The deck of the hacking saint Yami Yugi fell a bit deep after receiving Konami's critical nerfs when targeting Rod, Nagivation,... However, with a large number of fans, Dark Magician will always be a deck with a lot of People are interested and build it
Therefore, Konami has made a move to revive the deck by adding a series of useful SPs and dropping Limit some cards, making Dark Magician now perhaps even stronger than before.
In general, the deck, whether going on turn 1 or turn 2, is quite strong, not bricked like Blue-eyes, only if you are very weak, you can definitely use x3 Dead Magician hand 1 :v. Good OTK, banish, destroy, negate are all strengths of this deck
Instructions for playing the Dark Magician deck
Skill
Destiny Draw (Skill Card) (38%)
Based on the original work, we can try the feeling of a hacker when passing this skill. Draw a card of your choice from the deck without knowing where it is after losing 2000 LP =))). Used for epic flips or when combined with the Dark Magician Curtain magic card (Although this magic card is quite slow and not as popular as before)
A Trick up the Sleeve (Skill Card) (38%)
A Trick up the Sleeve (Skill Card)
ATK:
0
DEF:
0
Your starting hand will include 1 level 7 or higher DARK Spellcaster-Type monster, randomly selected from your Deck. This Skill will not activate if your Deck does not contain any Level 7 DARK Spellcaster-Type monsters. You cannot Special Summon effect monsters during your first turn.
According to the top Decks of pro players building Dark Magician today, when using this skill they will not carry the Magician of Dark Illusion card. So we will definitely have at least 1 Dark Magician on hand. Having a Dark Magician in hand is completely different from having a Blue-eyed White Dragon in hand, we need it to activate Spells/Traps, not like that brick.
However, with that certainty, we cannot Special summon Effect Monsters on our first turn, but we can still special normal monsters that are Dark Magician.
Core
Magician of Dark Illusion (x0-x1)
Magician of Dark Illusion
ATK:
2100
DEF:
2500
This card's name becomes "Dark Magician" while on the field. You can only use each of these effects of "Magician of Dark Illusion" once per turn. ● During your opponent's turn, if you activate a Spell/Trap Card or effect (except during the Damage Step): You can Special Summon this card from your hand. ● If you activate a Spell/Trap Card or effect while this card is face-up on your field (except during the Damage Step): You can target 1 "Dark Magician" in your GY; Special Summon it. This effect can only be used once while this card is face-up on the field.
Not recommended to use when carrying skill A trick up sleeve :P
Apprentice Illusion Magician (x1-x3)
Apprentice Illusion Magician
ATK:
2000
DEF:
1700
You can Special Summon this card (from your hand) by discarding 1 card. If this card is Normal or Special Summoned: You can add 1 "Dark Magician" from your Deck to your hand. During damage calculation, if your other DARK Spellcaster monster battles an opponent's monster (Quick Effect): You can send this card from your hand or face-up field to the GY; that monster you control gains 2000 ATK/DEF during that damage calculation only.
Dark Magician (x3)
Most importantly, this is the Ace card of the hacker:v, x3 to buff luck, and it will be given to you by Mr. Yugi.
Eternal Soul (x2)
Eternal Soul
Every "Dark Magician" in your Monster Zone is unaffected by your opponent's card effects. If this face-up card leaves the field: Destroy all monsters you control. You can only use the following effect of "Eternal Soul" once per turn. You can activate 1 of these effects; ● Special Summon 1 "Dark Magician" from your hand or GY. ● Add 1 "Dark Magic Attack" or "Thousand Knives" from your Deck to your hand.
Yeah, of course. One of the outstanding things that makes Dark Magician strong again. A versatile card with many different abilities and also an SR card. Very good komoney
The ability to summon a dark magician from your hand is similar to Navigation, but because it is a Continuous Trap, it can be activated for many turns. In addition, it is better than Navigation in that it can summon DM from the grave, combined with Circle banish to almost clear the field
The remaining abilities are also very strong, adding Dark Magic attack can clear the backrow, Thousand Knives to clear annoying monsters. However, this ability is rarely used because there are only 20 card slots, so we usually reserve it for stronger cards, not DM attack or thousand knives.
The minus point of this card is that when we take MST or Cosmic, our field will also explode, usually we will protect it by using navigation in the grave.
Magician's Rod (x1)
Magician's Rod
ATK:
1600
DEF:
100
When this card is Normal Summoned: You can add 1 Spell/Trap from your Deck to your hand, that specifically lists the card "Dark Magician" in its text. During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your GY (except during the Damage Step): You can Tribute 1 Spellcaster monster; add this card to your hand. You can only use each effect of "Magician's Rod" once per turn.
Although the search ability is very strong, it is limited to 3 so we only need to x1 this card, to make room for Navigation. Anyway, Apprentice or Circle both help us search for what we need so x3 rod is not necessary.
Dark Magical Circle (x3)
Dark Magical Circle
When this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 "Dark Magician" or 1 Spell/Trap that specifically lists the card "Dark Magician" in its text, among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. If "Dark Magician" is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls; banish it. You can only use each effect of "Dark Magical Circle" once per turn.
Magician Navigation (x2)
Magician Navigation
Special Summon 1 "Dark Magician" from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster monster from your Deck. If you control "Dark Magician", except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up Spell/Trap your opponent controls; negate its effects until the end of this turn.
Engine
Spellbook of Knowledge, Spellbook Magician of Prophecy and Spellbook of Secrets (Spellbook Engine)
Currently, Spellbook is the most suitable and powerful engine for DMs because of its drawing ability.
Spellbook of Secrets and Spellbook Magician of Phophecy are important keys for you to search for spellbooks, but for the most part, Prophecy is much more flexible than Secrets. You can place Prophecy face down to defend, wait for the opponent to attack, then flip it up and activate the eff
And Spellbook of Knowledge is what helps us draw and exchange cards without wasting any resources to get 2 more advantageous cards. So this Engine is accounting for almost 100% of the number of users when playing Dark Magician
Some other engines
Star Seraph Scepter
ATK:
1800
DEF:
400
When this card is Normal or Special Summoned: You can add 1 "Star Seraph" monster from your Deck to your hand, except "Star Seraph Scepter". An Xyz Monster that was Summoned using 3 or more monsters, including this card on the field, as materials gains this effect. ● When it is Xyz Summoned: You can target 1 other card on the field; destroy it, and if you do, you can draw 1 card.
Star Seraph Sovereignty
ATK:
800
DEF:
2000
Cannot be used as material for an Xyz Summon, except for an Xyz Summon that uses 3 or more monsters as material. If you Normal or Special Summon a "Star Seraph" monster(s), except during the Damage Step: You can Special Summon this card from your hand, and if you do, draw 1 card, then you can Special Summon it if it is a "Star Seraph" monster.
Some other engines like star seraph also help us draw and XYZ a lot of diverse rank 4 monsters. However, after the critical limit and drastic nerf of the See you later skill, the engine has fallen out of favor and rarely appears
Engine Hero is currently quite strong and unique. Although there are few players, it is not weak at all. We can easily search for Malicious in our hand with Stratos, then use Apprentice discard Malicious to special summon Apprentice, activate the Malicious eff in the grave and from there we can XYZ rank 6 monsters like M7 or bounzer.
Staple
Karma Cut (x1-x2)
In addition to banish from circle, we can also banish from Karma cut, what's better, almost the entire opponent's field will return to the Banish zone.
Pot of Duality (x1-x2)
Looking at the first 3 cards and choosing the one we need will be something quite interesting. Helps the deck to be stable, doesn't brick and chooses cards that help us combo.
D.D. Crow (x1)
Banish above and now it's the turn to banish below :v, nowadays meta decks use graves a lot so we often see DD crow present in every deck and of course DM is no exception
Extra
Dark Armed the Dragon of Annihilation (x1)
Dark Armed, the Dragon of Annihilation
ATK:
2800
DEF:
1000
2+ Level 7 monsters Once per turn, if you have exactly 5 DARK monsters in your GY, you can also Xyz Summon "Dark Armed, the Dragon of Annihilation" by using 1 Level 5 or higher DARK Dragon monster you control as material. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, then banish 1 card from your GY, also, this card cannot attack for the rest of this turn.
Ability to destroy your opponent's cards multiple times in 1 turn, based on the number of materials you used to XYZ this card. The condition to activate the skill is to banish 1 more card in the grave, which is not a big problem when we can ban useless cards in the grave such as: Karma cut,...
Number 11: Big Eye (x1)
A level 7 Xyz monster can permanently steal 1 animal monster from the opponent (this ability must be targeted so it is useless against untargeted monsters). However, Big Eye cannot attack during the turn this effect is activated, which sometimes makes it difficult to OTK.
Ebon Illusion Magician (x1)
Ebon Illusion Magician
ATK:
2500
DEF:
2100
2 Level 7 monsters You can also Xyz Summon this card by using a Rank 6 Spellcaster-Type Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Spellcaster-Type Normal Monster from your hand or Deck. When a Spellcaster-Type Normal Monster declares an attack: You can target 1 card your opponent controls; banish it. You can only use this effect of "Ebon Illusion Magician" once per turn.
With 2 DMs on the field after activating Magician Navigaton, it is not difficult for XYZ to play this card, then summon 1 more DM from the deck. In addition, it can also banish the opponent's card, but remember that we can only banish when a normal Spellcaster monster attacks.
Hierophant of Prophecy (x1)
Hierophant of Prophecy can help you destroy at least 1 of your opponent's backrows
Imduk the World Chalice Dragon (x1)
Imduk the World Chalice Dragon
ATK:
800
LINK-1
Link Arrow:
Top
1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
With just 1 normal monster, we can Link summon this card, nothing special but a gentle thing to help us send the DM to the grave, thereby activating Eternal Soul to bring the DM back and Circle will banish 1 card.
Some other cards are fine
Below are a few cards that are also quite good for the Dark Magician Deck, everyone can add them depending on each person's preferences, tactics or even wallet.
Monster
Magician's Robe
ATK:
700
DEF:
2000
During your opponent's turn (Quick Effect): You can discard 1 Spell/Trap; Special Summon 1 "Dark Magician" from your Deck. During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Magician's Robe" once per turn.
Extra
Dark Paladin
ATK:
2900
DEF:
2400
"Dark Magician" + "Buster Blader" Must be Fusion Summoned. When a Spell Card is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect. Gains 500 ATK for each Dragon monster on the field and in the GY.
Number 28: Titanic Moth
ATK:
2400
DEF:
2200
2 Level 7 monsters If you control no other monsters, this card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. When this card inflicts battle damage to your opponent: You can detach 1 Xyz Material from this card; inflict 500 damage to your opponent for each card in their hand.
Dark Cavalry
ATK:
2800
DEF:
2300
"Dark Magician" + 1 Warrior monster Gains 100 ATK for each Spell/Trap on the field and in the GYs. If this card attacks a Defense Position monster, inflict piercing battle damage. When a card or effect is activated that targets a card on the field (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy it.
Vermillion Dragon Mech
ATK:
2700
DEF:
1800
1 Tuner + 1+ non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, GY, or face-up field, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can target 1 of your banished Tuners; add it to your hand.
Mecha Phantom Beast Dracossack
ATK:
2600
DEF:
2200
2 Level 7 monsters Once per turn: You can detach 1 material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.
Cyber Slash Harpie Lady
ATK:
2600
DEF:
1400
1 Tuner + 1+ non-Tuner monsters For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn.
Constellar Ptolemy M7
ATK:
2700
DEF:
2000
2 Level 6 monsters You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand.
Red-Eyes Flare Metal Dragon
ATK:
2800
DEF:
2400
2 Level 7 monsters Cannot be destroyed by card effects while it has Xyz Material. While this card has Xyz Material, each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it.
spell /trap
Spellbook of Fate
If you control a Spellcaster-Type monster: You can banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply this effect, depending on the number of Spell Cards banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn. ● 1: Return 1 Set Spell/Trap Card on the field to the hand. ● 2: Change 1 monster on the field to face-down Defense Position or face-up Attack Position. ● 3: Banish 1 card your opponent controls.
Dark Magic Expanded
Apply these effects in sequence, based on the number of "Dark Magician" and/or "Dark Magician Girl" on the field and in the GYs. ● 1+: 1 DARK Spellcaster monster on the field gains 1000 ATK until the end of this turn. ● 2+: This turn, your opponent cannot activate cards and effects in response to your Spell/Trap Card or effect activation, also Spells/Traps you control cannot be destroyed by your opponent's card effects. ● 3+: DARK Spellcaster monsters you currently control are unaffected by your opponent's card effects, until the end of this turn.