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while you control only face up spellcasters your opponent cant activate magic cards, while you control no spellcasters you cannot activate magic cards.
A one sided, extremely type specific imperial order. Combo it with skill drain/oppression and spellcaster beaters such as skilled dark magician and gemini elf and you have an anti-meta deck that might even be more fierce than little city/spiralling.
I have a build in the deck depot, as does cloud strife so I'm not going to post it here but I think this card needs some serious discussion as this could be the sleeper hit of csoc.
Well, Magic Counter Decks should also be on the rise after CSOC too.
Village of the Magic-Type/"Secret Village of the Spellcasters" is one of the stepping stones to giving "pure" Spellcasters a chance. Definitely balanced overall since (at least from reliable translations) you must only control face-up Spellcasters to work; any other type and it "turns off" immediately. No Spellcasters and it turns on you.
Also, it is not like Imperial Order. It is more like in terms of Jinzo and Trap Cards; Magic Cards cannot be activated, period. So if anything were to be involved in a chain with a Magic Card's activation that would put Village on the field like Earth of Demise/"Demise of the Land", that Magic Card(s) will still resolve successfully.
Basically, the typical set-up I've been seeing people bring up is the most obvious; Village + Decree for the typical Magic and Trap "lockdown". The problem here is that that'd prevent Skill Drain and/or Royal Oppression from working with them and they would probably be better overall (and there's other negation methods like Bribe, Judgment, etc). Dark Magician has been one of the big types to use it with as well; Magic Counter should follow suit. (At least in english until SD16 is out with it, which shouldn't be long after. Or even try 1-2 copies of both)
Though, like Undead World, this isn't a card that should be so solely relied upon to win Duels either. While it does have a form of self-protection by preventing Magic Cards if you only have Spellcaster-Type monsters, it's still nothing that can't be easily gotten rid of nor played around (like a lot of things). It's more of a supporting card meant to disrupt the opponent and take their eyes off of other strategies you may implement like Magic Counter. It'd definitely be evil against Teleport Dark Armed given their high use of Magic Cards.
At the very least, it's definitely something that people SHOULD try out. I've been playing around with it since it came out and it's definitely quite the evil little gem when used properly.
Basically, the typical set-up I've been seeing people bring up is the most obvious; Village + Decree for the typical Magic and Trap "lockdown"..
That was my initial thought as well but I feel that locking down summons/monster effects is more pwerful than shutting down traps.
basically when you build this deck you are given spell negation and then get to choose what else you want to negate, that kind of versatility is what makes this card so potentially good.
Quote : Originally Posted by HalfDemonInuyas
The problem here is that that'd prevent Skill Drain and/or Royal Oppression from working with them and they would probably be better overall (and there's other negation methods like Bribe, Judgment, etc). "..
Agreed drain/oppression >>>>>> decree
Quote : Originally Posted by HalfDemonInuyas
Dark Magician has been one of the big types to use it with as well; Magic Counter should follow suit. (At least in english until SD16 is out with it, which shouldn't be long after. Or even try 1-2 copies of both)
I dont see Dark magicina doing anything, lv 7 vanillas with subpar stats generally are not going to do anything good, I know hes got alot of support but relying on combos that dont do that much when they go off is not going to anything in a competitive environment.
Quote : Originally Posted by HalfDemonInuyas
Though, like Undead World, this isn't a card that should be so solely relied upon to win Duels either.
See I feel the opposite way. when I play zombie world I just feel like if I have it great I can do some cool things if not zombies still kick arse.
In secret village I run 3x village and 2x terraforming because I want to see it as ealry as possible. Shutting down 1/4 to 1/3 of your opponents deck for free is a pretty darn powerful ability.
Quote : Originally Posted by HalfDemonInuyas
While it does have a form of self-protection by preventing Magic Cards if you only have Spellcaster-Type monsters, it's still nothing that can't be easily gotten rid of nor played around (like a lot of things). .
I feel like it cant be played around very easily at all, it shuts down storm and space automatically and forces you to rely on monster effects, which then can be shut down by drain. If you set up your lock correctly playing around secret village can be very difficult, especially given the all blue hands that people tend to have nowadays. In fact I find that if they dont have solemn to negate it or PWWB to spin it the average deck is going to get stuck very quickly.
Quote : Originally Posted by HalfDemonInuyas
It's more of a supporting card meant to disrupt the opponent and take their eyes off of other strategies you may implement like Magic Counter. It'd definitely be evil against Teleport Dark Armed given their high use of Magic Cards.
Thats an interesting take on it, when I saw this card I thought I need to build a deck around this, but you see it as more of a support card than a centrla theme of the deck. I just dont think spellcasters have much going for them except for this card. I never liked the whole magic counter thing and like it even less post sd16. It seems like a gimmicky theme to me and post sd16 its going to be nothing more than some garbage OTK deck.
How do you propose using magic couters effectively?
Quote : Originally Posted by HalfDemonInuyas
At the very least, it's definitely something that people SHOULD try out. I've been playing around with it since it came out and it's definitely quite the evil little gem when used properly.
Agreed, I feel like this card will get some day 2 time, maybe not right away but the ability to shut down so much of so many decks core strategies is too powerful for this card to go unplayed.
Yeah, Zombies are good with or without Undead World. You don't really "need" it for Zombies to be good. It's, like I see Village, just a big supporter primarily because of things like Zombie Master, Il Blud, SD15 cards and things like Death Kaiser Dragon or, in CRMS, Death Kaiser Dragon/Buster; things that revolve stealing your opponent's stuff.
Still, like other "lock" combos, it can be broken when one puts their mind to it and finds out it's not as difficult as one would think. Sad thing is, a lot of people aren't willing to do that for various reasons... x_x
People are definitely going to be siding dust tornadoes now.
I would not go any farther in a lockdown than using the village itself.
If the deck ends up with a very low special summon count then maybe royal oppression but I would run this in an all spellcaster deck based on counters.
Maybe even a burn deck with that new spellcaster synchro monster
Well, as I said, you'll want to run that right now, but SD16 has one that REALLY supports Magic Counters a lot more (and has self-protection as well)
SD16-JP021
Magical City - Endymion
Field Magic
Each time a Magic Card(s) is activated, put 1 Magic Counter on this card. When a card with a Magic Counter(s) on it is destroyed, put a number of Magic Counters on this card equal to the number of Magic Counters on the destroyed card. Once per turn, if you remove a Magic Counter(s) from your side of the field to activate the effect of a card you control, you can remove the Magic Counter(s) from this card instead. If this card would be destroyed, you can remove 1 Magic Counter from this card instead.