Endymion, the Mighty Master of Magic
Monster Effect – 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 Counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent’s card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand.
May 24, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
In a moment of “Did you see this coming?” we end the week off with Endymion, the Mighty Master of Magic.
EtMMoM as a Pendulum Scale is a Scale 8, which is a nice high scale for this archetype as the highest level is 7, even though it means you can’t Pendulum Summon a Mythical Beast Master Cerberus, but that’s fine. In the scale, you can remove 6 counters from your field to Special Summon this card from the Scale and then you can count the number of cards you control that can hold Spell Counters and destroy cards on the field up to the number of said cards you control and finally place Spell Counters on this equal to the number of destroyed cards. Very easy to get 6 counters as long as you control multiple cards that generate said counters, so this should have no issue coming out of the Pendulum Scale and destroying cards. If your opponent has nothing, then at worst you can destroy one of your cards just so this can at least have one counter, but it won’t be the complete end of the world if this doesn’t hold a counter, plus he has other ways to gain counters. The destruction not targeting is a nice benefit with it being easier to play around destruction effects that target. This effect of EtMMoM is a hard once per turn, as it probably should be.
EtMMoM as a monster is a Level 7 DARK Spellcaster Pendulum with 2800 ATK and 1700 DEF. Stats are very good on a Level 7 and rival some Level 8s, while being a DARK Spellcaster is a good combination. Once per turn, when a Spell or Trap Card or effect is activated (Quick Effect), you can return a card with Spell Counters on it to the hand to negate and destroy said Spell/Trap and then this card would gain Spell Counters that the bounced card had. Great negation effect and it not being a hard once per turn is amazing when you got multiple of these out on the field. This covers the ground that Mythical Beast Jackal King can’t cover for you. While this card has a Spell Counter on it, it cannot be targeted or destroyed by your opponent’s card effects, which is amazing protection many boss monsters strive to have. If this monster with a Spell Counter is destroyed by battle, as you can’t destroy it with effects when it has counters, you can search for any Normal Spell from your deck. So basically your opponent might want to Kaiju this, otherwise you can search for one of the many powerful Normal Spells in the game, whether it is for the Endymion archetype or just a generic Normal Spell like Monster Reborn. Endymion is the best boss monster from one of these Retrained Structure Decks arguably, so multiple copies of this in Endymion variants is warranted.
Advanced Rating: 4.5/5
Art: 5/5 He’s the master of all the Endymions, whether it is effect or artwork.
Fun Fact: This card now tops Astrograph Sorcerer for having the most card text for any card in the game.
Austin opened his review with a ‘did you see this coming’ joke, so I don’t have a witty one liner to open, but Endymion, the Might Master of Magic closes our week. What a mouthful of a name that is. Level 7, Dark, Spellcaster, a lovely 2800 attack (and a reasonable 1700 defense to go with it) and a great 8 (Alex made a pun) on the Pendulum scale.
On the Monster effect side, We have a Quick effect that negates and destroys cards. Once a turn, when a Magic or Trap is activated, return a card you control to your Hand (so long as it has a Spell Counter) and if you do, negate said activation of said card, and if you do, destroy it. Then, this card gets Counters equal to the number of counters that were on the card you returned to your Hand.
If this card has a Counter(s), it can’t be destroyed by your opponents card effects, which is awesome. 2800 attack is great, and having to attack over it can be a daunting task, without a doubt. It’s also further protected from being Targeted by your opponent’s card effects, which is even better yet. And, additionally yet, if destroyed in Battle while it has a Counter(s) you get a Normal Magic card from your Deck to your Hand.
On the Pendulum side, you can remove 6 Spell Counters from your side of the Field (bringing yesterdays card back into play) to Special Summon this from the Pendulum Zone and destroy cards on the Field (note cards, any cards, any position, belonging to either player) up to the number of cards you control that can have Counter(s) placed on them. The up to part is the best part of that effect, so you aren’t FORCED into destroying anything, and I really appreciate that.
This card then gains Counters equal to the number of cards you destroyed via the Pendulum effect we just covered. This effect, as you might imagine, is only once per turn. So the Counters keep cycling, you keep protecting and destroying, this card does so much, and remember after such a long review, all these delicious effects are attached to a 2800 attack body. What a wonderful Structure Deck this turned out to be.
Art: 4/5 I like the detail in this, both in the colors of the background, as well as the armor, and even the face we see. But I don’t like the picture or armor much itself. Too much black. You can do darkness without being just black. The red is cool though.
Hello Pojo Fans,
Endymion, the Mighty Master of Magic wraps up the Endymion-theme week, and he is truly the master.
EtMMoM is stronger and outright better than the original. You’ll play him in a Spell Counter/Pendulum-based strategy, making it easier to activate his Pendulum Effect. Six counters seems like a lot, but Citadel gets a counter for every spell, the archetype has monsters that can put counters on the card, and Jackal can get two counters every time a spell is activated, you will be able to activate this effect. Maybe not after the first turn, but once your board is set up, you will. The more cards with counters on your field when you Special Summon EtMMoM this way, the more cards you are popping on the summon. Because you aren’t losing field advantage, just counters, this should always be a plus in your favor, and that is always nice. Then the Master of Magic will gain counters equal to the number of cards he destroyed. A Pendulum Effect that directly fuels the monsters Monster effect, yes please. You not only gain advantage through the destruction Might Master does, but you then fill him with counters to use his monster effect.
Speaking of which, the bounce to negate and destroy ANYTHING once per turn is phenomenal. You can clear counters off a monster to activate EtMMoM Pendulum Effect, then bounce that monster to negate and destroy an opponents effect, thus keeping your monster safe and giving you the option to reuse it. Those counters EtMMoM got from its pop effect off its Pendulum Effect, they protect him from targeting and destruction by your opponents cards. Serious protection from just one counter, let alone a bunch it may get on it. Destruction by battle while Might Master has a counter on it will net you a Normal Spell from your deck. If it had been any kind of destruction it would have been busted, so this is a good limitation, and, while you will likely always have a counter on him, there may be times you don’t, so that theme-restriction is good as well.
It has good DEF and strong ATK, a ton of support behind it, protection against almost everything, gives you a potential search upon battle destruction, and can summon itself from the Pendulum Zone and pop cards on the summon…if only Spell Counters had gotten this card as a monster when first released.
Until Next Time
So in the interest of TLDR, Endymion, the Mighty Master of Magic (sheesh even the name is long) is great. Run Allures because he’s dark. Scale is great for this Level 7 and the original Endymion is Level 7 as well. Pendulum effect lets you blow through fields. Monster effect is a Spell or Trap negate then destroy. It costs a card that has a Spell Counter to be returned to the hand, but then those Spell Counters go onto Endymion. Protection from targeting and effect destruction while he has Spell Counters is a boss monster’s dream come true. Finally, Endymion floats when destroyed by battle to search any Normal Spell Card. Nothing wrong with this card so run 3. The art is too busy but that might be card text bias. Happy Friday!
Score: 4.5/5 Art: 3.5/5
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