Quote: Each time a Spell Card is activated, place 1 Spell Counter on this card max 3. You can remove 3 Spell Counters from this card to draw 1 card. Of course Citadel of Endymion is another key component, this card is WAY more important because a. It is harder to get out and is a reason the spells stack. Don't even really need to say here. It's the reason you play the deck in the first place. Magical Citadel of Endymion Quote: Each time a Spell Card is activated, place 1 Spell Counter on this card. When a card with a Spell Counter s is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card's effect by removing a Spell Counter s from cards you control, you can remove Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead. The second engine of the deck. Making the deck faster and allowing you to stack counters until you thin down the deck to 10, then just run through them. Without this card the deck would NOT be good. You don't want to use the spell power to add more than +1 if you can help it cause it burns too fast. You supposed to rely on using Library and Citadel to stack counters on the field spell and then draw your deck. Always magical malleting if you can as well as you treat mallet just as another. You even the exodia cards cause your just gonna draw them again. If you wanna YVD for me to prove it I will. I just tested this on a gameboy game and I ran into a snag. You can only use the effect of magical citadel once per turn. That makes this deck's playability go down to zero. Since you're only drawing half the cards, you can't regain hand size for all of the reloads, mallets, and DWDs. I was pretty excited for a minute there. Also, I just did the math and you can only draw through 37 cards in one turn, and that's if everything goes perfect, and you draw no pieces of exodia to clog your hand at any point. That leaves 4 cards left in this 41 card deck. Its mislabeled by the way. Its actually 41 cards. I had to spend way too much of my time on this problem. Teri-bad deck is teri-bad. You claim this is an FTK. Why is there 3 spell power grasps? You have too many -1s in the form of , , and Dark world dealing. Not to mention that mallets, don't thin out your deck at all, making it just as hard to get to the cards you need. Citadel has too many restrictions on it to be useful. Firstly, their effects are seperate, so you can't have 1 counter on citadel and 2 counters on library and hope to draw a card off library. You need 3 counters on library or 3 counters on citadel by itself to get the effect off. Not to mention the once per turn thing limit's is usefulness altogether. What happens if you don't get a in your opening hand and the next closest one is 20 cards down? You have 13 cards to help you get it, 3 of each of Dark world dealing, , , and the single copy of pot of duality. Now, 9 of those 13 cards are -1s, meaning even if you get to , your plays will be limited and you won't be able to get anywhere. Spell power grasps, all of your bamboo shizz, magical citys etc are ALL useless without RML. You're betting your luck on drawing 1 of your 3 copies of RML in a 40 card deck. Those odds are not decent in your favour. I've came across this build. Btw If i had pot I would run this but i dont so i run worms. His draw power, when he doesn't have RML is in the form of 3 upstarts, 3 -1s and a pot of duality. He might even be shuffling it down further away from him. He might end up with RML sooner or later but the point is that when he DOES end up with RML, he'll have -1ed himself so much that he can't get the engine going. You claim is a -1. How is the -1 any different to Dark world dealing, or. An opening hand here with 2 or more pieces of exodia would pretty much mean that it can't get anywhere before hitting a dead end. Monsters: 8 x3 x1 x1 x1 x1 x1 Spells: 32 x3 x3 x3 x1 x3 x3 x3 x3 x3 x3 x3 x1 Pot of Duality x1 -3 -1 -1 -1 +3 +3 Reasons for the fixes: is just bad? It's a -1 in the hand and it's a terrible version of mallet. Plus you already have mallet in here. It really doesn't need to be ran in this deck. I guess it could remove the chain dissapearance, but that is best to side in. There's the reasons for the -6 cards. Definitely need to run these. There's the additions I would run in this deck. Hopefully it helps and you can get some work in with this deck. You can check out my FTK deck for ideas on draw power I guess.