Instructions for playing the Dark Magician deck

Instructions for playing the Dark Magician deck

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




Skill

 

Destiny Draw (Skill Card) (38%)
UR rarity
Destiny Draw (Skill Card)
UR rarity
Destiny Draw (Skill Card)

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%)
UR rarity
A Trick up the Sleeve (Skill Card)
UR rarity
A Trick up the Sleeve (Skill Card)

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)
UR rarity
Magician of Dark Illusion
UR rarity
Magician of Dark Illusion

Magician of Dark Illusions is a good monster to Special Summon from your deck with the Magicians Navigation ability. This can help you summon another Dark Magician by using Dark Illusion's Eff with Magicians Navigation in your grave when active.

Dark Magical Circle's banish effect, when activated, can help us special summon Magician of Dark Illusion. Conversely, a Dark Magical Circle banish effect activated during your opponent's turn can trigger Magician of Dark Illusion's summon ability or Magician of Dark Illusion's second effect.

Eye of Timaeus can be used on Magician of Dark Illusion. This will activate his second effect, allowing you to revive Dark Magician just before the Magician of Dark Illusion leaves the field to Fusion.

Not recommended to use when carrying skill A trick up sleeve :P

Apprentice Illusion Magician (x1-x3)
UR rarity
Apprentice Illusion Magician
UR rarity
Apprentice Illusion Magician

A searcher to get Dark Magician allows you to carry up to 3 Navigation without needing Magician's Rod as both Rod and Navigation are limited to 3. Can be special summoned very easily and also acts as a hand trap buff ATK, makes it possible to carry up to x3 without fear of being bricked.

Since the ATK increase effect is effective on DARK Spellcasters, you can safely use your Dark Magicians to Xyz into Ebon High or Ebon Illusion, as you can protect them from attacks with the effect of Apprentice.

You can restore this card from your grave using the eff of M7, (you can summon M7 with Apprentice and Malicious, or with Monster Reborn).

Dark Magician (x3)
R rarity
Dark Magician
R rarity
Dark Magician

Having x3 of these cards in your deck can help you ensure a stable combo without missing conditions, but there is no need to have 2 Dark Magicians on the field when you use Magicians Navigation.

In most cases, it is better to summon 1 Dark Magician with 1 Magician of Dark Illusion. However, there may be cases where you should not summon Dark Illusion when you want to summon XYZ or summon Apprentice.

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)
SR rarity
Eternal Soul
SR rarity
Eternal Soul

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)
SR rarity
Magician's Rod
SR rarity
Magician's Rod

When Normal Summoned, Magician's Rod allows you to add from your Deck to your hand a Spell/Trap with the word “Dark Magician” in the card. You can use this eff to search Dark Magical Circle or Magician Navigation. If you use Silent Magician mixed with this deck, you can tribute Magician's Rod to Silent Magician.

If you don't have both Dark Magical Circle and Magician Navigation, prioritize searching for Dark Magical Circle and then use it to search Magician Navigation.

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)
UR rarity
Dark Magical Circle
UR rarity
Dark Magical Circle

Add Dark Magician to your hand and special summon it with Magician's Navigation. You can also get Magician's Navigation if you already have Dark Magician in hand. This combination is great for Dark Magical Circle's second effect, allowing you to banish an opponent's card. Because Magician's Navigation is a Trap card, this combo can be used during your opponent's turn to cause difficulty.

Special summoning Dark Illusion with its eff will also activate Circle's banish ability. Magician of Dark Illusion can activate the banish Dark Magical Circle eff in another way, by reviving Dark Magician. When you activate Dark Magical Circle, the Dark Illusion effect on the field will also activate to revive 1 DM in the grave.

If Dark Magician is already on the field, you can search for Illusion Magic with the Dark Magical Circle search eff. You can keep the second Dark Magic Circle if you have x2 of this card in your hand to activate next turn and continue searching. But remember that only one Dark Magical Circle banish eff can only activate one per turn

Magician Navigation (x2)
UR rarity
Magician Navigation
UR rarity
Magician Navigation

Magician Navigation allows you to special summon a Dark Magician from your hand and a Lv 7 or lower DARK Spellcaster monster from your deck. Allows you to get two Dark Magicians on the field to attack or defend.

You can banish Magician Navigation from your Graveyard to negate 1 Spell/trap your opponent controls until the end of your turn. You can use this effect to prevent your opponent from searching “Darklord” via Banishment of the Darklords, Summon Elemental HERO Brave Neos via Neos Fusion, or even for all monsters in your attack position. Back to the deck with Drown Mirror Force.

Remember that you can only activate this Eff of Magician Navigation if you control a DM, and you cannot cast 2 effs the same turn it is sent to the grave.

Being able to special summon 2 monsters on the field this way is also a pretty good way to XYZ into another monster. DMs when used as a condition to activate an XYZ monster's ability can easily be returned to the field by Magician of Dark Illusion



Engine

 

Spellbook of Knowledge, Spellbook Magician of Prophecy and Spellbook of Secrets (Spellbook Engine)
UR rarity
Limited to 1 copy
Spellbook of Knowledge
UR rarity
Limited to 1 copy
Spellbook of Knowledge
SR rarity
Spellbook Magician of Prophecy
SR rarity
Spellbook Magician of Prophecy
SR rarity
Spellbook of Secrets
SR rarity
Spellbook of Secrets

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
SR rarity
Limited to 3 copies
Destiny HERO - Malicious
SR rarity
Limited to 3 copies
Destiny HERO - Malicious
UR rarity
Star Seraph Scepter
UR rarity
Star Seraph Scepter
UR rarity
Elemental HERO Stratos
UR rarity
Elemental HERO Stratos
SR rarity
Limited to 2 copies
Star Seraph Sovereignty
SR rarity
Limited to 2 copies
Star Seraph Sovereignty

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)
SR rarity
Karma Cut
SR rarity
Karma Cut

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)
UR rarity
Pot of Duality
UR rarity
Pot of Duality

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)
UR rarity
D.D. Crow
UR rarity
D.D. Crow

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)
UR rarity
Dark Armed, the Dragon of Annihilation
UR rarity
Dark Armed, the Dragon of Annihilation

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)
SR rarity
Number 11: Big Eye
SR rarity
Number 11: Big Eye

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)
SR rarity
Ebon Illusion Magician
SR rarity
Ebon Illusion Magician

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)
R rarity
Hierophant of Prophecy
R rarity
Hierophant of Prophecy

Hierophant of Prophecy can help you destroy at least 1 of your opponent's backrows

Imduk the World Chalice Dragon (x1)
R rarity
Imduk the World Chalice Dragon
R rarity
Imduk the World Chalice Dragon

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
SR rarity
Dwarf Star Dragon Planeter
SR rarity
Dwarf Star Dragon Planeter
UR rarity
Kycoo the Ghost Destroyer
UR rarity
Kycoo the Ghost Destroyer
SR rarity
Night's End Sorcerer
SR rarity
Night's End Sorcerer
SR rarity
Magician's Robe
SR rarity
Magician's Robe

 

Extra
UR rarity
Dark Paladin
UR rarity
Dark Paladin
R rarity
Number 28: Titanic Moth
R rarity
Number 28: Titanic Moth
UR rarity
Dark Cavalry
UR rarity
Dark Cavalry
UR rarity
Vermillion Dragon Mech
UR rarity
Vermillion Dragon Mech
UR rarity
Mecha Phantom Beast Dracossack
UR rarity
Mecha Phantom Beast Dracossack
UR rarity
Cyber Slash Harpie Lady
UR rarity
Cyber Slash Harpie Lady
SR rarity
Photon Strike Bounzer
SR rarity
Photon Strike Bounzer
UR rarity
Constellar Ptolemy M7
UR rarity
Constellar Ptolemy M7
SR rarity
Red-Eyes Flare Metal Dragon
SR rarity
Red-Eyes Flare Metal Dragon

 

spell /trap
UR rarity
Dark Magic Curtain
UR rarity
Dark Magic Curtain
N rarity
Appointer of the Red Lotus
N rarity
Appointer of the Red Lotus
SR rarity
Limited to 1 copy
Champion's Vigilance
SR rarity
Limited to 1 copy
Champion's Vigilance
R rarity
Spellbook of Fate
R rarity
Spellbook of Fate
R rarity
Dark Magic Veil
R rarity
Dark Magic Veil
SR rarity
Dark Magic Expanded
SR rarity
Dark Magic Expanded
R rarity
Heat Wave
R rarity
Heat Wave

  




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