Update the latest instructions for playing Dark Magician

Sections covered in this guide:
overview

Needless to say, everyone knows the Dark Magician, also known as the " Black Witch ". It is a symbol of Yu-gi-oh!, so the attraction this Archetype brings to you not only comes from the deck's strength but also from the Dark Magician itself.
The gameplay overview this time is still quite simple. Summon Dark Magician - activate skill - searc spell. We will mainly deal with the enemy with a bunch of negative effects, clear the field and then punch or OTK the enemy with The Great Double Casted Caster.
Skill
As you know, there are many ways to play Dark Magician depending on the skill you choose. This time I will only focus on Battle Chronicle (the version I feel is the strongest at the moment), other versions can still be played but I think it is not enough to compete in the current meta.
As for this Skill, no one knows. It's the skill that helped President Kaibu rise to the top of the food chain, so seeing it immediately reminds me of Blue-Eyes :v. But don't forget this skill also supports DMs too, 1 skill, 2 fates =)).
Main deck
Regarding the DM's cards in the Main Deck, they are very familiar and there are many articles about them, so I will only list them and focus on how to use them, not explaining the effects anymore.
To be honest, DM Girl in this version is quite brick, it's a shame to pull it out because you can't Normal summon it like DM, even if you call it up you can't activate the Skill. Meanwhile, it strangely does not have much use except to be summoned by The Dark Magicians when destroyed. You can throw this card out of the deck, but personally, I still x1 to maximize the deck's effect (if I don't draw this card into my hand).
1 new Support. When you summon Dark Magician while having this card in hand, you will special summon this card - and also Buff 2500 ATK to DM, plus the Atk buff spell you can make 1 Dark Magician up to 6000 ATK completely. Absolutely OTK.
However, in most cases we will XYZ rank 7 from this card with 1 Dark Magician, otherwise it can also be used as a material to activate Successor Soul to clear the field to clear the way for the DM card to buff the other damage OTK
DM is the key card of the deck, we need to summon DM to activate skills or do everything for the Deck. So we need x3 of this card to increase the possibility of getting DM in hand. Although the trade-off is having to send 1 card from hand to grave (this is usually not a problem but for this DM deck, I feel like this is quite stressful :v)
In addition, it can also buff damage to the DM or be used as a material for Successor Soul , just like the card above.
The main Fusion card of the deck. Because it is a Quick Spell, it can be searched via Skill. The Fusion effect is quite normal, nothing special except that it is Quick-play, completely different from certain Fusion cards that use materials from the grave, helping to heal the entire row and destroy the enemy's face-up cards (Difference between tier 1 and that stepchild)
A few other options to search up through skills.
Illusion will help add more DMs to your hand, Expanded has a pretty good Effect and is suitable for this new version of DM: It both buffs Atk and counters our Negate Spell/Trap enemies, and also helps our monsters not be affected by effects to easily OTK (Condition 3+ DM or DM girl, I personally find quite easy to achieve)
The photo is BE but more than capable of supporting good DMs. Eliminates enemy monsters without having to choose a target, and special summons DM (usually activates during the enemy's turn, if there is a Circle, we will get +1 banish)
If you activate this card on your turn, you should pay attention to the side effects, it only gives you an Attack with 1 monster during the turn of activating this card.
Extra deck
This card's draw a card 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, Crackdown, for example).
A pretty new card, right =)) Even though the rarity is N, it's very powerful. It is special in that it can attack directly at the opponent's base, while its ATK will be equal to the ATK of the monster from the Extra Deck as the fusion material.
So we will use 3-headed BE + 1 other Normal monster, then the Casted Caster will have an ATK of 4500, punching straight at the original point to win, even with the side effects of Successor Soul . In addition, when destroyed, it also allows us to summon the DM back, sounds powerful, right =))
XYZ rank 7 that we can use. As mentioned above, with Chronicle Magician, it will be quite easy for XYZ to rank 7 and above are the two most optimal Archetype support cards for the DM:
- Number 11: NTR is a monster
- Plane: Can destroy up to 2 opp cards/turn but in return cannot be played during that turn.
Staple & Possible Insertion Options
Dark Magician has dozens of Support cards in Duel Links to choose from, but only a few of them are strong. I've already said all the "Must have" part above, but this part is fine to have and it's okay to leave it out.
Because they are strong, they get Limit 3. These are probably the most optimal Trap cards in the DL at the moment. We can cause opp a lot of unpleasant effects, and combined with The Dark Magicians , we can draw -> set -> activate in 1 turn.
This card used to be very strong, it helped summon DM from hand or grave during the enemy's turn to combine with Circle, then making DM unaffected by enemy effects. The downside is that Continuous takes up too many field slots + we will destroy all monsters if this card leaves the field, which is too risky to use this card when Successor Soul can do these things. much better.
Unlike Eternal Soul, I personally think Navigation is still very good, but we need to keep DM in hand to activate it, while we need to summon DM to the field early to activate Skill + Fusion, so this card disgraced. In addition, it can also negate Spell/Trap and make DM Girl less useless, so you can add about 2 or 3 cards, depending on your preference.
A giant Spellcaster Fusion Monster, to Fusion Summon Quintet Magician requires 5 spellcasters. Furthermore, Quintet cannot be sacrificed, cannot be used as a Fusion Material, and cannot be destroyed by card effects (a nightmare for Lava Golem players).
Combine Quintet Magician with 1 or 2 copies of Apprentice and you can deal some serious damage to your opponent, defeating even monsters with huge ATK. If you use 5 Mages with different names to Summon Fusion Quintet, you can destroy all of your opponent's cards. However, using 5 differently named monsters will require some setup and will require you to include a variety of monsters in both your Main and Side Decks, so you need to determine if you want to start. invest in that effect or not. .
Combo
Some "play" directions
Your opponent wins the coin flip, goes first and arranges a lot of monsters to prepare to welcome you with a ton of disruption. Now it's your turn. After drawing cards, your Hand looks like this. How can you overcome all of your opponent's monsters and win this turn with a hand like this? Let's explore a pretty potential combo:
- Activate Dark Hole to destroy all monsters on the field. For example, let's say your opponent uses an effect to prevent their monster from being destroyed, it's worth a try.
- Use Book of Moon to target the monster that seems the most troublesome and turn it face down so you can prevent your opponent from benefiting from any Continuous Effects it has to sustain your turn.
- Activate Dark Magical Circle and check what the top 3 cards in your Deck will bring you. Get whatever you can.
- Now Normal Summon DM and banish 1 opponent's card to prevent any unpleasant surprises during the Battle Phase.
- Activate the Skill to get Successor Soul and send Blue-eyes Ultimate Dragon from your Extra Deck to the Graveyard.
- Now let's take the final step to eliminate a beast that could cause trouble. Link summons Imduk the World Chalice Dragon , then immediately activates Successor Soul and sacrifices Imduk!
- It's time to activate the last card. Activate Magicalized Fusion and Summon The Great Double Casted Caster by banishing the DM and the Blue-Eyes Ultimate Dragon . You now have a beast with 4500 ATK.
- Go straight to the Battle Phase and declare a direct attack! If your opponent cannot prevent this and your opponent only has 4000LP or less, you win the Duel!
- Normal summon a Dark Magician
- Activate Chronicle Magician 's effect in your hand to Special Summon it to the field.
- Activate the Skill's effect to gain Successor Soul and send the 3-Headed Blue-Eyes White Dragon from your Extra Deck to the Graveyard.
- Stack Chronicle Magician and DM to Xyz Summon Number 74: Master of Blades .
- Place all remaining cards in your hand face down in the Spell/Trap Zone, then end your turn.
You won the coin flip and are going first. Your opening hand looks like this. Let's see how we can set 2 Fusion Monsters and get an extra draw to prepare for our opponent's turn:
- Normal Summon DM and then activate the Skill's effect to get Successor Soul and send the 3-Headed Dragon to the Graveyard.
- Activate Secrets of Dark Magics to Summon Dung The Dark Magicians using DM and Apprentice.
- Now activate Circle and use it to stack the top 3 cards in your Deck. If you can get anything useful, get it now.
- Activate the TDM effect to draw yourself an extra card! If it's a Spell/Trap, don't set it yet.
- Activate the Conjuration Spell and Fusion Summon The Great Double Casted Caster by banishing the DM and the Blue-Eyes Ultimate Dragon .
- Place any Spells/Traps you can use during your opponent's turn and end your turn here.



















































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