch black power stone too slow, i'd only use it if i'm running a spellcounter deck and my opponent was about to destroy it while it's faced down and i have citadel on the field, cuz that means 3 more counters to the citadel.

Bottemless is better then trap hole since not many ppl play w/ below 1500 atk cards.

I seriously don't like the princess, i mean 500 for each spell and trap in the backrow.....personally i'd rather have a card to get rid of his backrow instead of dealing dmg for it. Think about it. 2500 dmg for the price of having 5 spell or trap on the field. I swear to me it looks like i'm just getting a slap on the hand unless i had less then 2500 life points.

I'd also suggest cards like Hand Destruction, Dark World Dealings and maybe Crystal Seer. I say maybe Crystal Seer because it's weak and mess w/ your beat down monsters, but you can always magical dimension it.

Also if you find that i'm making you take too many cards out and it'll cause you to have less then 40 cards in your deck....remember you can trade your Skilled Dark for Breakers xD

I hope this helps DeathCaster 01:48, 24 August 2009 (UTC)

I agree :D ShAdOw MonArcH By MAGIcian
 * I've changed my deck .But allthought you said that I should get rid of the princess and The obsidian dragon i just dont think it would help, but I still tried to duel with the deck changed acording to your advice.For now I've got rid of giant trunade and Nobleman of crossout and some other cards I think.The princess, I yes I kept her becase she is I think helpfull with book of moons.Anyway thank you for advice...

Don't worry bro just do what you think is best for you. Most people who use book of moon use it for stopping any opponents atk or reusing cards. So i guess it's good that you're using it for tsurugi but (this is just my suggestion) wouldn't be better to use it on crystal seer to increase your drawing power? DeathCaster 19:56, 24 August 2009 (UTC)

He have crystal seer and princess...so with two book of moon's he can make two combinations :),and you know what I mean,he can wipe out opponent's life points with princess and BOM(book of moon), and increase his drawing power with crystal seer and the second book of moon, of course, if he do it properly! xD

ShAdOw MonArcH

But you do understand that tsurugi's effect is only good if your opponent has more then 2 spell or traps on on the field. Also people could chain cards to reduce how much they take. DeathCaster 01:19, 25 August 2009 (UTC)

Yes I agree,but if he wants to have that princess in his deck you must respect that...That's his decision. ShAdOw MonArcH

Yes i understand, that's why i'm only giving him my opinion and telling him what i see from my stand point 67.230.133.149 17:40, 25 August 2009 (UTC)

Ya i forgot to log in b4 i made that post DeathCaster 20:25, 25 August 2009 (UTC)

xD ShAdOw MonArcH
 * Ok some more tips would be grat but the deck is allready improved....:D.....................By MAGIian

Well i've giving the tips and advice i can. If i were to give anymore it would have to change the decks very structure.

Right now he's going for a spellcaster swarm strategy. I've givin the tips and advice that i can think of at the moment. I remember it was pretty hard to think up advice and tips for this because the idea of making a spellcaster swarm is a bit weird, although i admit unique.

If you want more advice or tips i think it'd be best to post a question up as well xD DeathCaster 20:32, 26 August 2009 (UTC) I am now interested in getting rid of some spells since I have too much of them, and repleacing them with some spellcsters that are useful.
 * Ok, on your advice I've got rid of Dark Magician and Skilled Dark magicians maybe since they can summon him out so my deck now has about 42 cards.

I can see why you want to have more monsters, but you have to understand that your monster's power is derived from having a lot of spell cards.

First of all, cards that i'd recommend taking out are spellbinding circle, nobleman of crossout and giant trunade. I know a lot of people see giant trunade as a good card but for a spellcaster deck it more of a waste of space really.

Spellbinding circle doesnt really mean much, seriously if you wanted to use something like that i'd suggest shadow spell at least it lowers the monsters atk by like 700. Still i wouldn't recommend this card... not that good.

Nobleman of crossout, i feel it's kind of wasted. In present time people who use flip effect monsters are few and people who try to bring them back to the field are also few. I prefer magical marionette's effect over this spellcard.

I'd suggest adding maybe 2-3 spellpower grasp. This card will generate spellcounters as fast as rabbits breed if used correctly. It also allows you to blow up a few more backrows w/ breaker.

Also your field card. If you're not going to run at least 2-3 of those things there's no point in putting that card in your deck, and if you don't put it in your deck that's going to weaken your deck a lot. I know you want more monsters but spellcaster/spellcounter decks don't have a lot of monsters. They usually have a lot of spells and very little traps.

I mean for my deck it's like this:

22 Monsters = 50%

19 Spells = 43%

3 Traps = 6.8%

Also if you're looking for beatstick spellcasters i'd suggest dark elf or the tricky. DeathCaster 16:51, 27 August 2009 (UTC)

So far, It's ok, however, there are a couple of cards which slow you down slightly, or could be used to more destructive potential within the setup, so Guess I'll have a go~!

(yes I know you like the princcess, but figured I'd show you how I would run one, and you can take ideas as you like) You said you were aiming for shutdown, so I altered things a bit to reflect that,

First up, the monsters: Summoner Monk searchs out anything (mostly Kycoo / Exemplar) Exemplar summons other monsters from hand or grave (such as copycat for 1 counter) Kycoo has 2 purposes: vs low tier decks, he stops summoning things like Fenrir or removes zombies that want summoned, against higher tier decks, he stops Blackwing - Vayu the Emblem of Honor, Necro Gardna and can remove lightsworns to stop Judgment Dragon. He also has 1800 atk.

Breaker Breaks things. Apprentice either stalls for another apprentice, or seaches for old V to destroy, following turn, can flip either for effect, and tribute for marrionete

Copycat... is awsome. Either summon from hand/grave with 1 counter using exemplar, normal summon, or whatever, and chuck it at the opponent, if you have defender on the field at same time, remove his counter & copycat lives.

Next up, Spells: Book of Moon gives spell counters in either players turn, stops effects that require being face up, turn monsters to defence, It's just Super Usefull. Magical Citadel of Endymion is your key spell, as it doubles the spell counters you get, while terraforming makes it easier to serch Heavy storm wipes field (except citadel providing it had a spell counter prior to activation) Other spells are spell counter gain & destruction

Finaly, Traps:

You had no negation in your deck really, just prevention, so to further the concept, Royal Decree shuts that down more

Summery: Royal Decree seels traps, Kycoo seels graveyard, Copycat partialy seels big monsters, Breaker removes threats, Exemplar/Monk searches the monsters to do so, Citadel makes your opponents spells help you, while your spells defend you so you can use your own effects.

And with that, I'm offResk 12:42, 28 August 2009 (UTC)