Best Level Four Spellcaster - Round 2 Match 22
choose your favorite
Magical Abductor
Magical Something
seen from United States
seen from China
seen from Malaysia
seen from Italy
seen from France

seen from Malaysia
seen from United States
seen from United States

seen from United States
seen from United States
seen from Malaysia

seen from United States
seen from Canada

seen from Australia
seen from Finland
seen from Malaysia
seen from Finland
seen from Netherlands
seen from United States

seen from United States
Best Level Four Spellcaster - Round 2 Match 22
choose your favorite
Magical Abductor
Magical Something
Magical Something
Magical Something
I really want to know how this card got its name.
Magical Something ———————————————— Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card's Level is increased by the number of Spell Counters on this card. You can remove 3 Spell Counters from this card, then target 1 Quick-Play Spell Card in your Graveyard; Set that card to your Spell & Trap Zone. You can only use this effect of "Magical Something" once per turn. ———————————————— Can Be Found In: The Dark Illusion Sneak Peek (TDIL-ENSP1), The Dark Illusion (TDIL-EN000), 2017 Mega-Tin Mega Pack (MP17-EN057)
Spell Counters is a mechanic mostly arround the Spellcaster-Type, often becoming a currency for a variety of effects. Often obtained by simply playing Spell Cards, Spell Counters will easily gather arround our field to either spend them on certain abilities or power up certain cards as more are stacked together. While might require a Deck of their own to obtain their maximum potential, many Spell Counter related cards can be easily played on their own thanks to the basic requeriments to start gaining counters immediately.
"Magical Something" is an interesting card beyond its odd name in the TCG, granting two different yet valuable uses arround Spell Counters. Like many of its kind "Magical Something" gains a Spell Counter each time a Spell Card is played and resolved (Regardless of the user), with no limitation to how many counters it can gather on the card. For each counter in "Magical Something" its Level will increase by one, a simple yet valuable ability for some setups arround this card. But "Magical Something" might stand out more with its second effect, as once per turn we can spend three counters in it to retireve and Set on the field a Quick-Play Spell in our Graveyard. While the recovered card might not be activated right away due the rules arround Quick-Play Spells, is still a wonderful ability to recover not only valuable Spell Cards but also prepare defenses for the future turns.
As an Spellcaster "Magical Something" gains solid support to be on the field right away, with a few extra assistance depending of how we invest on Spell Counters. Many options allows us to summon "Magical Something" from our Deck by a variety of conditions such as "Dark Renewal" in response of an opponent's summon, "Magician's Circle" if a Spellcaster attacks, or "Magician Navigation" if we play along "Dark Magician". The same applies depending of our investment arround other cards arround Spell Counters, as some like "Spellbook Star Hall" will search for "Magical Something" once leaves the field, while others like "Magical Exemplar" allows us to summon it from either hand or Graveyard.
As pointed out several times, the performance of "Magical Something" will quite vary of how much we wanna focus on Spell Counters and all their possibilities. That doesn't mean that "Magical Something" can't perform well on its own, as with a simple condition to gather Spell Counters soon enough will have a high Level for Synchro and Xyz Summons, or spend counters to retrieve valuable Quick-Play Spell in mid to late game. With cheap Spell Cards like "Upstart Goblin" and "Toon Table of Contents" as well those played by the opponent, "Magical Something" will have plenty of counters to play with as soon is summoned on our field. But to further assure the use of its counters obviously we might have to invest more on effects arround Spell Counters, with cards like "Apprentice Magician" and "Magical Citadel of Endymion" providing additional counters for its effects, as well cards like the Mythical Beasts using the counters "Magical Something" constantly gathers for their own abilities. Last but not least important the Spell Cards we will retrieve by "Magical Something" will often become defensive tools for the incoming opponent's turn, ranging from popular choices like "Enemy Controller" and "Forbidden Lance" to counter opponent's actions to some Spell Cards more focused arround a particular theme like "Spellbook of Fate" or "Mythical Bestiary".
Like many cards of its kind "Magical Something" is a monster that greatly relies on Spell Counters to become efficient, but with two different abilities and the simple requeriment to obtain counters makes it a solid choice under many scenarios. If "Magical Something" isn't recovering Quick-Play Spells, its Level increase will suffice to prepare expensive Extra Deck summons. On the other hand, depending of our approach arround Spell Counters "Magical Something" can go from constantly recovering Spells to using its counters on other effects related to the theme, overall always having a valuable purpose under the right build. Obviously gathering Spell Counters might be a slow process in some scenarios, but overall "Magical Something" is a solid choice on the roles that can take on our field.
Personal Rating: B+
+ Gains a Spell Counter each time a Spell Card is used + Increases its Level for each Spell Counter on it + Can spend Spell Counters to Set on our field a Quick-Play Spell in our Graveyard + Well supported along valuable Quick-Play Spells to retrieve
- Relies on counters to become efficient to the point that might become slow effects
Magical Something! - Prologue
A/N: Sometimes life can’t cancel your student debt or get you free healthcare or get creeps out of your government, but it can get you a late night writing idea. I had this idea for a while with plans for a full length story, but I’ll see when I can get around to it. Word count: 508 Warnings: N/A
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To be truthful, he was never supposed to actually step foot on Earth. That was a mistake.
He was supposed to just check out the place a little and just see what was going on. Maybe there was something there that higher-ups would like to know about or some cool creatures he could bring back. He was just going to look and leave the actual exploring to someone more experienced.
Unfortunately, Miro would never get that chance again.
“MIROOOOOOOOO!”
Miro shuddered at the sound of his name being screamed down the halls accompanied by the sound of explosions and banging. He knows he should always answer his master when called, but instinct kicks in all too easily when the man is this aggressive. Miro dove underneath the coffee table and closed his beady eyes. Perhaps if he wished hard enough, he would be transported back to his home.
WAH-BAM!
The metal door slams open with force that might have dented the walls if they were made with even a slightly weaker material.
“Miro, I found this amazing fucking comic! I mean, octobitchactuallyfoundit, but I read the entire thing all last night and I got a great fucking idea- where the fuck are you?”
Deep breaths Miro. He’ll just lose interest and move on.
“Why the hell are you under the table? You drop something with those slippery nubs?”
Miro’s eyes shoot open to see red ones with slitted pupils glaring back with disgust and a hint of confusion.
“My dear master! M-my deepest apologies!” Miro manages to spit out while flailing his paws around. “I simply got tired and fell asleep under here is all! I never meant to offend!”
The tall figure looks unimpressed as he reaches under the table and grabs Miro by the scruff of his neck, right above where his back met his wings. He pulls him out and stands, suspending the poor shivering creature in the air.
“Weird place to snooze, but sure,” the ginger man comments. “Listen, I’ve got a job for you. It’s gonna make this dumb, boring-ass prison just a little more fun.”
He holds up his other hand and displays a book, or rather, a manga in front of Miro’s face. The cover displayed a bright-eyed blonde girl with a non-traditional serafuku school uniform that looked more like a costume than a uniform. Her hair was up in two long ponytails that swirled behind her. Miro tried to make sense of the cover as he read the title at the top in a swirly font: Sailor Moon.
The ginger man continues, “You turned us into badass fighters with your fuckass witchcraft magic, so I want you to do it again.”
Miro quizzically turned to his master. Then back to the book. Then back to his master.
“Y-you want me… to do what?”
The man suddenly drops the small creature and lets him fall to the ground with a squeak before crouching down next to him, shoving the book in his face again.
“The girls in this comic all wear really cute outfits and fight crime. I watched the cartoon too and they all have a fucking sickass moments where they transform into their superhero forms or whatever.”
He grabs onto the feeble creature and Miro looks up to face his master. There, he sees the face of a crazed psychopath looking back at him with dilated pupils and a wide smile that chills Miro’s bones.
“I want to fight them,” he says, glancing at the book in his hand with a glimmer in his eyes that Miro had never seen before.
“I want to fight magical girls!”
Best Level Four Spellcaster - Round 3 Match 11
choose your favorite
Fortune Fairy Swee
Magical Something
Best Level Four Spellcaster - Round 1 Match 43
choose your favorite
Magical Something
Photon Circle