Magic Reflector - DB2-EN196 - Common - Unlimited Edition Tweet Out of stock. $0.33 Wishlist Details Card Rules: Rulings powered by The Netrep API. You can put 2 or more counters on a Spell Card if you activate 2 or more 'Magic Reflectors'. When the Spell Card is destroyed, remove the counters on it 1-by-1. You can activate 'Magic Reflector' and put a counter on a Monster Card equipped to 'Relinquished', and if the equipped card would be destroyed, remove 1 counter instead. If 'Imperial Order' is active, and if a Spell Card with a counter on it would be destroyed, the counter is removed instead. 'Imperial Order' does not negate the function of counters created by the effect of 'Magic Reflector'. If a Spell Card with a maintenance cost has a counter on it, such as 'Messenger of Peace', and you choose not to pay the cost, the Spell Card is still destroyed. If a Field Spell Card has a counter on it and a player activates a new Field Spell Card, the Field Spell Card with the counter is still destroyed. If 'Swords of Revealing Light' has a counter on it, it is still destroyed at the end of the opponent's third turn after it was activated. If you use 'Magic Reflector' to place a counter on a Union Monster that is an Equip Card, and the Union Monster would be destroyed instead of the equipped monster, remove the 'Magic Reflector' counter from the Union Monster instead, and the Union Monster is not destroyed. [Re: Anteatereatingant] If the targeted Spell or Trap Card is removed from the field in a chain to this card's effect, you still cannot use its effect again or attack that turn. If a targeted Spell Card is not destroyed because of a counter from 'Magic Reflector', you still cannot use this card's effect again or attack that turn. [Re: Emergency Provisions] The effect of this card does not 'destroy' your Spell and Trap Cards it 'sends them to the Graveyard.' So, for example, you may send a Spell Card to the Graveyard with a counter on it from 'Magic Reflector'. You can also send 'Fusion Sword Murasame Blade' even though it cannot be 'destroyed'. [Re: Morphtronic Engine] If your second Standby Phase after activating 'Morphtronic Engine' is skipped, or if the 'Morphtronic Engine' cannot be destroyed (due to 'Magic Reflector', etc.), 'Morphtronic Engine' is not destroyed and remains equipped to the 'Morphtronic' monster. The monster's original ATK remains doubled. [Re: Nightmare's Steelcage] If you use 'Magic Reflector' to put a counter on 'Nightmare's Steelcage', it is still destroyed during the opponent's 2nd End Phase after it was activated. You cannot remove the counter instead. Passcode: 61844784 Set: Dark Beginnings 2 Card Number: DB2-EN196 Rarity: Common Attribute: Spell Card Text: Select 1 Spell Card that remains face-up on the field and put 1 counter on it. If the selected card is destroyed, the counter is removed instead of the card being destroyed. Card Type: Normal Spell Name: Magic Reflector Edition: Unlimited