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)
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[If you lose 2000 or more LP, you can activate this Skill during your next Draw Phase.] During your Draw Phase, you may search your Deck for any card, reveal it to your opponent, and add it to your hand instead of drawing. If you do that, flip this card over.


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)
A Trick up the Sleeve (Skill Card)
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)

UR Rarity
Magician of Dark Illusion
UR Rarity
Magician of Dark Illusion
Magician of Dark Illusion
DARK 7
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.


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
Apprentice Illusion Magician
DARK 6
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.


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
Dark Magician
DARK 7
Dark Magician
  • ATK:

  • 2500

  • DEF:

  • 2100


''The ultimate wizard in terms of attack and defense.''


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
Eternal Soul
Trap Continuous
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)

    SR Rarity
    Magician's Rod
    SR Rarity
    Magician's Rod
    Magician's Rod
    DARK 3
    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.


    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
    Dark Magical Circle
    Spell Continuous
    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.


      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
      Trap Normal
      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.


        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
        Spellbook of Knowledge
        UR Rarity
        Spellbook of Knowledge
        Spellbook of Knowledge
        Spell Normal
        Spellbook of Knowledge

          Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn.


          SR Rarity
          Spellbook Magician of Prophecy
          SR Rarity
          Spellbook Magician of Prophecy
          Spellbook Magician of Prophecy
          WATER 2
          Spellbook Magician of Prophecy
          • ATK:

          • 500

          • DEF:

          • 400


          If this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell from your Deck to your hand.


          SR Rarity
          Spellbook of Secrets
          SR Rarity
          Spellbook of Secrets
          Spellbook of Secrets
          Spell Normal
          Spellbook of Secrets

            Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.


            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
            Destiny HERO - Malicious
            SR Rarity
            Destiny HERO - Malicious
            Destiny HERO - Malicious
            DARK 6
            Destiny HERO - Malicious
            • ATK:

            • 800

            • DEF:

            • 800


            You can banish this card from your GY; Special Summon 1 "Destiny HERO - Malicious" from your Deck.


            UR Rarity
            Star Seraph Scepter
            UR Rarity
            Star Seraph Scepter
            Star Seraph Scepter
            LIGHT 4
            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.


            UR Rarity
            Elemental HERO Stratos
            UR Rarity
            Elemental HERO Stratos
            Elemental HERO Stratos
            WIND 4
            Elemental HERO Stratos
            • ATK:

            • 1800

            • DEF:

            • 300


            When this card is Normal or Special Summoned: You can activate 1 of these effects. ● Destroy Spells/Traps on the field, up to the number of "HERO" monsters you control, except this card. ● Add 1 "HERO" monster from your Deck to your hand.


            SR Rarity
            Star Seraph Sovereignty
            SR Rarity
            Star Seraph Sovereignty
            Star Seraph Sovereignty
            LIGHT 4
            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)

            SR Rarity
            Karma Cut
            SR Rarity
            Karma Cut
            Karma Cut
            Trap Normal
            Karma Cut

              Discard 1 card, then target 1 face-up monster your opponent controls; banish that target, then banish all cards with the same name as that monster from your opponent's Graveyard.


              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
              Pot of Duality
              Spell Normal
              Pot of Duality

                Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.




                Tag(s):

                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
                D.D. Crow
                DARK 1
                D.D. Crow
                • ATK:

                • 100

                • DEF:

                • 100


                (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


                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
                Dark Armed, the Dragon of Annihilation
                DARK
                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)

                SR Rarity
                Number 11: Big Eye
                SR Rarity
                Number 11: Big Eye
                Number 11: Big Eye
                DARK
                Number 11: Big Eye
                • ATK:

                • 2600

                • DEF:

                • 2000


                2 Level 7 monsters Once per turn: You can detach 1 material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn this effect is activated.


                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
                Ebon Illusion Magician
                DARK
                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)

                R Rarity
                Hierophant of Prophecy
                R Rarity
                Hierophant of Prophecy
                Hierophant of Prophecy
                DARK
                Hierophant of Prophecy
                • ATK:

                • 2800

                • DEF:

                • 2600


                2 Level 7 Spellcaster-Type monsters Once per turn: You can detach 1 Xyz Material from this card; destroy Spell/Trap Card(s) your opponent controls, up to the number of "Spellbook" Spell Cards in your Graveyard.


                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
                Imduk the World Chalice Dragon
                WIND
                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

                SR Rarity
                Dwarf Star Dragon Planeter
                SR Rarity
                Dwarf Star Dragon Planeter
                Dwarf Star Dragon Planeter
                LIGHT 4
                Dwarf Star Dragon Planeter
                • ATK:

                • 1700

                • DEF:

                • 1200


                Once per turn, during the End Phase, if this card was Normal Summoned this turn: You can add 1 Level 7 LIGHT or DARK monster from your Deck to your hand.


                UR Rarity
                Kycoo the Ghost Destroyer
                UR Rarity
                Kycoo the Ghost Destroyer
                Kycoo the Ghost Destroyer
                DARK 4
                Kycoo the Ghost Destroyer
                • ATK:

                • 1800

                • DEF:

                • 700


                When this card inflicts battle damage to your opponent: You can target up to 2 monsters in their Graveyard; banish those targets. Your opponent cannot banish cards from either player's Graveyard.


                SR Rarity
                Night's End Sorcerer
                SR Rarity
                Night's End Sorcerer
                Night's End Sorcerer
                DARK 2
                Night's End Sorcerer
                • ATK:

                • 1300

                • DEF:

                • 400


                When this card is Special Summoned: You can target up to 2 cards in your opponent's GY; banish them.


                SR Rarity
                Magician's Robe
                SR Rarity
                Magician's Robe
                Magician's Robe
                DARK 2
                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

                UR Rarity
                Dark Paladin
                UR Rarity
                Dark Paladin
                Dark Paladin
                DARK 8
                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.


                R Rarity
                Number 28: Titanic Moth
                R Rarity
                Number 28: Titanic Moth
                Number 28: Titanic Moth
                FIRE
                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.


                UR Rarity
                Dark Cavalry
                UR Rarity
                Dark Cavalry
                Dark Cavalry
                DARK 8
                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.


                UR Rarity
                Vermillion Dragon Mech
                UR Rarity
                Vermillion Dragon Mech
                Vermillion Dragon Mech
                FIRE 9
                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.


                UR Rarity
                Mecha Phantom Beast Dracossack
                UR Rarity
                Mecha Phantom Beast Dracossack
                Mecha Phantom Beast Dracossack
                WIND
                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.


                UR Rarity
                Cyber Slash Harpie Lady
                UR Rarity
                Cyber Slash Harpie Lady
                Cyber Slash Harpie Lady
                WIND 8
                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.


                SR Rarity
                Photon Strike Bounzer
                SR Rarity
                Photon Strike Bounzer
                Photon Strike Bounzer
                LIGHT
                Photon Strike Bounzer
                • ATK:

                • 2700

                • DEF:

                • 2000


                2 Level 6 monsters Once per turn, during either player's turn, when a monster effect is activated on your opponent's side of the field: You can detach 1 Xyz Material from this card; negate the effect, and if you do, inflict 1000 damage to your opponent.


                UR Rarity
                Constellar Ptolemy M7
                UR Rarity
                Constellar Ptolemy M7
                Constellar Ptolemy M7
                LIGHT
                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.


                SR Rarity
                Red-Eyes Flare Metal Dragon
                SR Rarity
                Red-Eyes Flare Metal Dragon
                Red-Eyes Flare Metal Dragon
                DARK
                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

                UR Rarity
                Dark Magic Curtain
                UR Rarity
                Dark Magic Curtain
                Dark Magic Curtain
                Spell Normal
                Dark Magic Curtain

                  Pay half your LP; Special Summon 1 "Dark Magician" from your Deck. You cannot Summon other monsters the turn you activate this card (but you can Set).


                  N Rarity
                  Appointer of the Red Lotus
                  N Rarity
                  Appointer of the Red Lotus
                  Appointer of the Red Lotus
                  Trap Normal
                  Appointer of the Red Lotus

                    Pay 2000 Life Points and reveal all cards in your hand. Look at your opponent's hand and select 1 card. Remove that card from play until your opponent's next End Phase.


                    SR Rarity
                    Champion's Vigilance
                    SR Rarity
                    Champion's Vigilance
                    Champion's Vigilance
                    Trap Counter
                    Champion's Vigilance

                      If you control a Level 7 or higher Normal Monster, when a monster would be Summoned OR a Spell/Trap Card is activated: Negate the Summon or activation, and if you do, destroy that card.


                      R Rarity
                      Spellbook of Fate
                      R Rarity
                      Spellbook of Fate
                      Spellbook of Fate
                      Spell Quick
                      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.


                        R Rarity
                        Dark Magic Veil
                        R Rarity
                        Dark Magic Veil
                        Dark Magic Veil
                        Spell Normal
                        Dark Magic Veil

                          Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard.


                          SR Rarity
                          Dark Magic Expanded
                          SR Rarity
                          Dark Magic Expanded
                          Dark Magic Expanded
                          Spell Quick
                          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.


                            R Rarity
                            Heat Wave
                            R Rarity
                            Heat Wave
                            Heat Wave
                            Spell Normal
                            Heat Wave

                              At the start of your Main Phase 1: Neither player can Normal or Special Summon Effect Monsters, until your next Draw Phase.


                                




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