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 .

Sections covered in this guide:
Skill
To play this version of Dark Magician, this skill is 100% necessary.
First of all, talking about the limits of this skill, we cannot summon any monsters except level 6 monsters from the hand or grave (but can still summon from the deck, banish zone and extra deck), so most of the Cards like Eternal Soul , Navigation or even completely discarded cards like Magician of Dark Illusion will not be used in this deck because they are not effective and have bad brick rates.
As for its effectiveness, there is no debate, anti-bricking when drawing Dark Magician Girl , Magician Dimension , adding Dark conjurer from nowhere gives the ability to search and defend on turn 1 quite well. Bonus Ability to add Secrets of Dark Magic quick fusion card and even restore it from the grave to continue using.
Fk Komoney keeps adding so many strong skills, this makes a lot of decks rely on skills, which I don't like =))
Core Archetype
Of course, a Dark Magician deck cannot lack Dark Magician . This is the main card of the Deck. Previously, it was a monster that you Special Summoned due to the effect of Eternal Soul or Dark Magic Curtain to activate your Dark Magical Circ le to banish a card your opponent controls, but now we There is no need for cards to help us summon DM anymore because we can normally summon through Skills.
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.
One thing worth noting is that the combo of activating and banishing opponent's cards on their turn will be difficult to happen due to skill limits, we can only banish on our turn or when The Dark Magicians is destroyed and we summon. Recover DM from deck.
Dark Magician Girl gains 300 ATK for each "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard. This means that if you have multiple copies of Dark Magician in your Graveyard, Dark Magician Girl can sometimes become a beater with even more ATK than Dark Magician. However, their waifu are often used as materials for The Dark Magicians or to activate skills.
The Dark Magicians is a very good card for Dark Magician decks in Duel Links. Its card draw effect has the ability to activate when you or your opponent activates Spell/Trap, which can help create card advantage. Additionally, the ability to Special Summon both Dark Magician and Dark Magician Girl from the hand, deck, or graveyard if it is destroyed provides a strong presence on the field and can help facilitate Play Xyz or Synchro next turn.
If we draw a nice card, a quick spell or a good trap, we can use it right on the opponent's turn (like Book of Moon, for example).
Magician's Rod is an important card because it allows for continuous searching of important Spell/Trap Cards like "Dark Magician's Circle" and "Secrets of Dark Magic" from the deck. The ability to bring yourself back during your opponent's turn can also provide additional resources and protection by chaining and avoiding effects.
The key card of this round of support additions, quick fusion is already something very strong in duel links, it can also be combined with Skills very smoothly so that we don't have dead hands, recovery and all that. other,...
This card can also be searched by rod
Support cards
Magical Dimension is a general support card for Spellcasters, great for playing with a DM. In addition, it is also one of the cards we use to activate skills and prevent deadhand. Tributing + 1 destroy monster will be very useful in slowing down the opponent, however there is a note that we need to have 1 Spellcaster monster in hand to activate this card (and need 1 level 6 spellcaster in hand). to activate during the opponent's turn because it is limited by skills). One special thing about this card is the ability to destroy and untarget extremely powerfully, outplaying a lot of annoying bosses, the main character is Lunalight.
As for Dimension Conjurer , we can only get it through skills. In addition to searching, Magical Dimension also helps us make materials to fuse, draw and arrange the first card according to our wishes to be able to combine with the effect of The Dark Magicians . Turn 1 summon Dimension Conjurer + set spell/trap is probably the most effective defensive play of this Deck.
The spellbook engine helps us draw a lot and seems to be used 100% in previous DM versions, but now perhaps this engine is no longer as necessary for the DM as before because we now have the ability to draw, in addition the skill helps us fight deadhand very well.
However, this engine is still quite good for DMs. If you don't have enough money or gems to build 100% of your deck's power, you can use them.
There's nothing to say about its effects, discomfort and popularity. But just these 3 cards will be more useful to our deck than any other card. Because as we know, The Dark Magicians has the ability to activate the spell/trap card as soon as we draw it through its effect and these 3 cards can be activated immediately by just targeting.
What I said above is a bit confusing, so I will explain a little more carefully. Suppose the trap cards that are very hot right now are Warning Point , Floodgate Traphole or Bottomless Traphole , which are very strong but can only be activated when there is a summoned monster. Therefore, when we withdraw them, we will not be able to activate them immediately, but they will be very uncomfortable to hold in our hands. And to optimize Deck strength, that's why I have 3 cards: BOM, Evacuation and Crackdown.
2 Cards help us summon quite powerful fusion monsters, 2 cards we often summon to have protection abilities such as: Dark Paladin , Dark Cavalry or to wipe out the enemy field like Quintet Magician .
And of course, we can also fuse right in the opponent's turn if we draw one of these two cards through the eff of The Dark Magicians.
Although this is not a very strong card, sometimes causing us to be bricked and crowding the field, it is not too bad. 1 card included in the Structure Deck, we can take full advantage of this card if you are a F2P player
The effect helps us draw more turns and increase attack. However, it's only one per turn, remember to pay attention.
Extra Deck
The huge amount of damage off the table helps us OTK and punch the enemy in one fell swoop. In addition, the field-clearing effect when you fuse with 5 different Spellcaster cards will not be too difficult to activate because you will have enough: Dark Magician, Dark Magician Girl, Apprentice, Rod, Dimension Conjurer,...
Moreover, it cannot be destroyed by eff cards, cannot be tributed by kaiju or lava golem, and that is why it is a hot card to conquer the Lava golem meta for a while.
An indispensable card in every version of Dark Magician. With 2 DMs on the field after activating Magician Navigaton, it is not difficult for XYZ to play this card, then summon 1 more DM from the deck. In addition, it can also banish the opponent's card, but remember that we can only banish when a normal Spellcaster monster attacks.
Combining this card when Circle is on the field, we can banish up to 2 opponent's cards.
Combo
This combo will help us make it difficult for our opponents to turn 2, preventing them from turning so we can live until the next turn.
- Activate Skill (recommended to return to the Magical Dimension card deck when you also have it as Dark Magician Girl)
- Normal summons Dimension Conjurer
- Add Magical Dimension to hand, set
- Waiting for the enemy's turn, I will activate Magical Dimension and summon Dark Magician Girl (note that I can only special summon level 6 monsters)
- Destroy 1 monster on the field (destroy untarget)
- Activate Dimension Conjurer's effect, draw 1 card and return 1 card
Remember that the effects of the two spell cards are quick effects so we can activate them right in our hand during the battle phase. So please maximize the damage of this Deck. The order of the combos below is only as basic as possible. Depending on the situation, we can change the order to optimize the amount of damage or drawing ability of The Dark Magicians, and optimize the destruction ability of Magical Dimension.
- Use any spellcaster card you have on the field to attack (Dimension Conjurer, Rod, Apprentice,...)
- Use Magical Dimension, sacrifice the card you just attacked and summon 1 DM or DM girl to continue fighting
- Activate Secrets of Dark Magic, Fusion out The Dark Magicians for extra attacks.



































Bottom-Left
Bottom-Right

