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A True Illusionist: Lexie's Guide to Dark Magician
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A True Illusionist: Lexie's Guide to Dark Magician
"The Ultimate Wizard in Terms of Attack and Defense."
-Dark Magician flavour text
Ever since his appearance in episode 1 of the original "Yu-Gi-Oh!" anime, the Dark Magician has been one of the most well-known and iconic cards in the entire franchise, even acting for a time as one of its mascots alongside the Blue-Eyes White Dragon. While for the longest time he was merely another Normal Monster card with nothing particularly overwhelming going for it, the Dark Magician now has his very own archetype filled to the brim with powerful new Spells, Traps and new Monsters.
If you're interested in learning the ways of Illusory Dark Magic then please read on as I delve into everything you need to know about the Dark Magician and how to play his deck. I'll start by covering the different cards from the archetype, and make sure you know which ones are...just not going to make the cut.
The Monsters
~~~~~~~~~~~~~~~~~~~~~
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"Dark Magician"
The main focal card of the deck, around whom all other cards and combos revolve. A year or two ago, it would be suicidal to run him in a competitive scene. Now? It's pretty damn viable.
Run 3
~~~~~~~~~~~~
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"Dark Magician Girl"
The apprentice to the "Dark Magician," and one of the most well-known and beloved cards in the game. Many see her as their "Yugioh waifu," but let's focus on her viability in the game. She's not got much going for her in the terms of effects, but she has the benefit of being part of the "Dark Magician" archetype. She's also within the requirements for "Magician Navigation," so that's a bonus. All in all though, she isn't great for the deck and how it plays so sadly, our "waifu" here isn't gonna be recommended.
Run 0 or 1 (if you really want)
~~~~~~~~~~~~
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"Dark Magician of Chaos"
A powered-up form of our ultimate wizard, DMOC recently got back from Banned Camp with his new "errata" (I swear Konami doesn't know what the definition of errata is) and he's ready to cause some Chaos again. While his effect is significantly less powerful than it was in the days of "Airblade," DMOC still has a high ATK stat and banishes the monsters he destroys. (Keep that in mind, Banishment. Its important in this deck.) his signature spell, "Dedication Through Light and Darkness," is searchable now via "Magician's Rod," "Dark Magic Inheritance," and "Dark Magical Circle," which gives you some great OTK potential with this guy.
Run 1 (or not at all)
~~~~~~~~~~~~
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"Skilled Dark Magician"
One of the OLDEST support cards for the "Dark Magician." Skilled here was once the best way to get DM on board quickly and efficiently. Drop 3 Spell cards and boom! Instant DM! Sadly, he's outclassed by...just about everything else this deck does. No more than a mere 1900 ATK beatstick now.
Run 0
~~~~~~~~~~~
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"Dark Eradicator Warlock"
Hoo boy...This guy debuted in the Structure Deck Spellcasters' Judgment as the headliner card. He is an "upgrade" form of "Dark Magician" but he really isn't that good. He inflicts 1000 damage each time you activate a Normal Spell Card. That's it. Even if you play this guy AND keep a DM on board, you've got maybe 3 different Normal Spells you're going to play. This card was fun in the early GX days, but its nowhere near close to being a consideration.
Run 0.
~~~~~~~~~
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"Dark Magician Knight"
Ah yeah, this guy. Another variant upgrade of our star spellcaster, except this one is a Warrior-type. Same stats as DM, even Attribute. The only thing this guy does is pop 1 card when he is Special Summoned, and he needs to be Special Summoned by the effect of "Knight's Title." ...at least it's a searchable Spell now.
Run 0
~~~~~~~~~
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"Dark Sage"
...I hope you didn't plan on winning, like, ever.
Run 0
~~~~~~~~~
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"Mirage Knight"
Okay this guy isn't fabulous nor terrible. I wouldn't recommend it EVEN IF you do plan to use "Dark Flare Knight." He doubles his ATK (which is already 2800) anytime he battles BUT at the cost of being banished after any battle he is in.
Run 0
~~~~~~~~~
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"Dark Magician on Steroids"
"Sorcerer of Dark Magic"
All right now this guy isn't a "Dark Magician" card by any means, he is however a "related" card. Now with the way the meta is, Trap Cards aren't all that huge unless they're Counter Traps (lookin at you Solemn Strike). As such, this guy, while now super playable, is not going to really get to do much. Still a decent tech option if you wish.
Run 0 or 1
~~~~~~~~~
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"Magician of Black Chaos"
The original version of DMOC. He's a non-effect Ritual monster with 2800 ATK. He isn't impressive or all that good by any standards. He is however, now able to be summoned via "Chaos Form," which is also now searchable by Rod, Inheritance, and Circle. If you're just playing something fun and casual, go right ahead. For the sake of the article however...
Run 0
~~~~~~~~
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"Magician of Dark Illusion"
The new "Alternative" counterpart for our beloved mage. This card is one and the same as "Dark Magician" while on the field, just with reversed ATK and DEF. He has an in-built Special Summon during your opponent's turn whenever you activate a Spell/Trap card or effect. Plus, while he is on the field, he can Special Summon "Dark Magician" from the Graveyard whenever you activate a Spell/Trap card/effect.
Run 2-3
~~~~~~~~
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"Magician's Rod"
The "Stratos" of the deck! Except instead of fetching monsters, this guy fetches Spell and Trap cards that list the card "Dark Magician." This is important to know, because a lot of people think it can search for "The Eye of Timaeus" when it can't. Now, Rod also has a recovery effect. if its in your Grave, and you resolve a S/T card/effect during the opponent's turn, you can tribute a Spellcaster and add Rod back to hand. Not bad huh? You're usually going to use Rod to search out "Dark Magical Circle" and probably "Magician Navigation."
Run 3
~~~~~~~~
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"Magician's Robe"
Why is "Dark Magician" naked!? So this card's got a nice booty on it (2000 DEF) and acts as another way to get DM out of the deck and on board. Its also able to Special Summon itself when you resolve a S/T card/effect but banishes itself when it leaves the field after doing so.
Run 0-1
~~~~~~~~
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"Apprentice Illusion Magician"
-Angelic Choir sings praise of this card-
This card...is "The Tricky" on steroids. She can Special Summon by discarding a card. When she's normal OR Special Summoned: she can fetch a "Dark Magician" AND she has an amplified "Kalut" effect. She grants you field presence, maintains hand advantage, and protects your other DARK Spellcasters PLUS opens up Rank 6 plays. She can be summoned via Navigation as well.
Run 3.
~~~~~~~~
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"Palladium Oracle Mahad"
The high priest Mahad, prior to becoming the "Dark Magician." This guy is a free summon if you draw him (except in your starting hand) and he pulverizes DARK monsters in battle, like Erebus or Dark Destroyer...or Chaos MAX Dragon. If Mahad is ever slain, he replaces himself with a "Dark Magician," so he's gonna break even. He is a preference card however, so if you don't feel you need it, don't worry about it. He is not essential to the deck.
Run 0-1
-Dark Magician flavour text
Ever since his appearance in episode 1 of the original "Yu-Gi-Oh!" anime, the Dark Magician has been one of the most well-known and iconic cards in the entire franchise, even acting for a time as one of its mascots alongside the Blue-Eyes White Dragon. While for the longest time he was merely another Normal Monster card with nothing particularly overwhelming going for it, the Dark Magician now has his very own archetype filled to the brim with powerful new Spells, Traps and new Monsters.
If you're interested in learning the ways of Illusory Dark Magic then please read on as I delve into everything you need to know about the Dark Magician and how to play his deck. I'll start by covering the different cards from the archetype, and make sure you know which ones are...just not going to make the cut.
The Monsters
~~~~~~~~~~~~~~~~~~~~~
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"Dark Magician"
The main focal card of the deck, around whom all other cards and combos revolve. A year or two ago, it would be suicidal to run him in a competitive scene. Now? It's pretty damn viable.
Run 3
~~~~~~~~~~~~
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"Dark Magician Girl"
The apprentice to the "Dark Magician," and one of the most well-known and beloved cards in the game. Many see her as their "Yugioh waifu," but let's focus on her viability in the game. She's not got much going for her in the terms of effects, but she has the benefit of being part of the "Dark Magician" archetype. She's also within the requirements for "Magician Navigation," so that's a bonus. All in all though, she isn't great for the deck and how it plays so sadly, our "waifu" here isn't gonna be recommended.
Run 0 or 1 (if you really want)
~~~~~~~~~~~~
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"Dark Magician of Chaos"
A powered-up form of our ultimate wizard, DMOC recently got back from Banned Camp with his new "errata" (I swear Konami doesn't know what the definition of errata is) and he's ready to cause some Chaos again. While his effect is significantly less powerful than it was in the days of "Airblade," DMOC still has a high ATK stat and banishes the monsters he destroys. (Keep that in mind, Banishment. Its important in this deck.) his signature spell, "Dedication Through Light and Darkness," is searchable now via "Magician's Rod," "Dark Magic Inheritance," and "Dark Magical Circle," which gives you some great OTK potential with this guy.
Run 1 (or not at all)
~~~~~~~~~~~~
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"Skilled Dark Magician"
One of the OLDEST support cards for the "Dark Magician." Skilled here was once the best way to get DM on board quickly and efficiently. Drop 3 Spell cards and boom! Instant DM! Sadly, he's outclassed by...just about everything else this deck does. No more than a mere 1900 ATK beatstick now.
Run 0
~~~~~~~~~~~
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"Dark Eradicator Warlock"
Hoo boy...This guy debuted in the Structure Deck Spellcasters' Judgment as the headliner card. He is an "upgrade" form of "Dark Magician" but he really isn't that good. He inflicts 1000 damage each time you activate a Normal Spell Card. That's it. Even if you play this guy AND keep a DM on board, you've got maybe 3 different Normal Spells you're going to play. This card was fun in the early GX days, but its nowhere near close to being a consideration.
Run 0.
~~~~~~~~~
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"Dark Magician Knight"
Ah yeah, this guy. Another variant upgrade of our star spellcaster, except this one is a Warrior-type. Same stats as DM, even Attribute. The only thing this guy does is pop 1 card when he is Special Summoned, and he needs to be Special Summoned by the effect of "Knight's Title." ...at least it's a searchable Spell now.
Run 0
~~~~~~~~~
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"Dark Sage"
...I hope you didn't plan on winning, like, ever.
Run 0
~~~~~~~~~
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"Mirage Knight"
Okay this guy isn't fabulous nor terrible. I wouldn't recommend it EVEN IF you do plan to use "Dark Flare Knight." He doubles his ATK (which is already 2800) anytime he battles BUT at the cost of being banished after any battle he is in.
Run 0
~~~~~~~~~
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"Sorcerer of Dark Magic"
All right now this guy isn't a "Dark Magician" card by any means, he is however a "related" card. Now with the way the meta is, Trap Cards aren't all that huge unless they're Counter Traps (lookin at you Solemn Strike). As such, this guy, while now super playable, is not going to really get to do much. Still a decent tech option if you wish.
Run 0 or 1
~~~~~~~~~
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"Magician of Black Chaos"
The original version of DMOC. He's a non-effect Ritual monster with 2800 ATK. He isn't impressive or all that good by any standards. He is however, now able to be summoned via "Chaos Form," which is also now searchable by Rod, Inheritance, and Circle. If you're just playing something fun and casual, go right ahead. For the sake of the article however...
Run 0
~~~~~~~~
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"Magician of Dark Illusion"
The new "Alternative" counterpart for our beloved mage. This card is one and the same as "Dark Magician" while on the field, just with reversed ATK and DEF. He has an in-built Special Summon during your opponent's turn whenever you activate a Spell/Trap card or effect. Plus, while he is on the field, he can Special Summon "Dark Magician" from the Graveyard whenever you activate a Spell/Trap card/effect.
Run 2-3
~~~~~~~~
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"Magician's Rod"
The "Stratos" of the deck! Except instead of fetching monsters, this guy fetches Spell and Trap cards that list the card "Dark Magician." This is important to know, because a lot of people think it can search for "The Eye of Timaeus" when it can't. Now, Rod also has a recovery effect. if its in your Grave, and you resolve a S/T card/effect during the opponent's turn, you can tribute a Spellcaster and add Rod back to hand. Not bad huh? You're usually going to use Rod to search out "Dark Magical Circle" and probably "Magician Navigation."
Run 3
~~~~~~~~
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"Magician's Robe"
Why is "Dark Magician" naked!? So this card's got a nice booty on it (2000 DEF) and acts as another way to get DM out of the deck and on board. Its also able to Special Summon itself when you resolve a S/T card/effect but banishes itself when it leaves the field after doing so.
Run 0-1
~~~~~~~~
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"Apprentice Illusion Magician"
-Angelic Choir sings praise of this card-
This card...is "The Tricky" on steroids. She can Special Summon by discarding a card. When she's normal OR Special Summoned: she can fetch a "Dark Magician" AND she has an amplified "Kalut" effect. She grants you field presence, maintains hand advantage, and protects your other DARK Spellcasters PLUS opens up Rank 6 plays. She can be summoned via Navigation as well.
Run 3.
~~~~~~~~
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"Palladium Oracle Mahad"
The high priest Mahad, prior to becoming the "Dark Magician." This guy is a free summon if you draw him (except in your starting hand) and he pulverizes DARK monsters in battle, like Erebus or Dark Destroyer...or Chaos MAX Dragon. If Mahad is ever slain, he replaces himself with a "Dark Magician," so he's gonna break even. He is a preference card however, so if you don't feel you need it, don't worry about it. He is not essential to the deck.
Run 0-1
Last edited by Oracle on Sun Sep 25, 2016 2:55 pm; edited 1 time in total
Khina Bree- The Inkweaver
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Re: A True Illusionist: Lexie's Guide to Dark Magician
The Spells
~~~~~~~~
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"Dark Magical Circle"
Oh sweet, merciful Ra. This card is probably one of the 2 most OBNOXIOUS cards in the deck (for the opponent I mean). Upon its activation, you look at your top 3 cards, add 1 "Dark Magician" card to hand from them, and then place them back on top in any order. This means you can plan for your next turn or two in advance with some real confidence. Not only that but once per turn, this baby let's you banish any 1 card on the opponent's field when you Summon a "Dark Magician" (and this can work with "Magician of Dark Illusion" as well.) Generally you'll be searching for this card off of Rod on turn 1. If you can't get to this card early, it can turn into a minor struggle.
Run 3
~~~~~~~~~
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"Thousand Knives"
The first Signature Spell card of the "Dark Magician." This one requires you control a DM, but lets you pop a monster. Free destruction, yay! unfortunately it targets..and so many monsters float now that its not a great card. Still, it has 4 cards that can search it out now, and its not entirely useless.
Run 0-1
~~~~~~~~~
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"Dark Magic Attack"
"Dark Magician's" second signature spell, but this one is actually named for his attack. This beauty is a "Harpie's Feather Duster" for DM. It's searchable by Rod, Circle, Inheritance, and Eternal Soul, and really doesn't have a downside. All you need is a face-up "Dark Magician" and then you can start blasting away those pesky backrows and Pendulum Scales.
Run 1-2
~~~~~~~~~
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"Sage's Stone"
If you have a "Dark Magician Girl" in your build, this is perfectly acceptable but even then you have better choices. With a DMG on board, Stone can summon you a "Dark Magician" from hand or deck, but you've already got Robe, Navigation, and Soul to do all that.
Run 0-1
~~~~~~~~~
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"Knight's Title"
-Please see "Dark Magician Knight" above-
Run 0
~~~~~~~~~
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"Magic Formula"
This Equip Spell works for "Dark Magician" and "Dark Magician Girl" only. Not terrible, but...its an Equip Spell. It grants them an 700 ATK boost, which lets DM face off with Blue-Eyes handily, and it gives you 1000 LP when it goes from your field to the grave. Yay. It IS searchable, and...its not all bad, it just isn't great.
Run 0-1
~~~~~~~~~
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"The Eye of Timaeus"
Here we have the only logical means of playing any of the "Dark Magician" Fusions. Timmy here can turn your "Dark Magician" into an "Amulet Dragon" for an OTK push, or into a "Dark Paladin" for countering Dragon decks, as well as offer some Spell Control. However, he is not a viable target for Rod or Circle as it does not specifically list "Dark Magician" the card, but rather the archetype.
Run 0-1 (This is also one of your first options to Side out)
~~~~~~~~~
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"Dark Magic Curtain"
I've read this card thousands of times and still can't find the effect that grants BOTH players its summoning power...
Curtain is the "Dark Magician's" very own "A Hero Lives." In exchange for no other summons and half your LP; Special Summon 1 "Dark Magician" from your deck. Not a "Dark Magician monster," just the big DM himself. Gross. I don't care how searchable it is, it is not worth it.
Run 0
~~~~~~~~
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"Illusion Magic"
One of the new support cards. Simply Tribute a Spellcaster and get up to 2 "Dark Magicians" from your deck and/or Graveyard. This makes for some really fun combos and dodges a lot of cards your opponent may try on you. It gives you some hand advantage, let's you avoid having monster's fall victim to negative effects that could banish them or spin them, and can also let you make for some fun plays using Rod and "Magician of Dark Illusion." With "Apprentice Illusion Magician" however, this card is not as needed as you might expect. Just don't toss it out.
Run 1-2
~~~~~~~~
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"Dark Magic Inheritance"
Now this is an interesting one. Banish 2 Spells in your Graveyard to add 1 S/T that lists DM or DMG. I haven't had too much need for this card yet, but I've still found at least 1 copy is handy. You'll normally grab it off of Circle or just draw into it, don't waste Rod's effect on it.
Run 0-1
~~~~~~~~
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"Dedication Through Light and Darkness"
DMOC's signature Spell. This quick-play is searchable by Rod, Circle, and Inheritance, and with the amount of Special Summons you can pull off, this card can turn a powerful board into an OTK. You can even use this as fodder for "Apprentice Illusion Magician's" summon, or Inheritance's banish cost.
Run 1 or not at all.
~~~~~~~~
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"Dark Magic Expanded"
I almost forgot this one. Expanded is a really sweet little number that gains effects depending on the total number of "Dark Magician" and "Dark Magician Girl" in play or graveyards. 1 gives a DARK Spellcaster a 1000 ATK boost for the turn, 2 protects your Spells and Traps for the turn in addition to the 1 effect, and 3 gives your DARK Spellcasters a blanket protection from everything in addition to the 1 and 2 effects..
~~~~~~~~
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"Dark Burning Magic"
So "Dark Magician's" signature spell nukes the backrow, and DMG's signature Spell, "Dark Burning Attack," pops all face-up monsters your opponent controls. Combine those cards and we get this sucker. A Quick-Play spell that, if you control face-up DM and DMG (no substitute monsters), nukes the opponent's entire board. Monsters, backrow, scales, the works. Not bad, but it requires you to run "Dark Magician Girl." Eh...
Run 0-1 (if you want to use DMG)
~~~~~~~~
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"Dark Magical Circle"
Oh sweet, merciful Ra. This card is probably one of the 2 most OBNOXIOUS cards in the deck (for the opponent I mean). Upon its activation, you look at your top 3 cards, add 1 "Dark Magician" card to hand from them, and then place them back on top in any order. This means you can plan for your next turn or two in advance with some real confidence. Not only that but once per turn, this baby let's you banish any 1 card on the opponent's field when you Summon a "Dark Magician" (and this can work with "Magician of Dark Illusion" as well.) Generally you'll be searching for this card off of Rod on turn 1. If you can't get to this card early, it can turn into a minor struggle.
Run 3
~~~~~~~~~
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"Thousand Knives"
The first Signature Spell card of the "Dark Magician." This one requires you control a DM, but lets you pop a monster. Free destruction, yay! unfortunately it targets..and so many monsters float now that its not a great card. Still, it has 4 cards that can search it out now, and its not entirely useless.
Run 0-1
~~~~~~~~~
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"Dark Magic Attack"
"Dark Magician's" second signature spell, but this one is actually named for his attack. This beauty is a "Harpie's Feather Duster" for DM. It's searchable by Rod, Circle, Inheritance, and Eternal Soul, and really doesn't have a downside. All you need is a face-up "Dark Magician" and then you can start blasting away those pesky backrows and Pendulum Scales.
Run 1-2
~~~~~~~~~
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"Sage's Stone"
If you have a "Dark Magician Girl" in your build, this is perfectly acceptable but even then you have better choices. With a DMG on board, Stone can summon you a "Dark Magician" from hand or deck, but you've already got Robe, Navigation, and Soul to do all that.
Run 0-1
~~~~~~~~~
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"Knight's Title"
-Please see "Dark Magician Knight" above-
Run 0
~~~~~~~~~
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"Magic Formula"
This Equip Spell works for "Dark Magician" and "Dark Magician Girl" only. Not terrible, but...its an Equip Spell. It grants them an 700 ATK boost, which lets DM face off with Blue-Eyes handily, and it gives you 1000 LP when it goes from your field to the grave. Yay. It IS searchable, and...its not all bad, it just isn't great.
Run 0-1
~~~~~~~~~
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"The Eye of Timaeus"
Here we have the only logical means of playing any of the "Dark Magician" Fusions. Timmy here can turn your "Dark Magician" into an "Amulet Dragon" for an OTK push, or into a "Dark Paladin" for countering Dragon decks, as well as offer some Spell Control. However, he is not a viable target for Rod or Circle as it does not specifically list "Dark Magician" the card, but rather the archetype.
Run 0-1 (This is also one of your first options to Side out)
~~~~~~~~~
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"Dark Magic Curtain"
I've read this card thousands of times and still can't find the effect that grants BOTH players its summoning power...
Curtain is the "Dark Magician's" very own "A Hero Lives." In exchange for no other summons and half your LP; Special Summon 1 "Dark Magician" from your deck. Not a "Dark Magician monster," just the big DM himself. Gross. I don't care how searchable it is, it is not worth it.
Run 0
~~~~~~~~
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"Illusion Magic"
One of the new support cards. Simply Tribute a Spellcaster and get up to 2 "Dark Magicians" from your deck and/or Graveyard. This makes for some really fun combos and dodges a lot of cards your opponent may try on you. It gives you some hand advantage, let's you avoid having monster's fall victim to negative effects that could banish them or spin them, and can also let you make for some fun plays using Rod and "Magician of Dark Illusion." With "Apprentice Illusion Magician" however, this card is not as needed as you might expect. Just don't toss it out.
Run 1-2
~~~~~~~~
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"Dark Magic Inheritance"
Now this is an interesting one. Banish 2 Spells in your Graveyard to add 1 S/T that lists DM or DMG. I haven't had too much need for this card yet, but I've still found at least 1 copy is handy. You'll normally grab it off of Circle or just draw into it, don't waste Rod's effect on it.
Run 0-1
~~~~~~~~
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"Dedication Through Light and Darkness"
DMOC's signature Spell. This quick-play is searchable by Rod, Circle, and Inheritance, and with the amount of Special Summons you can pull off, this card can turn a powerful board into an OTK. You can even use this as fodder for "Apprentice Illusion Magician's" summon, or Inheritance's banish cost.
Run 1 or not at all.
~~~~~~~~
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"Dark Magic Expanded"
I almost forgot this one. Expanded is a really sweet little number that gains effects depending on the total number of "Dark Magician" and "Dark Magician Girl" in play or graveyards. 1 gives a DARK Spellcaster a 1000 ATK boost for the turn, 2 protects your Spells and Traps for the turn in addition to the 1 effect, and 3 gives your DARK Spellcasters a blanket protection from everything in addition to the 1 and 2 effects..
~~~~~~~~
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"Dark Burning Magic"
So "Dark Magician's" signature spell nukes the backrow, and DMG's signature Spell, "Dark Burning Attack," pops all face-up monsters your opponent controls. Combine those cards and we get this sucker. A Quick-Play spell that, if you control face-up DM and DMG (no substitute monsters), nukes the opponent's entire board. Monsters, backrow, scales, the works. Not bad, but it requires you to run "Dark Magician Girl." Eh...
Run 0-1 (if you want to use DMG)
Last edited by Oracle on Sun Sep 25, 2016 5:27 pm; edited 6 times in total
Khina Bree- The Inkweaver
- Posts : 2543
Magician Credits : 781
Age : 35
Join date : 2015-02-20
Character sheet
Reputation:Reputation MCs Wins Loss Bounty 150 - - Notoriety 150 0 1 Fame 0 0 0
Re: A True Illusionist: Lexie's Guide to Dark Magician
The Traps
~~~~~~~~~~~~~
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"Miracle Restoring"
Once upon a time, when Spell Counters were actually something people tried to use, this card was a cheap "Monster Reborn" for "Dark Magician" and "Buster Blader." Now its next to worthless. If you're a budget player, and have a copy of this, go ahead and use it until you get your "Eternal Souls."
Run 0
~~~~~~~~~~
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"Dark Renewal"
We really should have gotten this card YEARS ago. The moment this card was printed, it was mildly obsolete. However, in a "Dark Magician" deck, this beauty can give you quite a few plays. Simply send 1 monster your opponent JUST summoned and 1 Spellcaster you control to the Graveyard. That's all you HAVE to do to play it, but you CAN then Special Summon a DARK Spellcaster from your deck or Graveyard, like "Dark Magician," "Magician of Dark Illusion," "Kycoo the Ghost Destroyer," "Night's End Sorcerer," or even "Apprentice Illusion Magician."
Run 0-1
~~~~~~~~~~
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"Magician Navigation"
The newest support for "Dark Magician" also gave us this number, which lets you Special Summon a "Dark Magician" from your hand, and then summon a Level 7 or lower DARK Spellcaster-type from your deck. Plus, this card acts as a "Breakthrough Skill" for backrow once its in the Graveyard. you can easily get out the materials for a rank 7 play, or make some board presence, or even use it to get a "Night's End" on field to disrupt the opponent's grave.
Run 2-3
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"Eternal Soul"
One of the Magician's strongest support cards. It grants all copies of "Dark Magician" total immunity from all of your opponent's cards. Plus every turn, you can search for "Dark Magic Attack" or "Thousand Knives," OR Special Summon a "Dark Magician" from hand or grave. just be careful because it this card leaves the field while it was face up, you lose all your monsters.
Run 2-3
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The Extra Deck
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"Dark Paladin"
The ultimate magical swordsman...who doesn't use a sword. Huh. Anyway, this is the Fusion of "Dark Magician" and "Buster Blader," but with Timmy, you don not need Buster. At all. With "Blue-Eyes" a very dominant deck in the meta right now, and Dark Synchro being a potential threat, having a Dragon Slayer is not such a bad move. Plus he can negate spell cards.
Run 1
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"Dark Flare Knight"
Oh this guy. Yeah, he's not good. 2200 ATK isn't doing anyone any good, and his effect to bring out "Mirage Knight" is "ehhhhhhh" at best.
Run 0
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"Amulet Dragon"
Good heavens! A beatstick! Yes, Amulet is a massive beater and can give you some OTK power. Useful for trying to get over big mama-jamas when you can't resort to buffing with Apprentice or Expanded. Plus he replaces himself after he dies by giving you a dead Spellcaster, not just DM.
Run 1
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"Dark Magician Girl the Dragon Knight"
And the winner for LONGEST card name in the archetype goes to...
If you're going to run DMG, you might as well toss DMGTDK into your extra. She's got a Quick Effect that pops face-up cards and a sizable 2600 ATK. All you need is Timmy!
Run 0 or 1
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"Ebon Illusion Magician"
The rank 7 that turned out to be better than the actual rank 7 boss in TDIL. Ebon here let's you detach an material to Special Summon a Normal Spellcaster from hand or deck and when a Normal Spellcaster attacks, he can target a card and banish it. If you banish a monster you were attacking, by the way, you can cause a replay battle and instead go for face.
Run 2
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"Ebon High Magician"
The rank 7 Boss of "Dark Magician" with a really nice butt! (2800 DEF.) This card let's you play Traps and Quick Play spells from your hand at the cost of detaching materials, and he replaces himself upon death with another DARK Spellcaster from your deck. He's easy to make, but he doesn't really aide the deck any.
Run 1
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"Magi Magi ★ Magician Gal"
DMG got herself and Xyz upgrade a while ago but many forget this card exists due to the issues of it not being printed in the TCG for really stupid reasons. She's got 2 effects: Change of Heart, and Monster Reborn 9on the opponent's graveyard) at the cost of a detach and banish 1 card in hand. She can also then be used to Xyz summon into Ebon Illusion.
Run 0 (if TCG) or 1 (if OCG)
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"Miracle Restoring"
Once upon a time, when Spell Counters were actually something people tried to use, this card was a cheap "Monster Reborn" for "Dark Magician" and "Buster Blader." Now its next to worthless. If you're a budget player, and have a copy of this, go ahead and use it until you get your "Eternal Souls."
Run 0
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"Dark Renewal"
We really should have gotten this card YEARS ago. The moment this card was printed, it was mildly obsolete. However, in a "Dark Magician" deck, this beauty can give you quite a few plays. Simply send 1 monster your opponent JUST summoned and 1 Spellcaster you control to the Graveyard. That's all you HAVE to do to play it, but you CAN then Special Summon a DARK Spellcaster from your deck or Graveyard, like "Dark Magician," "Magician of Dark Illusion," "Kycoo the Ghost Destroyer," "Night's End Sorcerer," or even "Apprentice Illusion Magician."
Run 0-1
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"Magician Navigation"
The newest support for "Dark Magician" also gave us this number, which lets you Special Summon a "Dark Magician" from your hand, and then summon a Level 7 or lower DARK Spellcaster-type from your deck. Plus, this card acts as a "Breakthrough Skill" for backrow once its in the Graveyard. you can easily get out the materials for a rank 7 play, or make some board presence, or even use it to get a "Night's End" on field to disrupt the opponent's grave.
Run 2-3
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"Eternal Soul"
One of the Magician's strongest support cards. It grants all copies of "Dark Magician" total immunity from all of your opponent's cards. Plus every turn, you can search for "Dark Magic Attack" or "Thousand Knives," OR Special Summon a "Dark Magician" from hand or grave. just be careful because it this card leaves the field while it was face up, you lose all your monsters.
Run 2-3
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The Extra Deck
~~~~~~~~~
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"Dark Paladin"
The ultimate magical swordsman...who doesn't use a sword. Huh. Anyway, this is the Fusion of "Dark Magician" and "Buster Blader," but with Timmy, you don not need Buster. At all. With "Blue-Eyes" a very dominant deck in the meta right now, and Dark Synchro being a potential threat, having a Dragon Slayer is not such a bad move. Plus he can negate spell cards.
Run 1
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"Dark Flare Knight"
Oh this guy. Yeah, he's not good. 2200 ATK isn't doing anyone any good, and his effect to bring out "Mirage Knight" is "ehhhhhhh" at best.
Run 0
~~~~~~~~
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"Amulet Dragon"
Good heavens! A beatstick! Yes, Amulet is a massive beater and can give you some OTK power. Useful for trying to get over big mama-jamas when you can't resort to buffing with Apprentice or Expanded. Plus he replaces himself after he dies by giving you a dead Spellcaster, not just DM.
Run 1
~~~~~~~~
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"Dark Magician Girl the Dragon Knight"
And the winner for LONGEST card name in the archetype goes to...
If you're going to run DMG, you might as well toss DMGTDK into your extra. She's got a Quick Effect that pops face-up cards and a sizable 2600 ATK. All you need is Timmy!
Run 0 or 1
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"Ebon Illusion Magician"
The rank 7 that turned out to be better than the actual rank 7 boss in TDIL. Ebon here let's you detach an material to Special Summon a Normal Spellcaster from hand or deck and when a Normal Spellcaster attacks, he can target a card and banish it. If you banish a monster you were attacking, by the way, you can cause a replay battle and instead go for face.
Run 2
~~~~~~~~
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"Ebon High Magician"
The rank 7 Boss of "Dark Magician" with a really nice butt! (2800 DEF.) This card let's you play Traps and Quick Play spells from your hand at the cost of detaching materials, and he replaces himself upon death with another DARK Spellcaster from your deck. He's easy to make, but he doesn't really aide the deck any.
Run 1
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"Magi Magi ★ Magician Gal"
DMG got herself and Xyz upgrade a while ago but many forget this card exists due to the issues of it not being printed in the TCG for really stupid reasons. She's got 2 effects: Change of Heart, and Monster Reborn 9on the opponent's graveyard) at the cost of a detach and banish 1 card in hand. She can also then be used to Xyz summon into Ebon Illusion.
Run 0 (if TCG) or 1 (if OCG)
Last edited by Oracle on Sun Sep 25, 2016 5:19 pm; edited 1 time in total
Khina Bree- The Inkweaver
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Re: A True Illusionist: Lexie's Guide to Dark Magician
Playstyle and Combos
"Dark Magician" is a very back row-heavy deck and it primarily focuses on disrupting the opponent's plays by way of banishing key cards at the right time. This is normally accomplished by means of "Eternal Soul" or "Magician Navigation" while you control a "Dark Magical Circle." The deck can also play quite the defense, throwing out 3 to 5 monsters in a single move, without relying on the brainless power of Pendulums.
The normal first turn will consist of Normal Summoning "Magician's Rod" and using it to search for "Dark Magical Circle." If lady luck shines upon you, you'll be able to pick up "Magician Navigation" or "Eternal Soul" off of Circle's effect.
"Apprentice Illusion Magician" can also be a strong opening play alongside Rod. This will not only allow you to fetch your Circle, but now also ensure you have a "Dark Magician" in hand for "Magician Navigation" or "Eternal Soul."
When you use "Magician Navigation," you will normally bring out the likes of "Magician of Dark Illusion" or "Apprentice Illusion Magician" along with your "Dark Magician." If you choose to summon the latter, you'll also manage to replenish your hand with a fresh copy of "Dark Magician." If you bring out your DM with "Magician of Dark Illusion," however, you'll have your rank 7 play ready to roll.
You're going to draw a lot of hate from your opponent, and its going to get directed at your "Dark Magical Circle" quickly. Accept the fact that the moment they can pop it, they will. However, thanks to both Rod and Inheritance, you need not lose out on it for long. Rod can be recovered from your grave by simply resolving a Spell or Trap card or effect during the opponent's turn and then tribute 1 Spellcaster you control. Using the above mentioned Navigation combo, you can easily get Rod to hand, banish a card, AND still have a wall or beater on board.
Typically, you'll play defensively and rely on controlling the field through back row cards until you've managed to amass your monsters to go for game. Generally, this can be accomplished on your 2nd or 3rd turn with relative ease. You're going to need more protection however, so you're best bet is to run "Secret Village of the Spellcasters" and get it out on the field as fast as possible. The deck also does not rely on anything except Spellcasters, so you can easily run "Rivalry of the Warlords" for more coverage. This can also significantly cripple decks such as Monarchs, Kozmo and even Blue-Eyes.
Now "Dark Magician" and his new tricks can handle just about ANYTHING the meta can throw at it. The amount of control, destruction, removal, and variety of plays more than make up for it not being an "explosively fast" deck. On top of his array of Spells and Traps and new monster effects, DM also has access to Rank 7 Xyz monsters, which are some of the best Xyz monsters ever. "Number 11: Bug Eye," "Mecha Phantom Beast Dracossack," and even the troublesome "Red-Eyes Flare Metal Dragon."
Khina Bree- The Inkweaver
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Re: A True Illusionist: Lexie's Guide to Dark Magician
Tech Options
The following are non-Dark Magician cards that you should HIGHLY consider for your build.
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"Chocolate Magician Girl"
DMG's little sister grants the deck some draw potential and helps fix some bad hands, such as if you had opened with Mahad and can't get his effect off. Plus, if she gets attacked, she can bring back a Spellcaster from the grave, redirect the attack, and halve the ATK of the attacking monster.
Run no more than 2
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"Lemon Magician Girl"
So here we have another of DMG's little sisters offering some help to her master. Lemon acts as another means of bringing out "Dark Magician" from your hand, if she gets attacked. I know it isn't perfect, but damn if it doesn't work. She has another effect that let's her search for any Spellcaster from deck but you need to Tribute off a "Magician Girl" other than Lemon, and in this deck you won't ever really have that happen.
Run 1 at most
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"Magicians' Protection"
A Trap card!? Sacrilege! This card gives you some LP protection while you control a Spellcaster, halving all damage you take. It also lets you revive a Spellcaster if it is ever popped.
Run 0-1
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"Dark Magic Veil"
Pay 1000; Special Summon a DARK Spellcaster-type monster from your hand or Graveyard. Hello easy DM/DMOC/Kycoo/Night's? It isn't searchable like the DM support but its a fantastic option in the deck.
Run 0-2
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"Kycoo the Ghost Destroyer"
This guy has been a semi-staple in Spellcaster decks for years and it doesn't stop yet. A lot of DM's support can also work with Kycoo and honestly? he never really stopped being good.
Run 0-1
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"Night's End Sorcerer"
A level 2 tuner, so you have some options there I guess, but your other monsters are levels 3, 4, 6, and 7. So you're stuck with mostly level 5, 6 and 8 Synchros. Though the tuner aspect isn't why this card is a tech. See, his synergy with eh DARK Spellcaster effects gives this deck a little extra Graveyard shenaniganary, letting you banish key cards in the opponent's grave.
Run 0-1
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"Magical Dimension"
The most classic Spellcaster support card ever. Tributing off a weaker monster to bring out your big guns like "Dark Magician" and "Dark Magician of Chaos" and non-target spot removal. Its a fancy little bugger.
Run 0-2
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"Magician's Circle"
When a Spellcaster attacks, you can use this card to force both players to play a Spellcaster from their deck with 2000 ATK or less. Now this can let you swarm some more, such as bringing out Kycoo, Apprentice or even Rod if you need to, but it also helps you to weed out some pesky buggers in their deck, such as Veilers, Sage, and Eidos. 9 times out of 10, you'll be crushing their Spellcaster before it helps them in anyway.
Run 0-1
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"Secret Village of the Spellcasters"
Oh this card, so so good. TLDR: If you have Spellcaster on board, but the opponent does not; they can't play Spell Cards. Argueably the single BEST Spellcaster support card ever made. If you get this out turn one, you're going to have some serious protection for a while.
Run 2-3
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"Eradicator Epidemic Virus"
Want even more control over Spells or Traps? Look no further than EEV. Simply tribute your "Dark Magician" and watch your opponent cry. And as an added bonus, revive your "Dark Magician" with "Magician of Dark Illusion" or "Eternal Soul" immediately after and banish something with "Dark Magical Circle!" Why stop there!? After Circle resolves, get rid of "Dark Magician" AGAIN to recover your "Magician's Rod!"
Run 0-1
The following are non-Dark Magician cards that you should HIGHLY consider for your build.
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"Chocolate Magician Girl"
DMG's little sister grants the deck some draw potential and helps fix some bad hands, such as if you had opened with Mahad and can't get his effect off. Plus, if she gets attacked, she can bring back a Spellcaster from the grave, redirect the attack, and halve the ATK of the attacking monster.
Run no more than 2
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"Lemon Magician Girl"
So here we have another of DMG's little sisters offering some help to her master. Lemon acts as another means of bringing out "Dark Magician" from your hand, if she gets attacked. I know it isn't perfect, but damn if it doesn't work. She has another effect that let's her search for any Spellcaster from deck but you need to Tribute off a "Magician Girl" other than Lemon, and in this deck you won't ever really have that happen.
Run 1 at most
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"Magicians' Protection"
A Trap card!? Sacrilege! This card gives you some LP protection while you control a Spellcaster, halving all damage you take. It also lets you revive a Spellcaster if it is ever popped.
Run 0-1
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"Dark Magic Veil"
Pay 1000; Special Summon a DARK Spellcaster-type monster from your hand or Graveyard. Hello easy DM/DMOC/Kycoo/Night's? It isn't searchable like the DM support but its a fantastic option in the deck.
Run 0-2
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"Kycoo the Ghost Destroyer"
This guy has been a semi-staple in Spellcaster decks for years and it doesn't stop yet. A lot of DM's support can also work with Kycoo and honestly? he never really stopped being good.
Run 0-1
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"Night's End Sorcerer"
A level 2 tuner, so you have some options there I guess, but your other monsters are levels 3, 4, 6, and 7. So you're stuck with mostly level 5, 6 and 8 Synchros. Though the tuner aspect isn't why this card is a tech. See, his synergy with eh DARK Spellcaster effects gives this deck a little extra Graveyard shenaniganary, letting you banish key cards in the opponent's grave.
Run 0-1
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"Magical Dimension"
The most classic Spellcaster support card ever. Tributing off a weaker monster to bring out your big guns like "Dark Magician" and "Dark Magician of Chaos" and non-target spot removal. Its a fancy little bugger.
Run 0-2
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"Magician's Circle"
When a Spellcaster attacks, you can use this card to force both players to play a Spellcaster from their deck with 2000 ATK or less. Now this can let you swarm some more, such as bringing out Kycoo, Apprentice or even Rod if you need to, but it also helps you to weed out some pesky buggers in their deck, such as Veilers, Sage, and Eidos. 9 times out of 10, you'll be crushing their Spellcaster before it helps them in anyway.
Run 0-1
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"Secret Village of the Spellcasters"
Oh this card, so so good. TLDR: If you have Spellcaster on board, but the opponent does not; they can't play Spell Cards. Argueably the single BEST Spellcaster support card ever made. If you get this out turn one, you're going to have some serious protection for a while.
Run 2-3
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"Eradicator Epidemic Virus"
Want even more control over Spells or Traps? Look no further than EEV. Simply tribute your "Dark Magician" and watch your opponent cry. And as an added bonus, revive your "Dark Magician" with "Magician of Dark Illusion" or "Eternal Soul" immediately after and banish something with "Dark Magical Circle!" Why stop there!? After Circle resolves, get rid of "Dark Magician" AGAIN to recover your "Magician's Rod!"
Run 0-1
Last edited by Oracle on Sun Sep 25, 2016 9:27 pm; edited 1 time in total
Khina Bree- The Inkweaver
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Re: A True Illusionist: Lexie's Guide to Dark Magician
A Very Informative Guide I would give this to someone trying to play dark magician and plus it is way fucking better than my guide.
Shimazu Toyohisa- MADA's Official Drifter
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Admins Comment : Glow Expires on 27th December
Re: A True Illusionist: Lexie's Guide to Dark Magician
Yuuki Yuna wrote:Are you going to talk about other variants to the deck that are possible or techs that you could run in the deck? Also I'd like to hear what you think of spellbooks being splashed into the deck.
Spellbooks are not a wise investment in "Dark Magician." The only really viable cards you'd even use would be "Spellbook of Wisdom" and "Spellbook of Power," but with cards like "Magician Navigation" and "Dark Magic Expanded," you have those very same effects already.
Khina Bree- The Inkweaver
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