If this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). Once per turn, if a Spellcaster-Type monster(s) on the field would be destroyed, you can remove 1 Spell Counter from your side of the field for each of those monsters instead.
Magical Citadel of Endymion gains Spell Counters whenever a Spell Card is activated which can fuel Defender’s effect. Additionally when card with Spell Counters is destroyed, the Spell Counters on that card are transferred to Magical Citadel of Endymion. Magical Citadel of Endymion even has an innate protection effect which protects it from being destroyed by removing one Spell Counter.
Gain Spell Counters
Use these cards to put Spell Counters on Magical Citadel of Endymion which fuels the effect of any card that uses Spell counters including Defender, the Magical Knight.
These cards have effects that put Spell Counters on themselves when another action is performed.(Usually a when a Spell card is activated.) Defender, the Magical Knight can remove Spell counters from anywhere on the field to protect your Spellcaster monsters.
When your Spellcaster monster battles, you can activate Magician’s Circle to special summon Defender, the Magical Knight from your deck and instantly protect your Spellcaster monsters. Provided that there are Spell counters already present on the field.
This card wouldn't be too broken if released. Only for spellcaster, not to mention if you try to save a weak attack spellcaster you risk your lifepoints from getting damaged
Not if you use this card in conjunction with breaker. It'll protect breaker from order to charge and mikirzuri. And you will have a 1900 beat stick on the field with its spell counter still. You can also use it to save the OTK karate man combo