Instructions for playing Dark Magician

Instructions for playing Dark Magician

Hello everyone, today I will bring you the main line of cards of "Holy Hacker" Yami Yugi - a main character in the plot of our Duel Links game. That line of cards is Dark Magician . Dark Magician actually has quite strong and balanced abilities in the top tiers and was also a deck that is making waves in the current meta. Our "Black Witches" have always had very annoying supports so far on all formats of magic cards. That explains why they are considered worthy opponents to powerful dragons like Kaiba Seto 's Blue-Eyes and Joey Wheeler 's Red-Eyes . And without further ado, let me begin my guide to Dark Magicians .




overview

overview




Dark Magician is a fan-favorite line of archetypes revolving around the main character Yami Yugi 's main card - Dark Magician from Yu-Gi-Oh! anime. Over the past year, it has received a lot of strong support in Duel Links with cards like Dark Magical Circle and Magician Navigation , which when combined, will allow you to flood the field and banish a card. cards your opponent controls during either player's turn.

The deck generally has good matchups with many of the same type of balanced, control decks like Gouki , Shiranui and Invoked Magician Girls , as it can overwhelm the opponent with 2 relatively large monsters and banish a card from field during the player's turn. Additionally, it also has disabling spells/traps to counter most disruptions.

However, since we need turns to set up our combos, we will struggle against aggressive decks (that easily OTK) like Blackwings , HEROS , Water Xyz ,... especially since they play with numbers. large number of backrow removal techs like Cosmic Cyclone or Mystical Space Typhoon , while also applying a lot of early game pressure on their first turn. Speaking of backrow removal, while somewhat annoying for most control strategies, it's especially devastating for this deck in particular, since part of what makes this deck viable is Circle and most anti-backrow cards can affect its use.

However, Dark Magicia n supports are also gradually being introduced into the game such as Ebon Illusion Magician - an Xyz form of Dark Magician , has a fairly strong banishing ability, replacing Circle. In general, the DM's power will never decrease even if nefted by the banlist.

Abbreviations

Before going into the tutorial on how to play Dark Magician, I think I should at least let you know about the acronyms in this article because maybe sometimes the card names are too long and I'm lazy and don't play them. ra ~~ Therefore, I will introduce to you the abbreviation specifically for this article for convenience in future articles.

  • Dark Magical Circle = Circle
  • Dark Magician = DM
  • Magician Navigation = Navi / Navigation
  • Magician's Rod = Rod
  • Magician of Dark Illusion = MoDI
  • The Eye of Timaeus = Eye / Timaeus
  • Dark Cavalry = Cavalry
  • Herald of the Abyss = Herald
  • Cosmic Cyclone = CC
  • Mystical Space Typhoon = MST
  • Dark Magic Curtain = Curtain
  • Graveyard = GY



Skill

First of all is Skill, line Dark Magician will always have to carry at least 4 level 7 monster cards, 3 trap cards and more than 6 magic cards, which will increase your brick hand rate just like a Blue-Eyes deck. To avoid this situation, using Skills to support you is not a bad idea.

Balance (Skill Card) (50%)

UR Rarity
Balance (Skill Card)
UR Rarity
Balance (Skill Card)
Balance (Skill Card)
Balance (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Your starting hand will reflect the card balance of your Deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck. You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn.


It is extremely reasonable for you to use Balance for Dark Magician . Your combos always start with Navi and although you cannot special summon an effect monster with Balance , you can still summon other Dark Magicians . Therefore, it doesn't matter whether you can special summon on the first turn or not, what you need is enough cards in your hand to start your combo. Therefore, this is always an important skill for players using Dark Magician .

A Trick up the Sleeve (Skill Card) (25%)

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.


A Skill unique to a Dark Magician character other than Yami Yugi - Arkana . This skill allows us to have a level 7 monster card in hand to prepare Navi for the next turn. However, adding cards like that will make your hand quite brick and there is no guarantee that you will draw Navi or a card that gives you a high chance of survival and summoning monsters. its main force. That's why this Skill becomes less used.

Destiny Draw (Skill Card) (50% )

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.


Of course, the main character's deck will definitely not lack the main character's Skills. Using this Skill here allows you to use powerful but costly backrow cards like Cosmic Cyclone . However, the key point when using this Skill is to bring out the necessary card for your next turn. That's why this Skill is very popular on meta and top tier platforms.

Sealed Tombs (Skill Card) (30%)

UR Rarity
Sealed Tombs (Skill Card)
UR Rarity
Sealed Tombs (Skill Card)
Sealed Tombs (Skill Card)
Sealed Tombs (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used if your Life Points are lower than your opponent's by 1000 or more. Until the end of your opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This Skill can only be used once per Duel.


This skill will prevent any card from being banished or any monster from being Special Summoned from the GY until the end of your opponent's next turn after activating it. It is especially useful against Shiranui and in mirror matches or in matches with GY-only decks, especially when going second in the following turn to prevent the opponent's Magician Navigation in GY from being disabled. Make your own Magician Navigation .

Beatdown!, Power of Dark and The Tie that Binds (25%)

 Rarity
Beatdown!
 Rarity
Beatdown!
Beatdown!
Beatdown!
  • ATK:

  • 0

  • DEF:

  • 0


[If you control a Level 5 or higher monster, you can activate this Skill.] All monsters you currently control gain 300 ATK for each Level 5 or higher monster you control. At the end of your turn, flip this card over.


N Rarity
Power of Dark
N Rarity
Power of Dark
Power of Dark
Power of Dark
  • ATK:

  • 0

  • DEF:

  • 0


[At the start of the Duel, place this card in your Field Spell Zone and flip it over.] All Fiend and Spellcaster monsters on the field gain 200 ATK/DEF, also all Fairy monsters on the field lose 200 ATK/DEF.


 Rarity
The Tie that Binds
 Rarity
The Tie that Binds
The Tie that Binds
The Tie that Binds
  • ATK:

  • 0

  • DEF:

  • 0


Until the end of your turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This Skill can only be used once per turn.


Despite being a high-level monster, there is a pretty good support set in the deck to increase their power, but Dark Magicians also need support for their ATK (in fact, their ATK only ranges from 2000 - 2500 ATK). Therefore, the following Skills can be used to overcome that.

  • For Power of Dark . This skill will increase the monster's ATK and DEF by 200 by playing Yami at the start of a Duel. This skill will help against Blackwings like Assault Blackwing - Raikiri the Rain Shower and Blackwing Tamer - Obsidian Hawk Joe will no longer be bigger than your Dark Magician unless they waste Cosmic Cyclone or Raikiri to turn on your Environmental Magic. It can also reduce Fairy monsters' ATK/DEF by 200, which can help against Valkyrie and Melodious . Additionally, it will create a MoDI + Kycoo/Rod combo that threatens over 4000 damage.
  • For The Tie that Binds . This skill will function similarly to Power of Dark , but with two distinct differences: It will only boost your monsters during your turn, and it does not place Environmental Magic on your field that your opponent's you can remove it from the field on their first turn. Should be used if you don't care about brickhand being blocked, otherwise you should use Balance .
  • For Beatdown! This is basically a riskier variant of The Tie that Binds , as it happens once per Game and only increases the ATK of your Lv 5 or higher monsters like Dark Magician , Magician of Dark Illusion and Dark Cavalry ,... However, the extra power it provides can be the difference between being deadly or losing 300 ATK and then getting swept across the field the next turn.

Master of Rites (Skill Card) (10%)

UR Rarity
Master of Rites (Skill Card)
UR Rarity
Master of Rites (Skill Card)
Master of Rites (Skill Card)
Master of Rites (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used each time your Life Points decrease by 1000. Return 1 card from your hand to your Deck and choose 1 of the following: ● Add 1 random Ritual Monster from your Deck to your hand. ● Add 1 random Ritual Spell Card from your Deck to your hand. This Skill can only be used twice per Duel.


Another option for new players who want to complete missions or simply want to enjoy the moments of bringing Ritual monsters to the field, this is not a bad choice. While this Skill is rarely played for competitive builds, it is mainly used in Magician of Chaos builds, using its effect to destroy a card on the field when the Trap effect is applied. / Magic is activated (i.e. Dark Magical Circle or Magician Navigation ). This skill will be able to activate every time you lose 1000 LP to return any card in your hand to add a Ritual Monster ( Magician of Chaos ) or Ritual Spell (usually Chaos Form or Advanced Ritual Art ) from the Deck yours into your hands.



Core Archetype

      

Dark Magician (3x)

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.''


Of course, a Dark Magician deck cannot lack Dark Magician . This is the main card of the Deck. It is a monster that you Special Summon as a result of the effect of Magician Navigation or Dark Magic Curtain to activate your Dark Magical Circ le to banish a card your opponent controls. Use 3 cards at all times to maximize your chances of drawing it.

In Duel Links, there are many artworks and versions of DMs. Personally, I might be more inclined to play Arkana version of Dark Magician , simply because in terms of artwork, it looks cooler than Yami Yugi's DM.

Magician of Dark Illusion (0-2x)

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 Illusion is very useful in this deck, and it is often the primary target for Special Summoning with Dark Magician when using Magician Navigation . It can also be Special Summoned on your opponent's turn when activating Magic/Trap allowing you to activate the Dark Magical Circle effect if you have Magician Navigation . The 2nd effect is also useful for Special Summoning a Dark Magician from your GY when activating a Spell/Trap or the effect of one of your Dark Magical Circles . Note that this effect can only be used once while it is face-up on the field.

Magician's Rod (2x)

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.


A card that users of this deck love to play at 3 cards, but it is currently Limited 3 on the Forbidden/Limited list because it makes the deck too consistent. When Normal Summoned, it can add Dark Magician 's Spells/Traps (usually Dark Magical Circle , Magician Navigation , or Illusion Magic ) from your Deck to your hand. It also has a GY effect that you add to your hand after activating Magic or Traps on your opponent's turn by sacrificing a Speelcaster monster you control.

However, because of the Limited to 3, using it in parallel with Magician Navigation is completely impossible. It is for this reason that I recommend you consider using it. Especially when you can play 3 Magician Navigation cards without worrying about bricking your hand.

Magician's Robe (2x)

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.


A pretty useful card to use if you are missing some other core cards, but the activation condition and cost can sometimes be an issue to activate.

Although this card has relevant effects, it will allow you to Summon a DM from the Deck during your opponent's turn by discarding 1 Spell/Trap. This allows you to potentially activate your Dark Magical Circle via CC or MST, while also potentially discarding additional copies of Magician Navigation for more negation. It also has a GY effect to revive itself after activating a Magic/Trap effect during your opponent's turn, allowing it to be a pretty good sacrifice for a quick DM Normal Summon.

Magician of Chaos (2x)

UR Rarity
Magician of Chaos
UR Rarity
Magician of Chaos
Magician of Chaos
DARK 7
Magician of Chaos
  • ATK:

  • 2500

  • DEF:

  • 2100


You can Ritual Summon this card with "Chaos Form". This card's name becomes "Dark Magician" while on the field or in the GY. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can target 1 card on the field; destroy it. If this Ritual Summoned card is destroyed by battle or card effect: You can Special Summon 1 "Chaos" or "Black Luster Soldier" Ritual Monster from your hand, except "Magician of Chaos", ignoring its Summoning conditions.


This card is only really seen in builds that use Skill Master of Rites , but it is a Ritual Monster that is treated as a Dark Magician while on the field or in the GY, so it can activate Dark Magical Circle and Can destroy any card on the field once per turn when any Trap or Magic effect is activated (including Circle or Magician Navigation ).

Dark Magical Circle (3x)

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 Navigation . You can also get Magician Navigation if you already have Dark Magician in hand. This combo combines well with the second effect of Dark Magical Circle , which allows you to banish an opponent's card. Because Magician Navigation is a Trap card, this combo can be used during your opponent's turn to disrupt them.

    Special Summoning Magician of Dark Illusion with its own effect will also activate the banish effect of Dark Magical Circle . Magician of Dark Illusion , on another turn, can trigger the removal of Dark Magical Circle again by reviving Dark Magician . You can use Dark Magical Circle 's effect activation to activate Magician of Dark Illusion to revive a Dark Magician.

    If Dark Magician is already on the field, you can gain Illusion Magi c with the search effect of Dark Magical Circle . You can fetch a second copy of Dark Magical Circle that will be activated the following turn. But remember that only one Dark Magical Circle banish effect can be activated in one turn .

    Illusion Magic (1x)

    UR Rarity
    Illusion Magic
    UR Rarity
    Illusion Magic
    Illusion Magic
    Spell Quick
    Illusion Magic

      Tribute 1 Spellcaster monster; add up to 2 copies of "Dark Magician" from your Deck and/or GY to your hand. You can only activate 1 "Illusion Magic" per turn.


      This card can Tribute one of your Spellcaster monsters to search for 2 copies of Dark Magician from your Deck or GY. Even though you can only use 1 copy due to there being only 1 copy in Duel Links, it's still extremely valuable to have the DM in hand to activate Navi , while also setting up the Magician's Rod 's GY effect with how to sacrifice it. Rod can also search this card.

      Dark Magic Curtain and Dark Magic Veil (Các lựa chọn triệu hồi DM)

      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).


        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.


          Both are magic cards best used to summon DMs. However, each leaf has its own uses and costs.

          • As for Dark Magic Curtain , you can activate it when you have Dark Magical Circle for maximum effectiveness. Navigation requires you to have Dark Magician available, so Curtain is usually more reliable. However, the summon restriction is a bit harmful because you can't continue other combos. And because this card only has 1 copy in Duel Links, its use is also limited.
          • As for Dark Magic Veil , this is another card you can use to Special Summon Dark Magician at LP cost. Typically, you will choose a Dark Magician in the GY to Special Summon, so overall you lose nothing in terms of resources. But if you have Magician of Dark Illusion available, it is more beneficial to Special Summon a Dark Magician from your hand and let Magician of Dark Illusion revive the Dark Magician in your graveyard.

          Dark Magic Expanded (0-1x)

          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.


            A lot of commonly used monsters in the meta have over 2500 ATK, so using it as an ATK booster card is quite okay and works well against unpredictable players. The 2+ and 3+ effects are more difficult to use and are more suitable for longer plays.


            Dark Magic Attack and Thousand Knives (Các lựa chọn càn quét sân chơi)

            R Rarity
            Dark Magic Attack
            R Rarity
            Dark Magic Attack
            Dark Magic Attack
            Spell Normal
            Dark Magic Attack

              If you control "Dark Magician": Destroy all Spells and Traps your opponent controls.


              SR Rarity
              Thousand Knives
              SR Rarity
              Thousand Knives
              Thousand Knives
              Spell Normal
              Thousand Knives

                If you control "Dark Magician": Target 1 monster your opponent controls; destroy that target.


                These are the options used in Dark Magician's Core. Although they are not very common (simply because they are not Quick-Play), they have a formidable effect on destroying the opponent's field.

                • The first is Dark Magic Attack , this card can wipe out your opponent's entire backrow as long as you control a Dark Magician . If you're free to play and/or don't want to search for Cosmic Cyclone , this is a suitable alternative. However, in many cases it is a more beneficial card, as Magician Navigation can negate most, if not all, of the cards you are destroying with this card (Total Destroy set but not targeting capabilities). However, with that said, it does remove, or at least removes, Counter Traps and/or cards that can activate during the Damage Step, which cannot be negated by Navigation in GY.
                • The second is Thousand Knives , this card will be less popular because it does not destroy all monsters but must be targeted to destroy. That's enough to make it not as popular as other cards like Lightning Vortex , which can also destroy monsters without targeting.

                The Eye of Timaeus (1-2x)

                UR Rarity
                The Eye of Timaeus
                UR Rarity
                The Eye of Timaeus
                The Eye of Timaeus
                Spell Normal
                The Eye of Timaeus

                  (This card is also always treated as "Legendary Dragon Timaeus".) Target 1 "Dark Magician" monster you control; Fusion Summon 1 Fusion Monster from your Extra Deck that lists that monster on the field as Fusion Material, using it as the Fusion Material. You can only activate 1 "The Eye of Timaeus" per turn.


                  The Eye of Timaeus targets a Dark Magician you control to create any of your Extra Deck monsters. This increases the power level of the deck, but too many copies of Eye of Timaeus can hinder the consistency of your main strategy.

                  You can target the Magician of Dark Illusion with the Eye of Timaeus . This will allow you to revive a Dark Magician , while also replacing the Magician of Dark Illusion with a much better puncher with a disruptive effect, disrupting the opponent.

                  Advanced Ritual Art and Chaos Form (Các lựa chọn dành cho bản dựng Ritual)

                  UR Rarity
                  Advanced Ritual Art
                  UR Rarity
                  Advanced Ritual Art
                  Advanced Ritual Art
                  Spell Normal
                  Advanced Ritual Art

                    This card is used to Ritual Summon any 1 Ritual Monster. You must also send Normal Monsters from your Deck to the GY whose total Levels equal the Level of that Ritual Monster.


                    UR Rarity
                    Chaos Form
                    UR Rarity
                    Chaos Form
                    Chaos Form
                    Spell Normal
                    Chaos Form

                      This card can be used to Ritual Summon any "Chaos" or "Black Luster Soldier" Ritual Monster. You must also Tribute monsters from your hand or field and/or banish "Blue-Eyes White Dragon" or "Dark Magician" from your GY, whose total Levels exactly equal the Level of the "Chaos" or "Black Luster Soldier" Ritual Monster you Ritual Summon.


                      These are pretty good Magic cards to bring Magician of Chaos to the field and are very useful in Ritual builds. For Chaos Form , it can use materials from the hand, field, and GY to bring 1 Ritual monster onto the field. At the same time, this card can be searched by Rod. As for Advanced Ritual Art , it can be searched by Skill quickly, and can bring a Ritual monster to the field without needing materials from hand, field, or GY.

                      Magician Navigation (1-3x)

                      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 one Dark Magician from your hand and one Level 7 or lower DARK Spellcaster-Type monster from your Deck. Allows you to get two Dark Magicians on the field to use as fists and shields on the field.

                        You can banish Magician Navigation from your GY to target a face-down Magic/Trap Card your opponent controls and negate its effects until the end of your turn. You can use this effect to prevent your opponent from searching for the “ Darklord ” card via Banishment of the Darklords , Summon Elemental HERO Brave Neos via Neos Fusion , or even shuffle all Attack Position monsters into your Deck with Drowning Mirror Force .

                        Remember that you can only activate this effect of Magician Navigation if you control a Dark Magician , and you cannot do it in the same turn as a Trap Card is sent to the GY.

                        Being able to special summon 2 monsters on the field this way is also a pretty good way to XYZ into another monster. Dark Magicians sent to the graveyard are used as the cost of an XYZ monster that can be brought back using Magician of Dark Illusion .



                        Other Cores



                        These are other options for Core that will help make your deck more consistent. Normally, the odds of you drawing cards that are not DM or MoDi are very high (mostly magic and traps) or sometimes you will draw all empty monsters but they are only level 7 monsters that cannot summon, and your hand is full of bricks. That's why there will be cards that can be combined with your deck to help you overcome this limitation.

                        Dwarf Star Dragon Planeter (2-3x)

                        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.


                        Normal Summon Dwarf Star Dragon Planeter to get Dark Magician . Waiting until your End Phase to start searching isn't really a problem, as you will also need to wait for a Navigation to set up your field, or if you already have a Navigation , waiting is fine. quite good to activate Navigation in the next turn.

                        Kycoo the Ghost Destroyer (1x)

                        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.


                        Kycoo can pull monsters out of your opponent's Graveyard to disrupt pre-set Graveyards from decks like Invoked Elemensaber and Lightsworn . This also removes Grave effects such as Kiteroid and Plaguesharder Zombie . This doesn't quite work against Shiranui , unless you banish Shiranui Spectralsword , as you'll trigger their effects.

                        Kycoo 's second effect is pretty great for protecting your Grave from banish effects and preventing your opponent from using their own Grave effect if banish costs, almost like the effect of 1 mini Necrovalley .

                        Night's End Sorcerer (1x)

                        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.


                        This card is similar to Kycoo the Ghost Destroyer , but has different applications and probably won't be used as much as Kycoo. ONLY when Special Summoned can it banish 2 cards from the GY, which can be activated by Magician Navigation summoning it from the Deck. Note that this effect can miss time, so you can only activate the effect if you have Summoned it on Chain Link 1. The main reason to play it is that it is also a Lv2 Tuner, allowing you make plays of Synchro into Vermillion Dragon Mech to pop a card on the field, or Synchro into Giganticastle for a larger monster Invoked Cocytus , or Azure-Eyes Silver Dragon to summon a DM from the GY during your Standby Phase and has a 3k Defense wall that cannot be targeted or destroyed by card effects for 2 turns.

                        Palladium Oracle Mahad (1-2x)

                        UR Rarity
                        Palladium Oracle Mahad
                        UR Rarity
                        Palladium Oracle Mahad
                        Palladium Oracle Mahad
                        LIGHT 7
                        Palladium Oracle Mahad
                        • ATK:

                        • 2500

                        • DEF:

                        • 2100


                        When you draw this card: You can reveal this card; Special Summon it from your hand. If this card battles a DARK monster, its ATK is doubled during the Damage Step only. If this card is destroyed by battle or card effect: You can Special Summon 1 "Dark Magician" from your hand, Deck, or Graveyard.


                        This card can be a good card to carry if you are using Chocolate Magician Girl . Activating Dark Magical Circle allows you to rearrange the top few cards of your deck, allowing you to normal summon Chocolate Magician Girl and activate her effect to draw Mahad and special summon him us immediately.

                        Mahad 's ATK doubling effect is quite strong, but how often it is used depends on how relevant the DARK monster is in the meta. Currently, using Mahad is quite suitable to confront D Hero, Gaia, D/D/D,... or simply mirror matches with DMs themselves.



                        Extra Deck Archetype

                            

                        Dark Paladin (1x)

                        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.


                        Dark Paladin is often summoned against Fusion decks like Neos Fusion, Lunalight, and Invoked. Against these decks, preventing them from using Fusion Spells will essentially cripple their entire strategy. You should also pay attention to Field Spells and Ritual Spells, as these Spells are also often key cards in their respective decks. In mirror battles, Dark Paladin is useful for neutralizing the opponent's Dark Magical Circle and Eye of Timaeus .

                        Additionally, there are also a variety of decks that are becoming popular that feature Spell cards as a mainstay in their strategies. These decks include Spellbooks, Witchcrafter, and Evil Eye.

                        Dark Paladin can also be summoned against Dragon decks due to his increased ATK, giving him a much higher power ceiling than Dark Cavalry .

                        Dark Cavalry (1x)

                        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.


                        Most of the time you will summon Dark Cavalry with Eye of Timaeus . His protection from being targeted is arguably the most versatile of your Extra Deck monsters, capable of preventing most disruptions. For added convenience, you can also use this negation to prevent your opponent from targeting their own monsters, preventing cards like Favorite Hero , Mask Change .

                        In addition to negation, his ATK boost and armor penetration effects make him a good puncher. Overall, that makes him a major threat on the field.

                        Amulet Dragon (1x)

                        SR Rarity
                        Amulet Dragon
                        SR Rarity
                        Amulet Dragon
                        Amulet Dragon
                        DARK 8
                        Amulet Dragon
                        • ATK:

                        • 2900

                        • DEF:

                        • 2500


                        "Dark Magician" + 1 Dragon monster Must be Fusion Summoned with the above Fusion Materials or with "The Eye of Timaeus". If this card is Special Summoned: Target any number of Spells in any GY(s) (min.1); banish those targets, and if you do, this card gains 100 ATK for each card banished by this effect. If this card is destroyed: You can target 1 Spellcaster monster in your GY; Special Summon that target.


                        Another suitable option, as when summoned, it banishes any amount of Magic from the GY for 100 ATK per card. This is quite good against Witchcrafters since they pour a lot of Magic into the GY, and can also be good for banishing Galaxy Cyclone to prevent it from being used next turn to turn on your Dark Magical Circle . Additionally, when destroyed, it will push any Spellcaster in the GY onto the field, including Dark Magicians . Note that if you go into Dark Magician when Amulet Dragon is destroyed in battle, it will NOT activate Circle , because Circle cannot activate its effects during the Damage Step.

                        Ebon Illusion Magician (1-2x)

                        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.


                        1 new support for the Dark Magician line. Even though it doesn't have Dark Magician in the text, it's generally his Xyz variant. Able to detach 1 material to special summon 1 Normal Spellcaster monster from the deck to the field (usually Dark Magician ), this makes it easier to activate or Circle rather than having to rely entirely on the backrow or waiting for your opponent's turn. just activated.

                        Ebon 's other OP ability is that he can banish 1 opponent's card per turn if Normal Spellcaster monsters start attacking. This does little to help overcome monsters with higher ATK than the DM or simply turn on your opponent's backrow to ensure your OTK turn.



                        Other Extra Decks

                             

                        Mecha Phantom Beast Dracossack (1x)

                        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.


                        The Draccosack is a self-sufficient key beast that is effective even outside of its archetype line. It is both offensive and defensive with good stats, inherent protection from destruction, and target removal effects. It also generates its own effect cost, so you don't need to invest additional resources into Dracossack after summoning it.

                        However, due to limited monster areas, Dracossack needs to be the only monster on the field to maximize its Token generation.

                        Digital Bug Corebage (1x)

                        R Rarity
                        Digital Bug Corebage
                        R Rarity
                        Digital Bug Corebage
                        Digital Bug Corebage
                        LIGHT
                        Digital Bug Corebage
                        • ATK:

                        • 2200

                        • DEF:

                        • 1800


                        2 or more Level 5 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 3 or 4 Insect-Type Xyz Monster you control, then using that Xyz Monster 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, then target 1 Defense Position monster your opponent controls; shuffle it into the Deck. Once per turn, if the battle position of a monster(s) on the field is changed (except during the Damage Step): You can attach 1 Insect-Type monster from your Graveyard to this card as Xyz Material.


                        Can be summoned using Malevolent Sin . This is a stronger, non-temporary form of removal compared to Malevolent Sin , but it only works on defensive opponents, such as Superheavy Samurais.

                        Red-Eyes Flare Metal Dragon (1x)

                        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.


                        300 more ATK than Dark Magicians and cannot be destroyed by card effects, but its main strength is the fact that effect damage is not limited to once per turn. Very useful when taking down opponents, but it is not worth using 2 Dark Magicians at the beginning of the battle because the effect damage is halved due to Duel Links rules.

                        Number 28: Titanic Moth (1-2x)

                        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.


                        Considered a less expensive alternative is the Red-Eyes Flare Metal Dragon . Number 28 is a Rank-7 that is quite easy to do with Magician Navigation 's Special Summon Summon two Dark Magicians .

                        Summoned using Dark Magician and/or Magician of Dark Illusion as materials. Number 28 can deal tons of damage between direct attack and burn damage. If successful, this can sometimes win you some rounds.

                        Gaia Dragon the Thunder Charger (1x)

                        SR Rarity
                        Gaia Dragon, the Thunder Charger
                        SR Rarity
                        Gaia Dragon, the Thunder Charger
                        Gaia Dragon, the Thunder Charger
                        WIND
                        Gaia Dragon, the Thunder Charger
                        • ATK:

                        • 2600

                        • DEF:

                        • 2100


                        2 Level 7 monsters You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as material. (Transfer its materials to this card.) If this card attacks a Defense Position monster, inflict piercing battle damage.


                        Can be summoned using Corebage as a material. For cases where your opponent has a lot of face-down monsters and you want to deal some damage to them, or if your Corebage gets hit by a trap or something like Forbidden Chalice or Fiendish Chain . Then Gaia can help you get out of those situations.

                        Number 32: Shark Drake, Evilswarm Ouroboros and Stellarknight Delteros (Các lựa chọn khi chơi kết hợp với Engine Star Seraph)

                        UR Rarity
                        Number 32: Shark Drake
                        UR Rarity
                        Number 32: Shark Drake
                        Number 32: Shark Drake
                        WATER
                        Number 32: Shark Drake
                        • ATK:

                        • 2800

                        • DEF:

                        • 2100


                        3 Level 4 monsters Once per turn, when this attacking card destroys an opponent's monster by battle and sends it to the Graveyard: You can detach 1 Xyz Material from this card; Special Summon the destroyed monster to your opponent's side of the field in face-up Attack Position, also it loses 1000 ATK, and if you do Summon this way, this card can make a second attack during this Battle Phase.


                        SR Rarity
                        Evilswarm Ouroboros
                        SR Rarity
                        Evilswarm Ouroboros
                        Evilswarm Ouroboros
                        DARK
                        Evilswarm Ouroboros
                        • ATK:

                        • 2750

                        • DEF:

                        • 1950


                        3 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return that target to the hand. ● Send 1 random card from your opponent's hand to the Graveyard. ● Target 1 card in your opponent's Graveyard; banish that target.


                        UR Rarity
                        Stellarknight Delteros
                        UR Rarity
                        Stellarknight Delteros
                        Stellarknight Delteros
                        LIGHT
                        Stellarknight Delteros
                        • ATK:

                        • 2500

                        • DEF:

                        • 2100


                        3 Level 4 monsters While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck.


                        These cards can only be used using Engine Star Seraph (will be introduced in the Engine section).

                        • Delteros protects you from newly summoned hazards, most notably Floodgate Trap Hole and Void Trap Hole . Its removal effect is also great at disrupting your opponent's field.
                        • Ouroboros is one of the stronger Rank-4 Xyz due to having three different good effects that can be used once while it is on the field.
                          1. The first effect is a simple but effective target removal effect.
                          2. The second effect, when used early in a Game, can limit your opponent's turns by reducing their resources.
                          3. When used properly, the third effect can remove an important card from their Graveyard.
                        • Shark Drake is a card that can deal good damage. Its effect allows you to revive your opponent's monster so that you can deal damage through that monster for half. The requirement to use three materials makes it a summonable monster when using Star Seraph Sovereignty as a material.

                        Abyss Dweller and Diamond Dire Wolf (Các Rank 4 sử dụng ít nguyên liệu hơn)

                        UR Rarity
                        Abyss Dweller
                        UR Rarity
                        Abyss Dweller
                        Abyss Dweller
                        WATER
                        Abyss Dweller
                        • ATK:

                        • 1700

                        • DEF:

                        • 1400


                        2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                        SR Rarity
                        Diamond Dire Wolf
                        SR Rarity
                        Diamond Dire Wolf
                        Diamond Dire Wolf
                        EARTH
                        Diamond Dire Wolf
                        • ATK:

                        • 2000

                        • DEF:

                        • 1200


                        2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.


                        These are Rank 4 options that are very beneficial to your deck whether you run Engine Star Seraph or not, they are very good to use in this deck.

                        • Diamond Dire Wolf sacrifices itself along with any of your opponent's cards. Use this card as on-demand removal for a problematic card on your opponent's field or secure your attacks by removing your opponent's backrow.
                        • Abyss Dweller is great at negating your opponent's Graveside plays similar to an Xyz version Necrovalley mini, without hindering your own Graveyard plays. Remember that the Abyss Dweller prevents activation, not negates it. Make sure you switch the chain to "ON" and activate Abyss Dweller at the start of your opponent's turn.

                        Gagaga Cowboy and Gagaga Samurai (Các lựa chọn Gagaga)

                        UR Rarity
                        Gagaga Cowboy
                        UR Rarity
                        Gagaga Cowboy
                        Gagaga Cowboy
                        EARTH
                        Gagaga Cowboy
                        • ATK:

                        • 1500

                        • DEF:

                        • 2400


                        2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 800 damage to your opponent.


                        SR Rarity
                        Gagaga Samurai
                        SR Rarity
                        Gagaga Samurai
                        Gagaga Samurai
                        EARTH
                        Gagaga Samurai
                        • ATK:

                        • 1900

                        • DEF:

                        • 1600


                        2 Level 4 monsters Once per turn: You can detach 1 material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to face-up Defense Position, and if you do, change the attack target to this card and perform damage calculation.


                        This duo is also considered less resource-intensive options but is very good to use when playing with Engine Star Seraph.

                        • A key monster in other Rank-4 types. Gagaga Cowboy 's defensive position effect can sometimes net you some wins by burning your opponent's last 400LP. The attack position effect is great for defeating larger beasts, especially when double-attacked with Gagaga Samurai .
                        • As for Gagaga Samurai , you usually use it to double your attack directly into your opponent's LP.

                        Number 91: Thunder Spark Dragon (1x)

                        SR Rarity
                        Number 91: Thunder Spark Dragon
                        SR Rarity
                        Number 91: Thunder Spark Dragon
                        Number 91: Thunder Spark Dragon
                        LIGHT
                        Number 91: Thunder Spark Dragon
                        • ATK:

                        • 2400

                        • DEF:

                        • 2000


                        3 Level 4 monsters Once per turn, you can activate 1 of these effects. ● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field. ● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls.


                        Number 91 will help you clear the field so you don't have to worry about your opponent's strong monsters (unless they're resistant to destruction effects) but is also a good effect to clear the way for DMs to get on the field and trigger combos. Circle to banish 1 backrow card from your opponent's field.

                        Number 39: Utopia and Number C39: Utopia Ray (Các lựa chọn Utopia)

                        UR Rarity
                        Number 39: Utopia
                        UR Rarity
                        Number 39: Utopia
                        Number 39: Utopia
                        LIGHT
                        Number 39: Utopia
                        • ATK:

                        • 2500

                        • DEF:

                        • 2000


                        2 Level 4 monsters When a monster declares an attack: You can detach 1 material from this card; negate the attack. If this card is targeted for an attack, while it has no material: Destroy this card.


                        UR Rarity
                        Number C39: Utopia Ray
                        UR Rarity
                        Number C39: Utopia Ray
                        Number C39: Utopia Ray
                        LIGHT
                        Number C39: Utopia Ray
                        • ATK:

                        • 2500

                        • DEF:

                        • 2000


                        3 Level 4 LIGHT monsters You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.


                        Keep Utopia in your Extra Deck and keep him there until you're ready to create Utopia Ray . If you are using Engine Star Seraph with no other level 4 monsters, you can just go into Utopia Ray . This means you can discard Utopi a and put in another Rank 4 using 3 monsters or another XYZ Rank 7 in the Extra Deck.

                        Since you can only use Utopia Ray 's effect down to your last 1000 LP, it's best to use him to get the rhythm of the fight. Controlling ATK can help you escape from your opponent's powerful monsters and deal a large amount of damage. Remember that this effect can be activated multiple times per turn as long as you have enough materials left.

                        Number 70: Malevolent Sin and Daigusto Emeral (Các lựa chọn Tech cho Extra Deck)

                        SR Rarity
                        Number 70: Malevolent Sin
                        SR Rarity
                        Number 70: Malevolent Sin
                        Number 70: Malevolent Sin
                        DARK
                        Number 70: Malevolent Sin
                        • ATK:

                        • 2400

                        • DEF:

                        • 1200


                        2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


                        SR Rarity
                        Daigusto Emeral
                        SR Rarity
                        Daigusto Emeral
                        Daigusto Emeral
                        WIND
                        Daigusto Emeral
                        • ATK:

                        • 1800

                        • DEF:

                        • 800


                        2 Level 4 monsters Once per turn: You can detach 1 material from this card, then activate 1 of these effects. ● Target 3 monsters in your GY; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your GY; Special Summon that target.


                        These will be the best options for your Extra Deck in some urgent situations. They are also considered the most popular Techs due to their power being used in many decks (genuine mercenaries).

                        • Malevolent Sin temporarily banishes a monster, which can expose your opponent to direct attacks. You should do this when you need a non-destructive form of removal. Another thing to note is that banishing an Xyz monster will remove all of their Xyz materials so you can take advantage of this to neutralize pesky Xyz monsters on your opponent's field.
                        • Emeral 's first effect allows you to recycle monsters from the Graveyard while also granting you a draw. The second effect is simply used to revive Dark Magician , which is good for using this deck's main combo.

                        Quintet Magician (1x)

                        SR Rarity
                        Quintet Magician
                        SR Rarity
                        Quintet Magician
                        Quintet Magician
                        DARK 12
                        Quintet Magician
                        • ATK:

                        • 4500

                        • DEF:

                        • 4500


                        5 Spellcaster monsters Must be Fusion Summoned. If this card is Fusion Summoned using 5 Spellcaster monsters with different names: You can destroy all cards your opponent controls. This face-up card on the field cannot be Tributed, nor used as Fusion Material, also it cannot be destroyed by card effects.


                        Will be your main monster if you want to play in combination with Engine the Magician Girl . If you use all 5 monsters with different names to summon Quintet , you can destroy all cards your opponent controls (it will not target so the destruction range will be wider and have benefit you). And that is its only good effect. In addition, it can also resist destruction effects, so you won't have to worry too much about losing this monster, other than it being banished but it rarely happens. Its remaining effect is to have a fairly high ATK, with this, you will easily kill the big, annoying Blue-Eyes - Dark Magician 's arch-rival card line.



                        Engine

                        In this part, I will introduce a bit about the Engine lines that can work with Dark Magician and buff (increase) the DM's power. Simply because the supports are sometimes not enough, we need to use these lines.

                        Star Seraph Scepter and Star Seraph Sovereignty (Engine Star Seraph)

                        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.


                        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.


                        Scepter is used to search for Sovereignty . If you already have Sovereignty in hand, you can end up summoning both Sovereignty (1 from hand and the other from search) for a +2 card draw result. When all 3 monsters are on the field, you can perform XYZ Rank 4 to activate Scepter 's effect to destroy a card and draw another card.

                        If you don't have Sovereignty in your hand when summoning Scepter , you can use the Skill " See you Later! " to get the Scepter back to your hand to perform a combo in the next turn.

                        Remember that Engine Star Seraph can only be used to XYZ into a Rank 4 monster REQUIRING 3 or more monsters. Rank 4 XYZ only uses 2 monsters that cannot be summoned using them.

                        Apple Magician Girl, Berry Magician Girl and Chocolate Magician Girl (Engine Magician Girl)

                        R Rarity
                        Apple Magician Girl
                        R Rarity
                        Apple Magician Girl
                        Apple Magician Girl
                        FIRE 3
                        Apple Magician Girl
                        • ATK:

                        • 1200

                        • DEF:

                        • 800


                        Once per turn, if this card is targeted for an attack: You can Special Summon 1 Level 5 or lower Spellcaster-Type monster from your hand, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK. If this card is destroyed by battle or card effect: You can target up to 3 other "Magician Girl" monsters with different names in your Graveyard; add them to your hand.


                        SR Rarity
                        Berry Magician Girl
                        SR Rarity
                        Berry Magician Girl
                        Berry Magician Girl
                        EARTH 1
                        Berry Magician Girl
                        • ATK:

                        • 400

                        • DEF:

                        • 400


                        If this card is Normal Summoned: You can add 1 "Magician Girl" monster from your Deck to your hand. Once per turn, during either player's turn, when your opponent activates a card or effect that targets this card, or targets this card for an attack: You can change this card's battle position, and if you do, Special Summon 1 "Magician Girl" monster from your Deck, except "Berry Magician Girl".


                        UR Rarity
                        Chocolate Magician Girl
                        UR Rarity
                        Chocolate Magician Girl
                        Chocolate Magician Girl
                        WATER 4
                        Chocolate Magician Girl
                        • ATK:

                        • 1600

                        • DEF:

                        • 1000


                        Once per turn: You can discard 1 Spellcaster-Type monster; draw 1 card. Once per turn, if this card is targeted for an attack: You can target 1 Spellcaster-Type monster in your Graveyard, except "Chocolate Magician Girl"; Special Summon it, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.


                        What could be better than combining Magician Girl disciples with Dark Magicians . While they will increase the brickiness of your hand, they can at least increase the consistency and drawability of your deck. Magicians Gir l continuously summon their friends to the field as soon as they are attacked by an opponent's monster and reduce that monster's ATK points in half - A great ability, right? In addition, combining Chocolate Magician Girl with Mahad and Circle also gives you a completely interesting turn against the opponent's field that mainly uses DARK monsters. Another bonus point for this line of cards is that they are all Spellcaster monsters with different names, you can take advantage of this to create suitable conditions to summon Quintet thanks to Magicalized Fusion .



                        Techs

                            

                        Mystical Space Typhoon (2-3x)

                        UR Rarity
                        Mystical Space Typhoon
                        UR Rarity
                        Mystical Space Typhoon
                        Mystical Space Typhoon
                        Spell Quick
                        Mystical Space Typhoon

                          Target 1 Spell/Trap on the field; destroy that target.


                          Increased backrow removal for DMs. Although not as strong as Cosmic Cyclone (CC can banish opponent's cards), it is at least an unnumbered Quick-Play spell and its ability to interrupt backrow activation is also quite great for your deck.

                          Herald of the Abyss (1-2x)

                          UR Rarity
                          Herald of the Abyss
                          UR Rarity
                          Herald of the Abyss
                          Herald of the Abyss
                          Spell Normal
                          Herald of the Abyss

                            Pay 1500 LP and declare 1 Monster Type and 1 Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster's name. You can only activate 1 "Herald of the Abyss" per turn.


                            This card is used mainly to meet the conditions to activate your Skill. In addition, it also has the effect of bringing a main monster on the opponent's field to the Graveyard without targeting any target, which is very beneficial when confronting annoying bosses like Blue-Eyes , Melodious , Harpies ,...

                            Necrovalley (1x)

                            UR Rarity
                            Necrovalley
                            UR Rarity
                            Necrovalley
                            Necrovalley
                            Spell Field
                            Necrovalley

                              All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


                              This Field Spell will prevent cards from being banished from the GY and negate any effects that would move any card in the GY somewhere else. While this card prevents your Magician Navigation from blocking your opponent's backrow, it can almost automatically win you against decks that rely heavily on GY like Invoked Magician Girls , Crystrons , or either Variant of Shiranui .

                              Heat Wave (1-2x)

                              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.


                                Unlike Blue-Eyes which relies on Effect monster support, Dark Magician decks can destroy their main monsters with only Spell/Trap support. This creates a good condition for Heat Wave to be used to its full potential.

                                Activate Heat Wave at the start of your turn, and then Summon Dark Magician by Tribute or Magician Navigation . Since most decks rely heavily on effect monsters, Heat Wave can pre-empt your opponent's next turn.

                                Be careful not to use Heat Wave on the turn you want to set up with the Magicians Rod .

                                Book of Moon and Paleozoic Canadia (Những lựa chọn lật bài)

                                UR Rarity
                                Book of Moon
                                UR Rarity
                                Book of Moon
                                Book of Moon
                                Spell Quick
                                Book of Moon

                                  Target 1 face-up monster on the field; change that target to face-down Defense Position.


                                  UR Rarity
                                  Paleozoic Canadia
                                  UR Rarity
                                  Paleozoic Canadia
                                  Paleozoic Canadia
                                  Trap Normal
                                  Paleozoic Canadia

                                    Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


                                    For these options, it would be good to use them while your hand still has no way to summon a monster to the field to defend or use your combo.

                                    • As for Book of Moon , the card is really popular in almost every deck. It can help you resist targeting effects, repel an opponent's monster, make the opponent's monster not be targeted by their deck's own effects,... Really a lot of work. It is also becoming free for newbies, so I also recommend using this card more than Canadia (simply because it is a Quick-Play spell, more versatile than Trap).
                                    • Canadia will turn over your opponent's monsters, which can make Blackwings and Karakuri unable to Synchro, and can even be used to deny Xyz turns. That's basically it, but it's a trap card, and it's quite risky to use it because you have to wait for your opponent's turn to activate it. But the fact that it gives you a shield for defense is also a good thing to use this card.

                                    Raigeki Break and Karma Cut (Các lựa chọn loại bỏ quái thú)

                                    UR Rarity
                                    Raigeki Break
                                    UR Rarity
                                    Raigeki Break
                                    Raigeki Break
                                    Trap Normal
                                    Raigeki Break

                                      Discard 1 card, then target 1 card on the field; destroy it.


                                      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.


                                        • Basically, Raigeki Break will destroy any card on the field by discarding 1 card. You can discard additional copies of Dark Magical Circle / Magician Navigation to pay the cost, while later discarding will give you an additional negation of the effect on your next turn, assuming you have one Dark Magician on the field.
                                        • This card is essentially the same as Raigeki Break , but will only work on face-up monsters. However, it will banish that beast and any copies of that beast from the GY, which can be useful against Shiranui and Witchcrafters to banish their Shiranui Spectralword or Shiranui Sunsaga first, or Banish Witchcrafter Madame Verre later, and this will bypass the destruction protection from Sunsaga .

                                        Wall of Disruption and Mirror Wall (Các lựa chọn giảm ATK)

                                        SR Rarity
                                        Wall of Disruption
                                        SR Rarity
                                        Wall of Disruption
                                        Wall of Disruption
                                        Trap Normal
                                        Wall of Disruption

                                          When an opponent's monster declares an attack: All Attack Position monsters your opponent controls lose 800 ATK for each monster they control.


                                          UR Rarity
                                          Mirror Wall
                                          UR Rarity
                                          Mirror Wall
                                          Mirror Wall
                                          Trap Continuous
                                          Mirror Wall

                                            Each of your opponent's monsters that conducted an attack while this card was face-up on the field has its ATK halved as long as this card remains on the field. During each of your Standby Phases, pay 2000 LP or destroy this card.


                                            It would be good to use these trap cards to significantly reduce the ATK of your opponent's monster field, helping us lock in some better wins.

                                            • Wall of Disruption is a pretty meta-dependent Tech, but it will reduce all monsters' ATK by 800 per monster the opponent controls on their attack. It's especially good against Karakuri since they don't have a lot of good ways to deal with it other than Cosmic Cyclone , which is better used to eliminate Dark Magical Circle .
                                            • As for Mirror Wall , this card is quite strong in mirror play, as it can be turned up during the Damage Step to dodge Magician Navigation 's negative attacks. Not only that, it cannot be countered because it is a Continuous Trap card. The 2000 LP it causes you can be utilized to activate Skills like Sealed Tombs or Destiny Draw .

                                            Ultimate Providence and Divine Wrath (Những lựa chọn Counter Trap)

                                            R Rarity
                                            Ultimate Providence
                                            R Rarity
                                            Ultimate Providence
                                            Ultimate Providence
                                            Trap Counter
                                            Ultimate Providence

                                              When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy it.


                                              UR Rarity
                                              Divine Wrath
                                              UR Rarity
                                              Divine Wrath
                                              Divine Wrath
                                              Trap Counter
                                              Divine Wrath

                                                When a monster effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster.


                                                It would be quite good to have these cards in your deck to help neutralize some cases where your opponent's backrow is a trap card. You can use UP to throw Navi to the Graveyard and give you 1 backrow in the Graveyard on your turn. Later or if you want more flexibility, you can still use Divine Wrath to neutralize an opponent's monster by discarding any card in your hand.

                                                Champion's Vigilance (Lựa chọn Counter Trap khác)

                                                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.


                                                  Because the combination of this card with Normal Monsters is too OP, being limited to 1 also speaks volumes about its power. The heart of the deck is Dark Magician , so chances are, you'll have Dark Magician on the field at some point during the match. This Counter Trap is quite powerful because it can disable even the summoning of monsters, essentially stopping an opponent's combo.

                                                  Shadow Spell and Fiendish Chain (Những lựa chọn xích sắt)

                                                  SR Rarity
                                                  Shadow Spell
                                                  SR Rarity
                                                  Shadow Spell
                                                  Shadow Spell
                                                  Trap Continuous
                                                  Shadow Spell

                                                    Activate this card by targeting 1 face-up monster your opponent controls; it loses 700 ATK, also it cannot attack or change its battle position. When it leaves the field, destroy this card.


                                                    UR Rarity
                                                    Fiendish Chain
                                                    UR Rarity
                                                    Fiendish Chain
                                                    Fiendish Chain
                                                    Trap Continuous
                                                    Fiendish Chain

                                                      Activate this card by targeting 1 Effect Monster on the field; negate the effects of that face-up monster while it is on the field, also that face-up monster cannot attack. When it is destroyed, destroy this card.


                                                      You can choose between using one of these two cards or not using them (these are just some suggestions I can think of and recommend for newbies). Chaining the opponent's monsters and preventing them from attacking is also a plus point for these chains, but compared to Fiendish Chain , Shadow Spell is less used because it does not neutralize the effects of the opponent's monster. . However, because they are Continuous Traps, they will stay on your field for a long time (unless you destroy the monster they are chained to), leading to a backrow jam because You will need empty minerals to use the two most important cards of your deck, Circle and Navi . That's why I only recommend using 1 or 2 of these cards in your deck.

                                                      Appointer of the Red Lotus (1x)

                                                      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.


                                                        An option I found quite interesting when I just briefly looked at some of the suggestions. Spending 2000 LP to activate this card will help you activate the Skill Destiny Draw . Banishing a key card from your opponent's hand, a card like Blue-Eyes Alternative White Dragon so your opponent can't use it immediately, is also a pretty nasty attack.

                                                        Sphere Kuriboh and Kiteroid (Các lựa chọn bảo vệ, kiểm soát LP)

                                                        UR Rarity
                                                        Sphere Kuriboh
                                                        UR Rarity
                                                        Sphere Kuriboh
                                                        Sphere Kuriboh
                                                        DARK 1
                                                        Sphere Kuriboh
                                                        • ATK:

                                                        • 300

                                                        • DEF:

                                                        • 200


                                                        When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.


                                                        SR Rarity
                                                        Kiteroid
                                                        SR Rarity
                                                        Kiteroid
                                                        Kiteroid
                                                        WIND 1
                                                        Kiteroid
                                                        • ATK:

                                                        • 200

                                                        • DEF:

                                                        • 400


                                                        During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.


                                                        In recent builds of Dark Magicians , having protections helps you control your hand bricking and ability to activate your Skills.

                                                        • As for Sphere Kuriboh , it will prevent your opponent's attacks like a Book of Moon but will only cause the opponent's monster to go into face-up defense position.
                                                        • As for Kiteroid , you will have to think twice about playing it instead of Magician of Dark Illusion because both are limited to 2, but using it instead of MoDI is also quite beneficial because it helps reduce the chance of your hand bricking. you more. Furthermore, you can still defeat your opponent with only 3 DM because you now have Ebon to help you banish your opponent's cards instead of Circle.



                                                        Some sample combos

                                                            

                                                        Dark Magician, Dark Magical Circle and Magician Navigation (Combo chống lại Dark Calvary)

                                                        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.''


                                                        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.


                                                          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.


                                                            Dark Cavalry is said to negate any card effects that target cards on the field by discarding 1 card. However, you can take advantage of this! To perform this combo, you need Magician Navigation , Dark Magical Circle , 1 Dark Magician in hand and another DARK Spellcaster in deck, 1 Magician's Rod or 1 Magician's Robe in GY (if it's Robe, your field must be empty ) and it must be your opponent's turn. Activate Navi to summon DM and another DARK Spellcaster from the Deck. This will trigger the Circle to attempt to expel the Cavalry. This is an opportunity for Cavalry to disable, but since you still have priority, Rod will also activate Tribute 1 Spellcaster to add himself to his hand or Robe will activate to revive himself on the field. Calvary will no longer be able to negate, as it must chain its effects to negate directly following an effect targeting a card on the field. Then, you've successfully defeated a Dark Cavalry and dodged its negative attack!

                                                            Dark Magical Circle and Magician Navigation (Combo ngắt combo Blackwings)

                                                            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.


                                                              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.


                                                                When Blackwing - Simoon the Poison Wind activates its effect in hand to play Black Whirlwind or a similar effect is activated, you can immediately activate Magician Navigation to summon another Dark Magician and another Spellcaster onto the field, then because of player turn priority, this will activate Black Whirlwind , and then your Dark Magical Circle will activate on chain link 2 to banish Simoon and they will seek nothing from Black Whirlwind !

                                                                Dark Magician, Illusion Magic and Magician of Dark Illusion (Combo tấn công 4 lần)

                                                                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.''


                                                                UR Rarity
                                                                Illusion Magic
                                                                UR Rarity
                                                                Illusion Magic
                                                                Illusion Magic
                                                                Spell Quick
                                                                Illusion Magic

                                                                  Tribute 1 Spellcaster monster; add up to 2 copies of "Dark Magician" from your Deck and/or GY to your hand. You can only activate 1 "Illusion Magic" per turn.


                                                                  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.


                                                                  To play this turn, you need a Dark Magician , a Magician of Dark Illusion and another monster on your field, at least 1 Dark Magician in your Deck or GY, and in your hand Illusion Magic . Attack with all your monsters, then activate Illusion Magic to Tribute DM to add 1 DM from your Deck to your hand. This will trigger MoDI to summon the DM back to the field for additional attacks! Additionally, it will trigger Circle to banish a card from the field if there are any left to banish.

                                                                  Dark Magician, Ebon Illusion Magician and Magician of Dark Illusion (Combo tấn công nhiều lần phiên bản Xyz)

                                                                  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.''


                                                                  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.


                                                                  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.


                                                                  This combo is quite easy to do if you have 2 level 7 monsters on the field (Such as Dark Magician and MoDI). You will Xyz them to bring Ebon to the field, detach 1 material to summon 1 DM from the deck to the field. At this time, if you have a Dark Magic Veil card in your hand, you can also choose to revive the material you just separated from Ebon (if you are a DM, you should revive it to conveniently activate Circle to remove a backrow). ). Then enter the Battle Phase, use DM to attack first, Ebon will activate the effect following DM to banish 1 card (usually 1 monster card) and you just keep attacking.

                                                                  Illusion Magic, Magician's Rod and Magician Navigation (Combo search đúng trình tự nên dùng)

                                                                  UR Rarity
                                                                  Illusion Magic
                                                                  UR Rarity
                                                                  Illusion Magic
                                                                  Illusion Magic
                                                                  Spell Quick
                                                                  Illusion Magic

                                                                    Tribute 1 Spellcaster monster; add up to 2 copies of "Dark Magician" from your Deck and/or GY to your hand. You can only activate 1 "Illusion Magic" per turn.


                                                                    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.


                                                                    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.


                                                                      You didn't get the Dark Magical Circle , but you did get the Magician's Rod and Magician Navigation or Illusion Magic cards? Does not matter! First, Normal Summon Rod , and do NOT search for Circle , but instead search for Navi / Illusion Magic (whichever card you are missing). Tribute Rod with Illusion Magic to search for 2 DMs, then set up Navi and any other backrows in hand. After your opponent takes their turn, activate Navi to summon the DM from hand and a Magician of Dark Illusion from the Deck. Rod will then activate in the GY to sacrifice the DM to add himself back to the hand. After you draw cards for your turn, you will summon Rod a second time to search for Circle. Activating Circle will then activate MoDI to summon back the DM you sacrificed, and this will immediately trigger Circle to banish a card from the field! This way your yard will be more secure than if you search Circle first.



                                                                      Final thoughts

                                                                      Actually, the Dark Magician line will be even stronger in Duel Links if support is added and this line will certainly not stop at just one Anti-meta control deck. However, if newbies are passionate about playing DM like our hacking saint Yugi, I hope that after reading this tutorial, you can create your own satisfactory DM deck. After all, DM is really a card line worth playing.




                                                                      Đơn vị đồng hành:

                                                                      - Yu-Gi-Oh! Guidance Vietnam


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