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[OCG] V Jump (April 2016) The Dark Illusion

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Zaio Volnutt
Khina Bree
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[OCG] V Jump (April 2016) The Dark Illusion Empty [OCG] V Jump (April 2016) The Dark Illusion

Post by Khina Bree Wed Feb 17, 2016 11:57 am

We all knew it was bound to happen when they showed us the new "Blue-Eyes" cards. Red-Eyes was treated to new support in CORE, Blue-Eyes getting its new stuff in SHIV...and now, finally, the Dark Magician is getting new support!


New Dark Magician Xyz Monster
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Kokuu no Kuromadoushi / Ebon Void Magician
Rank 7 DARK Spellcaster-Type Effect Monster
ATK 2300
DEF 2800
2 Level 7 Spellcaster-Type monsters
(1) If this card has Xyz Material: You can activate Quick-Play Spell Cards or Trap Cards from your hand during your opponent’s turn. If you activate a card this way, detach 1 Xyz Material from this card.
(2) If this Xyz Summoned Card is sent to the Graveyard by your opponent’s card effect or destroyed by battle and sent to the Graveyard: Special Summon 1 DARK Spellcaster-Type Monster from your hand or Deck, then, you can destroy 1 card on the field.


Blue-Eyes has "Alternative," we get this badass.
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Magician of Black Illusion
Level 7 DARK Spellcaster-Type Effect Monster
ATK 2100
DEF 2500
You can only activate the (1) and (3) effects of “Magician of Black Illusion” once per turn.
(1) If you activate a Spell or Trap Card during your opponent’s turn: You can Special Summon this card from your hand.
(2) This card is treated as “Dark Magician” while in a Monster Zone.
(3) Once while this card is face up on the field, if you activate a Spell or Trap Card’s effect: You can target 1 “Dark Magician” in your Graveyard; Special Summon that monster.

A Magician can't be naked...
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Magician’s Robe
Level 2 DARK Spellcaster-Type Effect Monster
ATK 700
DEF 2000
You can only use the (1) and (2) effects of “Magician’s Robe” once per turn each.
(1) During your opponent’s turn: You can discard 1 Spell/Trap Card; Special Summon 1 “Dark Magician” from your Deck.
(2) If you activate a Spell/Trap Card or Spell/Trap Effect during your opponent’s turn while this card is in your Graveyard: You can Special Summon this card from your Graveyard, but banish it if it leaves the field.

...or without a weapon.
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Magician’s Rod
Level 3 DARK Spellcaster-Type Effect Monster
ATK 1600
DEF 100
You can only use the (1) and (2) effects of “Magician’s Rod” once per turn each.
(1) If this card is Normal Summoned: You can add 1 Spell/Trap Card with “Dark Magician” in its card text from your Deck to your hand.
(2) If you activate a Spell/Trap Card or Spell/Trap Effect during your opponent’s turn while this card is in your Graveyard: You can Tribute 1 Spellcaster-Type monster; add this card from your Graveyard to your hand.

Remember that cool circle from all the Magician card arts?
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Kuro no Madoushin / Dark Magic Circle
Continuous Spell Card
You can only use the (1) and (2) effects of “Dark Magic Circle” once per turn each.
(1) When this card is activated: Look at the top 3 cards of your Deck, and if there are either any Spell/Trap Cards that have “Dark Magician” in its card text, or “Dark Magician” among those cards, you can reveal 1 of them and add it to your hand. Return the other cards to the top of your Deck in any order.
(2) If “Dark Magician” is Normal/Special Summoned to your side of the field: You can target 1 card your opponent controls; banish it.

Now ya see him...twice?
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Illusion Magic
Quick-Play Spell Card
You can only activate 1 “Illusion Magic” per turn.
(1) Tribute 1 DARK Spellcaster-Type monster you control; add up to 2 “Dark Magician” from your Deck or Graveyard to your hand.

Follow me, I know the way!
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Magician’s Navigate
Normal Trap Card
(1) Special Summon 1 “Dark Magician” from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck.
(2) If you control “Dark Magician”, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponent controls; negate its effects until the end of this turn.

=============
Now of course there were some other goodies shown off alongside these new gems, so let me introduce you to the "Metalphosis" cards.


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Metalphosis Goldriver
Level 4 FIRE Psychic-Type Normal Monster
ATK 1900
DEF 500
Pendulum Scale: 1
Pendulum Effect:
(1) Once per turn: You can target 1 face-up card you control, except this card; Destroy that card, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.

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Metalphosis Steeleren
Level 2 FIRE Psychic-Type Normal Monster
ATK 0
DEF 2100
Pendulum Scale: 8
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card from your Deck to your side of the field.

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Metalphosis Volflame
Level 7 FIRE Psychic-Type Pendulum Normal Monster
ATK 2400
DEF 2000
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card from your Deck to your side of the field.

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Metalphosis Orihulk
Level 8 FIRE Psychic-Type Fusion Effect Monster
ATK 2800
DEF 2200
Materials: 2 “Metalphosis” monsters
(1) If a “Metalphosis” monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(2) If this card is sent from the field to the Graveyard: You can target 1 card on the field; destroy it.


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Metalphosis Cardinal
Level 9 FIRE Psychic-Type Fusion Monster
ATK 3000
DEF 3000
1 “Metalphosis” monster + 2 monsters with 3000 or less ATK.


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Metalphosis Fusion
Normal Spell Card
You can only use the (2) effect of “Metalphosis Fusion” once per turn.
(1) Fusion Summon 1 “Metalphosis” Fusion Monster from your Extra Deck by using monsters you control or have in your hand as Fusion Materials.
(2) If this card is in your Graveyard: You can shuffle this card into your Deck, then, draw 1 card.

=========
So in short, these new guys seem pretty cool. Vanilla Pendulums (and FIRE, go figure) with Fusion based tactics from the look of it.

That Dark Magician stuff though...


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(Special thanks to Stardog for letting me make this post. It means a lot to me~
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[OCG] V Jump (April 2016) The Dark Illusion Empty Re: [OCG] V Jump (April 2016) The Dark Illusion

Post by Zaio Volnutt Wed Feb 17, 2016 6:50 pm

Love everything in it even the Metalphosis, looks like igknights but Fire Psychics that are set of armors designed to augment weak monsters. Dard magician though...... Can even use dark burning magic attack with the Magician's navigate in place, and the concept of the entire archetype is incredible exploiting the opponent's turn with less risk from backrow removals.

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[OCG] V Jump (April 2016) The Dark Illusion Empty Re: [OCG] V Jump (April 2016) The Dark Illusion

Post by Lelouch Lamperouge Wed Feb 17, 2016 7:58 pm

i need a new pair of pants
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Post by α27theDemonKnight Wed Feb 17, 2016 8:41 pm

Dark Magician deserves every single one of this.
He can finally break away from them pendulums if he wants to, now. Do his own thang and all.

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I love Magician of Black Illusion.
This has all got me real excited like!

Lel. I'm mostly looking forward to them Metalphosis cards.
Their concept looks REALLY cool Very Happy

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[OCG] V Jump (April 2016) The Dark Illusion Empty Re: [OCG] V Jump (April 2016) The Dark Illusion

Post by Khina Bree Thu Feb 18, 2016 3:52 am

Metalphosis seems like it is too early to give an opinion on.

These Dark Magician cards though...I cannot stop this fangasm
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Post by Flip Flapper Thu Feb 18, 2016 7:26 am

hype for dark magician stuff and the pends.... look really lame TBH, if they get some strong spells and traps then sure but as of now.... not my thing and dont seem that strong
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Post by Khina Bree Thu Feb 18, 2016 5:19 pm

Totally have a deck list in the works for this new support~
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Post by Blue Fri Feb 19, 2016 11:03 am

quite interesting, hmm maybe we should build them for fun Razz
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