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  1. Card Rulings page for. Endymion, the Master Magician +. This monster is a Normal Summon Monster. [1] Removing six Spell Counters from "Magical Citadel of Endymion" is a Cost. This does not start a Chain. [1] The effect which adds one Spell Card to your Hand targets the Spell Card in your Graveyard. [1] Discarding one Spell Card from your Hand ...

  2. 22 de jan. de 2024 · This article is about the archetype. For the character, see Endymion (character). Yu-Gi-Oh! ZEXAL. Yu-Gi-Oh! ARC-V. Great king governing the magical power of genesis! Release the power sleeping within Endymion !! " Endymion " is an archetype of Spellcaster monsters that debuted in Structure Deck: Lord of the Magician, with further support in ...

  3. You can only use this effect of "Endymion, the Mighty Master of Magic" once per turn. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell ...

  4. Achetez la carte Yu-Gi-Oh! : Endymion, le Maître des Magiciens au meilleur prix ! Disponible dans toutes les éditions, langues et états.

  5. Destroying cards on the field and placing Spell Counters on this card happen simultaneously. [1] An "Endymion, the Mighty Master of Magic" in the Pendulum Zone is not a card that you can place Spell Counters on. [1] This card's monster effect that negates the activation of a Spell/Trap or Spell/Trap effect is a Quick Effect. (It does not target.

  6. If you're making an "Endymion, the Master Magician"/Spell Counter Deck, a great card to run is "Foolish Burial". This will allow you to add a Spell Counter to "Magical Citadel of Endymion" and get "Endymion" to the Graveyard for the Special Summon later on. This also helps by thinning your deck and preventing him from becoming a dead draw if ...

  7. Endymion, the Mighty Master of Magic. You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place Spell Counters on this card equal to the number of cards destroyed. You ...