Update the latest instructions for playing Dark Magician
Instructions for playing Dark Magician (Battle Chronicle)
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
Battle Chronicle (Skill Card) (100%)
Battle Chronicle (Skill Card)
ATK:
0
DEF:
0
During this Duel, you can Normal Summon/Set "Chronicle Magician" or a Normal Monster with 2500 ATK or DEF without Tributing, also you cannot Normal or Special Summon an Effect Monster with a Level, except for Spellcaster-Type LIGHT/DARK monsters of Dragon-Type LIGHT monsters. You can use this once per turn on a turn where "Chronicle Sorceress" or a Level 7 or above monster is Summoned or Fusion Summoned. From your Deck, add 1 "Successor Soul" or Quick-Play Spell Card with "Dark Magician" or "Blue-Eyes White Dragon" in the Card name to your hand, and send 1 monster to your Graveyard from your Deck/Extra Deck that isn't an Effect Monster, and that doesn't have a monster of the same name in your field or Graveyard.
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.
Dark Magician (x3)
''The ultimate wizard in terms of attack and defense.'' What else do you want me to write :V. By the way, when summoning DM, we will activate the skill, then depending on the situation, we will send to the grave a Normal monster (Black Luster Soldier or mainly 3-Headed Dragon).
Dark Magician Girl (x0-1)
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).
Chronicle Magician (x1)
Chronicle Magician
ATK:
2500
DEF:
2500
If a monster(s) with 2500 original ATK or DEF is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand in Defense Position. If this card is Special Summoned: You can target 1 "Dark Magician" or "Blue-Eyes White Dragon" in your Monster Zone; it gains 2500 ATK/DEF until the end of this turn. You can only use each effect of "Chronicle Magician" once per turn.
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
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.
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.
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.
Banish card opp. If we are lucky enough, we can add an additional card with the word "Dark Magician" to our hand, from there we can be more comfortable in the special summoning conditions of Apprentice Illusion Magician.
Secrets of Dark Magic (x1-2)
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 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)
Dark Magic Expanded and Illusion Magic (x1)
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 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)
Successor Soul (x2)
Successor Soul
Tribute 1 Effect Monster, then target 1 Effect Monster your opponent controls; send it to the GY, then Special Summon 1 Level 7 or higher Normal Monster from your hand or Deck. You can only activate 1 "Successor Soul" per turn. You can only attack with 1 monster during the turn you activate this card.
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.
Magicalized Fusion (x1-2)
Because the DM's Quick Fusion card cannot use grave resources as fusion materials like BE, we will need this card in quite a few situations.
Extra deck
The Dark Magicians (x1-2)
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.
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).
The Great Double Casted Caster (x1)
The Great Double Casted Caster
ATK:
0
DEF:
2600
2 non-Effect Monsters Gains ATK equal to the combined original ATK of any Ritual, Fusion, Synchro, Xyz, or Link Monsters used as Fusion Material for this card. This card can attack directly. If this card is destroyed by battle or card effect: You can target 1 of your non-Effect Monsters that is banished or in your GY; Special Summon it. You can only use this effect of "The Great Double Casted Caster" once per turn.
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 =))
Number 11: Big Eye and Mecha Phantom Beast Dracossack (x1)
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.
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.
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.
Too familiar, summon 1 DM again, Banish card opp.
Imduk the World Chalice Dragon (x1)
Imduk the World Chalice Dragon
ATK:
800
LINK-1
Link Arrow:
Top
1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
The simplest Link we can summon, dealing with cards with too high ATK.
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.
Trap limit 3 options
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.
Spell optional
Leaves that everyone knows, Effect 1 line :v
Eternal Soul (x0-1)
Eternal Soul
Every "Dark Magician" in your Monster Zone is unaffected by your opponent's card effects. If this face-up card leaves the field: Destroy all monsters you control. You can only use the following effect of "Eternal Soul" once per turn. You can activate 1 of these effects; ● Special Summon 1 "Dark Magician" from your hand or GY. ● Add 1 "Dark Magic Attack" or "Thousand Knives" from your Deck to your hand.
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.
Magician Navigation (x0-3)
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.
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.
Dark Magic Attack and Thousand Knives (x0-1)
If you have Eternal Soul, you should also have these two cards. It turns out that the DM is still very afraid of being attacked by enemy Backrows, so Dark Magic Attack can be very useful.
Strength in Unity and Magicians' Combination (x0-1)
Strength in Unity
If you Ritual or Fusion Summon using "Blue-Eyes White Dragon" or "Dark Magician": You can target 1 card your opponent controls or in their GY; banish it. You can send this face-up card from the field to the GY, then target 1 Level 7 or higher Normal Monster in your GY; add it to your hand or shuffle it into the Deck. You can only use each effect of "Strength in Unity" once per turn.
Magicians' Combination
Once per turn, when a card or effect is activated (except during the Damage Step): You can Tribute 1 "Dark Magician" or 1 "Dark Magician Girl"; Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your hand or GY, with a different name from the Tributed monster, and if you do, negate that activated effect. If this face-up card is sent from the Spell & Trap Zone to the GY: You can destroy 1 card on the field.
The common characteristic of these two cards is Continuous, so the minus point is the waste of field slots. In fact, their effects are all quite strong. Especially with Combination, it can Negate, summon DM from the grave,...
Quintet Magician (x0-1)
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.
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
1 direct punch
The Great Double Casted Caster
ATK:
0
DEF:
2600
2 non-Effect Monsters Gains ATK equal to the combined original ATK of any Ritual, Fusion, Synchro, Xyz, or Link Monsters used as Fusion Material for this card. This card can attack directly. If this card is destroyed by battle or card effect: You can target 1 of your non-Effect Monsters that is banished or in your GY; Special Summon it. You can only use this effect of "The Great Double Casted Caster" once per turn.
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.
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!
Turn 1 negate
Chronicle Magician
ATK:
2500
DEF:
2500
If a monster(s) with 2500 original ATK or DEF is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand in Defense Position. If this card is Special Summoned: You can target 1 "Dark Magician" or "Blue-Eyes White Dragon" in your Monster Zone; it gains 2500 ATK/DEF until the end of this turn. You can only use each effect of "Chronicle Magician" once per turn.
Number 74: Master of Blades
ATK:
2700
DEF:
2100
2 Level 7 monsters During either player's turn, when a card or effect is activated that targets this face-up card: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card, then you can destroy 1 card on the field.
Successor Soul
Tribute 1 Effect Monster, then target 1 Effect Monster your opponent controls; send it to the GY, then Special Summon 1 Level 7 or higher Normal Monster from your hand or Deck. You can only activate 1 "Successor Soul" per turn. You can only attack with 1 monster during the turn you activate this card.
- 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.
Turn 1 Field is strong in Fusion
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.
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.
The Great Double Casted Caster
ATK:
0
DEF:
2600
2 non-Effect Monsters Gains ATK equal to the combined original ATK of any Ritual, Fusion, Synchro, Xyz, or Link Monsters used as Fusion Material for this card. This card can attack directly. If this card is destroyed by battle or card effect: You can target 1 of your non-Effect Monsters that is banished or in your GY; Special Summon it. You can only use this effect of "The Great Double Casted Caster" once per turn.
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.
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.