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%)
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Balance (Skill Card)
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Balance (Skill Card)

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

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% )
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Destiny Draw (Skill Card)
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Destiny Draw (Skill Card)

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%)
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Sealed Tombs (Skill Card)
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Sealed Tombs (Skill Card)

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%)
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Beatdown!
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Beatdown!
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Power of Dark
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Power of Dark
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The Tie that Binds
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The Tie that Binds

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%)
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Master of Rites (Skill Card)
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Master of Rites (Skill Card)

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)
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Dark Magician
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Dark Magician

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)
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Magician of Dark Illusion
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Magician of Dark Illusion

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)
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Magician's Rod
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Magician's Rod

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)
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Magician's Robe
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Magician's Robe

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)
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Magician of Chaos
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Magician of Chaos

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)
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Dark Magical Circle
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Dark Magical Circle

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)
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Illusion Magic
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Illusion Magic

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)
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Dark Magic Curtain
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Dark Magic Curtain
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Dark Magic Veil
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Dark Magic Veil

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)
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Dark Magic Expanded
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Dark Magic Expanded

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)
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Dark Magic Attack
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Dark Magic Attack
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Thousand Knives
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Thousand Knives

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)
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The Eye of Timaeus
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The Eye of Timaeus

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)
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Advanced Ritual Art
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Advanced Ritual Art
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Limited to 1 copy
Chaos Form
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Limited to 1 copy
Chaos Form

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)
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Magician Navigation
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Magician Navigation

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)
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Dwarf Star Dragon Planeter
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Dwarf Star Dragon Planeter

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)
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Kycoo the Ghost Destroyer
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Kycoo the Ghost Destroyer

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)
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Night's End Sorcerer
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Night's End Sorcerer

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)
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Palladium Oracle Mahad
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Palladium Oracle Mahad

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)
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Dark Paladin
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Dark Paladin

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)
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Dark Cavalry
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Dark Cavalry

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)
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Amulet Dragon
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Amulet Dragon

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)
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Ebon Illusion Magician
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Ebon Illusion Magician

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)
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Mecha Phantom Beast Dracossack
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Mecha Phantom Beast Dracossack

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)
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Digital Bug Corebage
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Digital Bug Corebage

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)
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Red-Eyes Flare Metal Dragon
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Red-Eyes Flare Metal Dragon

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)
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Number 28: Titanic Moth
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Number 28: Titanic Moth

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)
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Gaia Dragon, the Thunder Charger
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Gaia Dragon, the Thunder Charger

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)
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Number 32: Shark Drake
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Number 32: Shark Drake
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Evilswarm Ouroboros
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Evilswarm Ouroboros
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Stellarknight Delteros
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Stellarknight Delteros

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)
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Abyss Dweller
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Abyss Dweller
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Diamond Dire Wolf
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Diamond Dire Wolf

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)
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Gagaga Cowboy
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Gagaga Cowboy
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Gagaga Samurai
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Gagaga Samurai

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)
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Number 91: Thunder Spark Dragon
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Number 91: Thunder Spark Dragon

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)
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Number 39: Utopia
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Number 39: Utopia
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Number C39: Utopia Ray
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Number C39: Utopia Ray

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)
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Number 70: Malevolent Sin
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Number 70: Malevolent Sin
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Daigusto Emeral
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Daigusto Emeral

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)
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Quintet Magician
SR rarity
Quintet Magician

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
SR rarity
Limited to 2 copies
Star Seraph Sovereignty
SR rarity
Limited to 2 copies
Star Seraph Sovereignty

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
SR rarity
Berry Magician Girl
SR rarity
Berry Magician Girl
UR rarity
Chocolate Magician Girl
UR rarity
Chocolate Magician Girl

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

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

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

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

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
UR rarity
Paleozoic Canadia
UR rarity
Paleozoic Canadia

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
SR rarity
Karma Cut
SR rarity
Karma Cut

  • 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
UR rarity
Mirror Wall
UR rarity
Mirror Wall

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
UR rarity
Divine Wrath
UR rarity
Divine Wrath

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
Limited to 1 copy
Champion's Vigilance
SR rarity
Limited to 1 copy
Champion's Vigilance

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
UR rarity
Fiendish Chain
UR rarity
Fiendish Chain

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

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
SR rarity
Limited to 2 copies
Kiteroid
SR rarity
Limited to 2 copies
Kiteroid

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
UR rarity
Dark Magical Circle
UR rarity
Dark Magical Circle
UR rarity
Magician Navigation
UR rarity
Magician Navigation

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
UR rarity
Magician Navigation
UR rarity
Magician Navigation

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
UR rarity
Illusion Magic
UR rarity
Illusion Magic
UR rarity
Magician of Dark Illusion
UR rarity
Magician of Dark Illusion

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
SR rarity
Ebon Illusion Magician
SR rarity
Ebon Illusion Magician
UR rarity
Magician of Dark Illusion
UR rarity
Magician of Dark Illusion

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
SR rarity
Magician's Rod
SR rarity
Magician's Rod
UR rarity
Magician Navigation
UR rarity
Magician Navigation

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.




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