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 .
Instructions for playing Dark Magician (Secret of Magicians Update)
Sections covered in this guide:
Skill
Magician's Magic (Skill Card) (100%)
Magician's Magic (Skill Card)
ATK:
0
DEF:
0
During this Duel, you can only Special Summon DARK Spellcaster-Type monsters and you can Normal Summon/Set "Dark Magician" without tributing. During your opponent's turn, you cannot Special Summon monsters from your hand or Graveyard except Level 6 monsters. The following effect can be used once per turn, and each effect can be used only one time. - Return 1 "Dark Magician Girl", "Magic Cylinder" and "Magical Dimension" to your Deck, add 1 "Dimension Conjurer" from outside of your Deck to your hand, then add 1 "Dark Magician Girl" to your hand. - If you control "Dark Magician", you can add 1 "Secrets of Dark Magic" from your Deck or Graveyard.
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
Dark Magician (x3)
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.
Apprentice Illusion Magician (x3)
Apprentice Illusion Magician
ATK:
2000
DEF:
1700
You can Special Summon this card (from your hand) by discarding 1 card. If this card is Normal or Special Summoned: You can add 1 "Dark Magician" from your Deck to your hand. During damage calculation, if your other DARK Spellcaster monster battles an opponent's monster (Quick Effect): You can send this card from your hand or face-up field to the GY; that monster you control gains 2000 ATK/DEF during that damage calculation only.
Dark Magical Circle (x3)
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.
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 (x2-x3)
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 (x2)
The Dark Magicians
ATK:
2800
DEF:
2300
"Dark Magician" or "Dark Magician Girl" + 1 Spellcaster monster Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or Quick-Play Spell, you can activate it this turn. If this card is destroyed: You can Special Summon both 1 "Dark Magician" and 1 "Dark Magician Girl" from your hand, Deck, and/or GY.
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 (x2-x3)
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.
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.
Secrets of Dark Magic (x2)
Secrets of Dark Magic
Activate 1 of the following effects. ● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", as Fusion Material. ● Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster.
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
Dimension Conjurer and Magical Dimension (x2)
Dimension Conjurer
ATK:
500
DEF:
500
If this card is Normal or Special Summoned: You can add 1 "Magical Dimension" from your Deck or GY to your hand. If this card is sent from the Monster Zone to the GY: You can draw cards equal to the number of Spellcaster monsters you control, then place cards from your hand on top of your Deck in any order, equal to the number of cards you drew. You can only use each effect of "Dimension Conjurer" once per turn.
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.
Spellbook of Knowledge and Spellbook of Secrets (Spellbook Engine)
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.
Book of Moon, Crackdown and Compulsory Evacuation Device (Top tier tech cards)
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.
The Eye of Timaeus and Magicalized Fusion (Fusion Card)
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.
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.
Piercing the Darkness (x0-x1)
Piercing the Darkness
If you Normal or Special Summon a non-Token Normal Monster(s) (except during the Damage Step): You can draw 1 card. When an attack is declared involving an opponent's monster and a monster you control that is a Level 5 or higher Normal Monster, or was Ritual Summoned using a Normal Monster, or was Fusion, Synchro, or Xyz Summoned using a Normal Monster as material: You can make that monster you control gain ATK equal to that opponent's monster's ATK, until the end of this turn. You can only use each effect of "Piercing the Darkness" once per turn.
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
Dark Cavalry (x1)
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.
Surely we are all familiar with this card. Quick negate, good damage increase and piercing effect, this will also be a card worth putting in an extra slot.
Quintet Magician (x1)
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.
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.
Ebon Illusion Magician (x1)
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.
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.
Number 11: Big Eye (x1)
Crackdown monster version. In return for this card not being able to attack on the turn it activates the effect, the card we get can attack, or even the card that activates the effect. 1 Xyz level 7 is too suitable for Dark Magician.
Wee Witch's Apprentice (x1)
Wee Witch's Apprentice
ATK:
1400
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 DARK monsters All DARK monsters on the field gain 500 ATK/DEF, also all LIGHT monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 DARK monster in your GY; add it to your hand. You can only use this effect of "Wee Witch's Apprentice" once per turn.
The small damage buff is not too significant, the effect after leaving the field and adding dark Spellcasters to hand is also quite slow and not very effective. The most important thing this card brings is a spellcaster slot as a fusion material for Quintet Magician.
Dark Paladin (x0-x1)
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.
Similar to Dark Cavalry but can only negate spell cards. The amount of damage is good, however I do not recommend adding this card to the deck, perhaps only used to fill in when we lack cards.
Combo
Combo turn 1
Dimension Conjurer
ATK:
500
DEF:
500
If this card is Normal or Special Summoned: You can add 1 "Magical Dimension" from your Deck or GY to your hand. If this card is sent from the Monster Zone to the GY: You can draw cards equal to the number of Spellcaster monsters you control, then place cards from your hand on top of your Deck in any order, equal to the number of cards you drew. You can only use each effect of "Dimension Conjurer" once per turn.
Magician's Magic (Skill Card)
ATK:
0
DEF:
0
During this Duel, you can only Special Summon DARK Spellcaster-Type monsters and you can Normal Summon/Set "Dark Magician" without tributing. During your opponent's turn, you cannot Special Summon monsters from your hand or Graveyard except Level 6 monsters. The following effect can be used once per turn, and each effect can be used only one time. - Return 1 "Dark Magician Girl", "Magic Cylinder" and "Magical Dimension" to your Deck, add 1 "Dimension Conjurer" from outside of your Deck to your hand, then add 1 "Dark Magician Girl" to your hand. - If you control "Dark Magician", you can add 1 "Secrets of Dark Magic" from your Deck or Graveyard.
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
Combo turn 2 otk
Secrets of Dark Magic
Activate 1 of the following effects. ● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", as Fusion Material. ● Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster.
The Dark Magicians
ATK:
2800
DEF:
2300
"Dark Magician" or "Dark Magician Girl" + 1 Spellcaster monster Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or Quick-Play Spell, you can activate it this turn. If this card is destroyed: You can Special Summon both 1 "Dark Magician" and 1 "Dark Magician Girl" from your hand, Deck, and/or GY.
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.