yes you could because most cards that can have spell counters says that it can destroy a spell or trap cards on the field face up like breaker when its normal summoned it has 1 spell counter, u can take of the spell counter to destroy 1 trap or spell on the field
When you trigger an effect (such as summoning breaker or apprentice magician)that says to put a spell counter on a card that can accepts spell counters. Oh and put as much spell counters as it says you should.
Cards like Safe Passage and Holy Day prevent all damage dealt to creatures and players during a turn, but they do not prevent poison counters. Poison counters are not considered damage; they are a separate game mechanic. Therefore, using these cards will not stop the accumulation of poison counters from sources that deal them.
No, Quickplay Spell Cards must be Set on the field on a previous turn, if you wish to activate them during the opponent's turn.
During your turn, you can play a Quick-play Spell from your hand during Main Phase I or II. During your opponent's turn, you can activate it only if it is already Set on your field. Like all Spells, you play a Quick-play Spell in the Magic & Trap Card Zone. When played, its effect is activated immediately like most other card effects.
No you cannot. Even if you set cards on your oppoent's turn, the rule for Traps is that they can only be activated during the turn after they are set. Once your turn rolls around you activate your new set card.
When you trigger an effect that says to put a spell counter on a card that can accepts spell counters.You can add as many counters per turn as possible, there is no limit. You put a counter on a card when the effect of a card tells you to do so (such as Breaker the Magical Warrior when it is Normal Summoned or Royal Magical Library when a Spell card is activated.)
When you trigger an effect (such as summoning breaker or apprentice magician)that says to put a spell counter on a card that can accepts spell counters. Oh and put as much spell counters as it says you should.
Are you referring to "Dark Red Enchanter"? If you are, his effects are as follows: When this card is Normal Summoned, put 2 Spell Counters on it. Each time a Spell Card is activated, put 1 Spell Counter on this card. It gains 300 ATK for each Spell Counter on it. Once per turn, you can remove 2 Spell Counters from this card to make your opponent discard 1 random card. Hope this helps.
When using the counterspell card in Magic: The Gathering, you can cast it at any time during your opponent's turn to stop their spell from resolving. To use it, you need to have enough mana to pay its cost, and you must announce that you are casting it in response to your opponent's spell. The counterspell card specifically counters target spell, meaning it can only be used to counter spells that are currently on the stack.
Giant Growth does not add counters. It only changes power and toughness for one turn and is not a permanent. Proliferate would not effect a creature who Giant Growth had been used on.
Planeswalker abilities cannot be activated on the first turn of a game because they require loyalty counters, which are only added during the controller's upkeep step.
No, Quickplay Spell Cards must be Set on the field on a previous turn, if you wish to activate them during the opponent's turn.
During your upkeep you put a pin counter on Voodoo Doll. If Voodoo Doll is untapped at the end of your turn it deal damage to it's controller equeal to the number of counters. You can pay double the amount of counters on Voodoo Doll, and tap Voodoo Doll to deal damage to target creature or player. Lets take the scenario that it is the beginning of your turn and there are currently 3 pin counters on Voodoo Doll. During your upkeep put a pin counter on Voodoo Doll (4 counters) At any time during your turn (when you can play an instant effect) you can pay 8 mana, tap Voodoo Doll and deal 4 damage to a target creature or player. If Voodoo Doll remains untapped at the end of your turn, you will take 4 damage and Voodoo Doll will be destroyed. You do not have to use the Voodoo Doll's ability, all you need is for Voodoo Doll to be tapped at the end of your turn. You could tap it with a fast effect, or use a spell to turn it into a creature and attack. There are a vast assortment of ways to prevent Voodoo Doll from dealing you damage. Personally i would suggest that you get a better 6 drop card. :) Good Luck (may you never be mana screwed)
No, Normal Spell Cards like Dark Hole can only be activated on your turn during your Main Phase 1 or 2.
During your turn, you can play a Quick-play Spell from your hand during Main Phase I or II. During your opponent's turn, you can activate it only if it is already Set on your field. Like all Spells, you play a Quick-play Spell in the Magic & Trap Card Zone. When played, its effect is activated immediately like most other card effects.
No you cannot. Even if you set cards on your oppoent's turn, the rule for Traps is that they can only be activated during the turn after they are set. Once your turn rolls around you activate your new set card.
No, Swords of Concealing Light is a continuous Spell Card, and therefore its initial activation is spell speed 1 and can only be done on your own turn, in your main phases.