Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Endymion/Mythical Beast Decks in Yu-Gi-Oh!
I've covered dozens of decks throughout Yu-Gi-Oh!, but today we'll take a look at one especially close to me, the deck I've played the most in the competitive scene: pendulum spell-counters. Basically, the deck swarms the field via pendulum summoning while negating opposing plays via monster effects (from the Endymion and Mythical Beast archetypes) that rely on spell counters, obtained by playing spell cards.
It's a deck that emphasizes negation and control over raw destruction, but we'll see it's surprisingly sturdy in battle thanks to a certain card combo. More on that soon—these are ten cards you absolutely need in your spell counter Yu-Gi-Oh! pendulum deck!
10. Magical Citadel of Endymion
Here's the theme's premier field spell, which thankfully won't take up any of your regular spell/trap zones (those fill up pretty quick as you play pendulum scales). Like most Endymion cards, Citadel gets a spell counter when either player resolves a spell. It also takes counters from other destroyed cards you control, and it can save itself from effect destruction by removing a counter from itself.
Best of all, you can once per turn activate another card's effect by removing counters from Citadel, which can prove crucial towards activating your scale effects. Don't forget you can quickly search Citadel with Terraforming, which simply finds a field spell. Since it has built-in protection, you probably don't need more than one or two in your deck, and as today's cheapest card, you can snag your own for about a dollar!
9. Magical Abductor
Despite not belonging to any archetype, Abductor's great as both a scale and a monster, offering a useful normal summon option to the theme. Either way, she can spend three spell counters to find another card; as a scale, she searches any pendulum monster, while as a monster, she'll find a level one spellcaster.
Easy card advantage, plus she bolsters her 1700 ATK by 100 per spell counter on her, so she's also a low-level beatstick. Usually, my preferred level one spellcaster to find is the hand trap Effect Veiler, who can stop opposing monster effects or be used as a tuner. Magician of Faith and Droll & Lock Bird work well too.
8. Pot of Desires
Tough call between Desires and Extravagance for best +1 advantage, but I like that Desires (unlike Extravagance) doesn't restrict you from drawing cards for the rest of the turn.
Anyway, Desires banishes ten cards from your deck face-down to draw twice. A hefty price, and it's once per turn, but two cards for one plus an easy spell counter is nothing to sneeze at. Be aware you banish as cost, so if your Desires gets negated, your deck is still getting hit.
7. Upstart Goblin
Limited as of this writing (one per deck), Upstart gives your opponent 1000 life points, then draws you a card. Basically, it's a free spell counter. The only time I might sideboard it is in game three where the clock is running out (because your opponent may win by the added life advantage if time runs out), but otherwise, this is the easiest spell counter there is.
6. Allure of Darkness
Allure of Darkness draws twice, then banishes a dark monster from hand. Endymions and Mythical Beasts aren't exclusively dark, but have enough that I'm comfortable running this, especially with other dark monsters around (like Odd-Eyes or Shaddolls).
Compared to similar cards like Sacred Sword of Seven Stars and Spellbook of Knowledge, I like that Allure only takes from your hand if it resolves. Meaning, you don't lose anything extra if Allure gets negated, whereas Sword and Spellbook (while still useful tools) discard and banish as activation cost.
5. Fairy Tail—Luna/Awakening of the Possessed
She's not a member of the main themes, but Luna provides your best normal summon, as doing so lets her search a spellcaster with 1850 ATK. This can be another copy of herself, but it can also be Reflection of Endymion. From there, Luna can as a quick effect return both herself and an opposing monster to hand unless your opponent can send a copy of theirs from deck to graveyard.
Also, Luna has 1850 ATK, which is perfect for the continuous spell Awakening of the Possessed. Awakening draws when you summon a spellcaster with 1850 ATK, so Luna plus Awakening equals two bonus cards. As if that weren't enough, Awakening also grants 300 ATK per attribute you control—it's not hard to get this to 900+, as you'll be playing several light, dark, and wind cards, plus a few earth.
4. Selene, Queen of the Master Magicians
While the theme doesn't heavily utilize the extra deck, here's the card you most need in it. Selene's 1850 ATK can trigger Awakening, and she's easy to summon, taking any three monsters as long as just one is a spellcaster.
From there, Selene can't be attacked while you control any Endymion card (even a scale or field spell), gains spell counters on entry equal to the spells on the field and in the graveyard, and can as a quick effect remove three to summon a spellcaster from your hand/GY to a zone she points to in defense position.
3. Mythical Beast Jackal King/Mythical Beast Master Cerberus
Unlike the Endymions, the Mythical Beasts make terrible scales, with a poor value of four and no spell counter-grabbing effects. However, they're excellent monsters, and Master Cerberus's scale effect lets you you destroy him (while you have no other scale) to find a lower-level Mythical Beast. Pick Jackal King, as his scale effect destroys himself to play a face-up Mythical Beast from your extra deck.
Basically, using them together means a free Cerberus to the field while readying Jackal King for a pendulum summon. When fielded, both get two spell counters whenever a spell resolves, and Jackal King can remove two to negate and destroy a monster while Master Cerberus can remove four to target and banish an opposing monster.
2. Servant of Endymion/Endymion, the Mighty Master of Magic
The two aces of the Endymion family also make workable pendulum scales. Servant is limited as of this writing, and for good reason; not only does she make a nice low scale with value two, she gets spell counters and can remove three to summon herself and another monster from your deck, giving them both a counter. Also, if destroyed, she can re-scale herself.
Mighty Master doesn't get spell counters as a scale, but has a nice high value of 8 and can remove 6 from your field to summon himself and destroy cards equal to the number of your cards that could have a spell counter. More than that, he can once per turn negate and destroy an opposing spell/trap by returning a card with spell counters to your hand, and he's pretty tough at 2800 ATK. In other words, with both Mighty Master and Jackal King, you've got a tough lock to break as you can (once per turn per monster) negate monster, spell, and trap effects.
1. Spell Power Mastery
Easy advantage at its finest, Mastery finds any Endymion card, then gives bonus spell counters equal to the number of itself and Spell Power Grasp controlled and in your graveyard. I don't like Grasp as much as Mastery, but even without it, this grants crazy amounts of counters while finding whatever scale you need; it's your best way to hunt your one-per-deck Servant of Endymion.
Adding the bonus spell counters is great but not actually required; you can still do the search even if your field is currently empty.
Order of the Spellcasters Structure Deck
While my build definitely utilizes other cards, these are the ones crucial to its success, many of which I'd run at least two of, if not three. If you want to try the theme yourself, the Order of the Spellcasters structure deck gives you many of the cards you need.
From there, consider where you want to take your deck; will you keep it pure Endymion or could you benefit from another theme? I'm eager to hear other players' thoughts on optimizing the archetype, but for now, share your thoughts and I'll see you at our next Yu-Gi-Oh! countdown!
© 2021 Jeremy Gill