The Magical Citadel's controller can remove the spell counter to save the Citadel from destruction during Heavy Storm's resolution.
When Magical Citadel of Endymion is initially activated, it has no Spell Counters. This is because its effect of obtaining Spell Counters does not take place until it has been successfully activated. Therefore, it does not gain a Spell Counter from its own activation.
Yes, as long as that card can be given spell counters.
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
As an Ignition Effect monster, Breaker's effect can only be activated in your own Main Phases.
Arcane Apprentice's effect doesn't mention Spell Counters in any way. Are you asking about the right card?
Yes. While the Citadel's counter-gaining condition looks for spell card activations, it only receives the counter after that spell resolves. In the case of Heavy Storm, by that time the Citadel will have already been destroyed and be in the graveyard, it wouldn't gain the counter in time to save it.
When Magical Citadel of Endymion is initially activated, it has no Spell Counters. This is because its effect of obtaining Spell Counters does not take place until it has been successfully activated. Therefore, it does not gain a Spell Counter from its own activation.
It is resolved after because just like a spell counter on the magical citadel of endymion is put on citadel AFTER the effect.
No, Crusader of Endymion cannot hold Spell Counters. Therefore, its effect will not apply to itself.
Yes, as long as that card can be given spell counters.
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
Defender the Magical Knight has a trigger effect that triggers on his successful summon, to add a spell counter to himself. So when he is normal summoned, this effect will activate as chain link 1. The opponent can then chain Bottomless Trap Hole to this. The chain resolves backwards, so Defender is destroyed and removed from play, then his counter adding effect will resolve without effect because Defender has been destroyed. Note that since he was destroyed before his token could be placed, he is unable to save himself using his continuous effect, unless somehow a spell counter can be placed on him by an effect at chain link 3, such as Pitch Black Powerstone.
You'll see a small room. Lowest floor. In there is a counter with the plasma rifle sitting on it. It is in low to mid condition.
As an Ignition Effect monster, Breaker's effect can only be activated in your own Main Phases.
My favorite deck is a Spell Counter Spellcaster deck. Its main strategy is using Spell Counters to activate many card's effects. This is the full deck list:Monsters x28Normal Monsters x22 - Dark MagicianEffect Monsters x263 - Apprentice Magician2 - Thunder King Rai-oh2 - Magician's Valkyria2 - Flamvell Magician2 - Arcane Apprentice1 - Endymion, the Master Magician1 - Sorcerer of Dark Magic1 - Chaos Sorcerer1 - Arcanite Magician/Assault Mode1 - Royal Magical Library1 - Magical Exemplar1 - Magical Plant Mangladora1 - Defender, the Magical Knight1 - Breaker, the Magical Warrior1 - Summoner Monk1 - Skilled Dark Magician1 - Dark Magician Girl1 - Blackwing - Gale the Whirlwind1 - Junk Synchron1 - MarshmallonSynchro Monsters x72 - Arcanite Magician2 - Tempest Magician1 - Goyo Guardian1 - Brionac, Dragon of the Ice Barrier1 - Stardust DragonSpells x183 - Spell Power Grasp2 - Pot of Avarice2 - Magical Citadel of Endymion2 - Secret Village of the Spellcasters2 - Magical Dimension1 - Tribute Doll1 - Heavy Storm1 - Lightning Vortex1 - Mystical Space Typhoon1 - Card Destruction1 - Mega Ton Magical Cannon1 - Swords of Revealing LightTraps x71 - Pitch-Black Power Stone1 - Bottomless Trap Hole1 - Magic Cylinder1 - Magician's Circle1 - Miracle Restoring1 - Call of the Haunted1 - Assault Mode ActivateTotal Deck Count - 47Optional CardsBirthrightSilent Magicians LV 4 & 8Urgent TuningWabokuMirror Force (if you can afford it)Arcane BarrierFrequency MagicianAlchemist of Black SpellsJust warning you, this deck was made for fun, not competitive play. Use it if you want, but don't cry if you lose with this deck.
See example code below. #include <iostream> class x { private: // Members. static int counter; int data; public: // Default constructor and destructor. x():data(++counter){printf("Object %d created!\n",data);} ~x(){printf("Object %d destroyed!\n",data);} // other members omitted for brevity... }; // Initialise static counter. int x::counter=0; int main() { // Instantiate an array of 10 objects. x arr[10]; // .. do some work with the array .. return( 0 ); // The array falls from scope, destroying the objects. } Example output: Object 1 created! Object 2 created! Object 3 created! Object 4 created! Object 5 created! Object 6 created! Object 7 created! Object 8 created! Object 9 created! Object 10 created! Object 10 destroyed! Object 9 destroyed! Object 8 destroyed! Object 7 destroyed! Object 6 destroyed! Object 5 destroyed! Object 4 destroyed! Object 3 destroyed! Object 2 destroyed! Object 1 destroyed!
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.)