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Thread: The Dark Magician Thread

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    Global Moderator Joenen's Avatar
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    The Dark Magician Thread

    Dark Magician
    DARK / Spellcaster / Level 7 / ATK 2500 / DEF 2100
    The Ultimate Wizard in terms of Attack and Defense
    The Dark Magician was one of the first monsters introduced to the game of Yu-Gi-Oh! and is one of the most beloved monsters in the game. Though seemingly unimpressive, he is the Inspiration for many Spellcaster duelists. His existence has left a permanent mark on the history of the game, and in the Spellcaster card pool. A more complete homage to the Dark Magician, can be found here.

    A Dark Magician deck, is a beat-down/control deck, which largely focuses on abusing the Dark Magician for it's name and its being a normal monster. Despite a vast number of related cards and themes, Dark Magician as a deck is underdeveloped. Despite this, let's try and work together to make the best Dark Magician deck we can!

    The Magician's Equipment

    Introduced in The Dark Illusion, assorted magical items seem to have been enchanted, and move on their own even without Dark Magician's presence. They introduce a new style of play to the theme, by triggering off of your own Spell/Trap Effects during the opponent's turn. On top of assorted searching effects, they do a good job of keeping themselves in play, so that you can keep using their effects over and over.
    Magician’s Robe
    DARK / Spellcaster-Effect / LV 2 / 700 ATK / 2000 DEF
    You can only use each effect of “Magician’s Robe” once per turn.
    During your opponent’s turn: You can discard 1 Spell/Trap Card; Special Summon 1 “Dark Magician” from your Deck.
    If you activate a Spell/Trap Card or Spell/Trap Effect during your opponent’s turn while this card is in your Graveyard: You can Special Summon this card from your Graveyard, but banish it if it leaves the field.

    Magician’s Rod
    DARK / Spellcaster-Effect / LV 3 / 1600 ATK / 100 DEF
    You can only use each effect of “Magician’s Rod” once per turn.
    If this card is Normal Summoned: You can add 1 Spell/Trap Card with “Dark Magician” in its card text from your Deck to your hand.
    If you activate a Spell/Trap Card or Spell/Trap Effect during your opponent’s turn while this card is in your Graveyard: You can Tribute 1 DARK Spellcaster-Type monster; add this card from your Graveyard to your hand
    Magician's Robe is solid enough, it pales in comparison to Magician's Rod, which, thanks to our Spell / Traps, can generally accomplish the same thing as Robe in a more roundabout way. Rod is far more important, but Robe might merit at least 1 copy. It's the only Spellcaster to directly get you a Dark Magician out of the deck. Rod however can do this by searching our S/T support. It's more roundabout, but Rod is simply that much better.

    The Magician's Assistants

    Dark Magician is supported by a series of Magician Girls, lead by his first and most dedicated disciple, the Dark Magician Girl, in addition to a theme of Skilled Magicians.
    Berry Magician Girl
    EARTH Spellcaster-Effect / Level 1 / 400 ATK / 400 DEF
    If this card is Normal Summoned: You can add 1 “Magician Girl” Monster from your Deck to your Hand.
    Once per turn, when this card is targeted for an attack or an opponent’s card effect: Change this card to Defense Position, and if you do, Special Summon 1 “Magician Girl” monster from your Deck, except “Berry Magician Girl”.

    Lemon Magician Girl
    LIGHT Spellcaster-Effect / Level 2 / 800 ATK / 600 DEF
    Once per turn: You can Tribute 1 “Magician Girl” monster you control, except “Lemon Magician Girl”; add 1 Spellcaster-Type monster from your Deck to your hand.
    Once per turn, if this card is targeted for an attack: You can Special Summon 1 Spellcaster-Type monster from your hand, then, switch the attack target to that Summoned monster, also halve that attacking monster’s ATK. The effect of the monster Special Summoned by this effect is negated.

    Apple Magician Girl
    FIRE Spellcaster-Effect / Level 3 /1200 ATK / 800 DEF
    Once per turn, when this card is targeted for an attack: You can special summon a Level 5 or lower Spellcaster-Type monster form your hand. Then change the attack target to that monster, and the attacking monster’s ATK is halved.
    When this card is destroyed by battle or effects, target up to 3 “Magician girl” monsters in your graveyard other then this card (Maximum of 1 per card name). Add those cards to your hand hand.

    Choco Magician Girl
    WATER Spellcaster-Effect / Level 4 / 1600 ATK / 1000 DEF
    Once per turn: You can discard 1 Spellcaster-Type monster; draw 1 card.
    Once per turn, if this card is targeted for an attack: You can target 1 Spellcaster-Type monster in your Graveyard, except “Chocolate Magician Girl”; Special Summon that monster, and if you do, change the target of the attack to that monster, and halve the attacking monster’s ATK.

    Kiwi Magician Girl
    WIND Spellcaster-Effect / Level 5 / 1800 ATK / 1200 DEF
    During either player’s turn: Discard this card from your hand; “Magician Girl” monsters you control gain 300 ATK and DEF times the number of “Magician Girl” monsters on the field and in the Graveyards, until the end of the turn.
    While this card is in the monster zone, Spellcaster monsters on your field cannot be destroyed by effects or targeted by opponent’s effects.

    Dark Magician Girl
    DARK / Spellcaster-Effect / Level 6 / ATK 2000 / DEF 1700
    This card gains 300 ATK for each “Dark Magician” or “Magician of Black Chaos” in either player’s Graveyard.
    Dark Magician Girl leads a theme of supporting Magician Girls that bring much needed aid to the Spellcaster-Type. While the girls are named after fruit, careful eyes should notice that the first letters of their names spell "Black" (referencing the Japanese name of the theme, "Black Magician").

    The new Magician Girls all have an effect that guards against being targeted for an attack. In addition, they all have a supporting effect for other Magician Girls, or the Spellcaster-Type in general. As such, you can use these girls as a pure deck on their own, or use them to try and support most any single Spellcaster you want to. Choco Magician Girl is most notably the easiest to use in just about any Spellcaster deck.
    Magician's Valkyria
    LIGHT / Spellcaster-Effect / Level 4 / 1600 ATK / 1800 DEF
    Your opponent cannot select another Spellcaster-Type monster you control as an attack target.
    Magician's Valkyria is too visually simillar to the original Dark Magician Girl to not get a special mention here. She once helped protect weaker spellcasters, like Jowgen the Spiritualist, from being the target of opposing attacks, and she appeared in the first Yu-Gi-Oh! Movie She hasn't since managed to be useful as anything but a more accessible form of summoning a "Dark Magician Girl"-esque monster.
    Legion the Fiend Jester
    DARK / Spellcaster-Effect / Level 4 / 1300 ATK / 1500 DEF
    During your Main Phase, you can Tribute Summon 1 Spellcaster-Type monster in face-up Attack Position, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is sent from the field to the Graveyard: You can add 1 Spellcaster-Type Normal Monster from your Deck or Graveyard to your hand. You can only use this effect of "Legion the Fiend Jester" once per turn.
    Used by Arkana, originally he had no effect, but became Dark Magician-themed upon printing. He's not spectacular, but he does technically help Dark Magician Girl a bit. We do actually have plenty of Spells and traps that send Spellcasters we control to the graveyard, so it isn't a complete wash. We'll see how he stacks up in time.
    Skilled Dark Magician
    DARK / Spellcaster-Effect / Level 4 / ATK 1900 / DEF 1700
    Each time a Spell Card is activated, place 1 Spell Counter on this card (max 3). You can tribute this card with 3 Spell Counters on it to Special Summon 1 “Dark Magician” from your hand, Deck, or Graveyard.

    Skilled Blue Magican
    LIGHT / Spellcaster-Effect / Level 4 / ATK 1800 / DEF 1800
    Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves (max. 3). You can Tribute this card with 3 Spell Counters on it; Special Summon 1 "Gaia The Fierce Knight" monster from your hand, Deck, or Graveyard. You can banish this card from your Graveyard, then target 1 card you control that can have Spell Counters placed on it; place 1 Spell Counter on that card.

    Skilled White Magician
    LIGHT / Spellcaster-Effect / Level 4 / ATK 1700 / DEF 1900
    Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max 3). By Tributing this card with 3 Spell Counters on it, Special Summon 1 "Buster Blader" from your hand, Deck, or Graveyard.

    Skilled Red Magician
    DARK / Spellcaster-Effect / Level 4 / ATK 1600 / DEF 1600
    Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves (max. 3). You can Tribute this card with 3 Spell Counters on it; Special Summon 1 "Archfiend" monster from your hand, Deck, or Graveyard. You can banish this card from your Graveyard, then target 1 card you control that you can place a Spell Counter on; place 1 Spell Counter on it.
    The Skilled Magicians are simple enough in how they operate, however neither Buster Blader nor Gaia nor Archfiend of Gilfer are the goal of a Dark Magician deck. Usually, only Skilled Dark Magician is ever considered, be it a Spellcounter-deck or otherwise.

    The Magician's Alternate Forms

    While Dark Magician has many alternative forms, he really only has 2 upgrades from the original source material. The rest come from the animated series, or konami original makes. Normal monsters don't have it easy in duel monsters. With no special abilities of their own, they require some beefing up with support cards. Some however, get completely re-made to be used in the modern era. Dark Magician himself doesn't have a direct re-train, but he does have a fantastic new support monster to facilitate Xyz plays.
    Magician of Black Illusion
    DARK Spellcaster-Effect / LV 7 2100 ATK / 2500 DEF
    This card is treated as “Dark Magician” while in a Monster Zone.
    You can only activate each effect of “Magician of Black Illusion” once per turn.
    If you activate a Spell or Trap Card during your opponent’s turn: You can Special Summon this card from your hand.
    Once while this card is face up on the field, if you activate a Spell or Trap Card’s effect: You can target 1 “Dark Magician” in your Graveyard; Special Summon that monster
    Magician of Black Illusion helps the theme facilitate Xyz Summons. A retrain of sorts without stealing the show away from the original. He's an excellent defensive card too as he has all the benefits of Eternal Soul's protection, and triggers our Dark Magic Circle. However he isn't a Dark Magician anywhere but the field, meaning you'll have to be relying on things like Dark Renewal, or Dark Magic Veil to see more use out of him. He's usually best used when your Eternal Soul is destroyed so that way you can rebuild your field or guard from an attack. It's hard to decide on a number for which he's best used, but he's the kind of card best left to the user's discretion anyways.
    Mahad the Protector Priest
    LIGHT Spellcaster-Effect / LV7 / 2500 ATK / 2100 DEF
    When you draw this card: You can reveal it; Special Summon this card from your hand.
    If this card battles a DARK monster, its ATK becomes double its current ATK during the Damage Step.
    If this card is destroyed by battle or card effect: You can Special Summon 1 “Dark Magician” from your hand, Deck, or Graveyard.
    Before he was a Dark Magician, he was the Pharaoh's loyal servant. As a Protector Priest, Mahad is quick to hit the field requiring no tribute, and has an amazing atk score against any DARK monster. No matter how he's destroyed, he revives as the Dark Magician!

    He's not a bad card, but you run the risk of having him dead in the opening hand. He's also not supported by any of the DARK Spellcaster support that we have. He's not too hard to use but he may not be our most competitive support monster. He does seem like he'll work well though in a Magician Girl deck, and we have means to stack him too.

    The Magician's Chaos Rites
    Magician of Black Chaos
    DARK / Spellcaster-Ritual / Level 8 / ATK 2800 / DEF 2600
    This card can only be Ritual Summoned with the Ritual Spell Card, "Black Magic Ritual".

    Black Magic Ritual
    Ritual Spell
    This card is used to Ritual Summon "Magician of Black Chaos". You must also Tribute monsters from the field or your hand whose total Levels equal 8 or more.

    Chaos Form
    Ritual Spell
    This card can be used to Ritual Summon any "Chaos" or "Black Luster Soldier" Ritual Monster. You must also Tribute monsters from your hand or field, and/or banish "Blue-Eyes White Dragon" or "Dark Magician" from your Graveyard, whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.
    Yugi's second Ritual boss monster after Black Luster Soldier, and Dark Magician's first "true" upgrade. A Dark Magician infused with the power of chaos. With the help of new Ritual support, like Pre-preparation of Rites, and old Ritual support in the form of the Thousand Hand monsters, it can be possible to make a deck around him. However, that'd be ill-advised for competitive use. His retrained form however is a very different matter.

    Interestingly enough, Chaos Form is able to banish Dark Magician as part of its ritual stipulations. One can only wonder if that means something is on the horizon.
    Dark Magician of Chaos
    DARK / Spellcaster-Effect / Level 8 / ATK 2800 / DEF 2600
    During the End Phase, if this card was Normal or Special Summoned this turn: You can target 1 Spell Card in your Graveyard; add it to your hand. You can only use this effect of "Dark Magician of Chaos" once per turn. If this card destroys an opponent's monster by battle, after damage calculation: Banish that opponent's monster. If this face-up card would leave the field, banish it instead.

    Dedication Through Light and Darkness
    Quickplay Spell
    You can only activate this card by offering "Dark Magician" on your side of the field as a Tribute. Select 1 "Dark Magician of Chaos" from your hand, your Graveyard or your Deck and Special Summon it.
    Dark Magician of Chaos is actually the first retrained form of a Dark Magician-related monster, and he doesn't make an appearance in the original series. Unfortunately due to the Japanese naming scheme, he isn't actually a "Dark Magician" monster, like how Magician of Black Chaos isn't a Dark Magician Monster. He's notorious for being used in various OTK loops. While most of the spells that enabled them are forbidden, he was still watered down in order to be unrestricted. He's still a powerful monster, but it can be difficult to work with considering he's yet another high-leveled monster. On the bright side, he can no longer miss timing with Magical Dimension or his support spell. Since he's easy enough to bring out with quick effects, he can be a powerful game-ender when going for an aggressive push.
    Dark Eradicator Warlock
    DARK / Spellcaster-Effect / Level 7 / ATK 2500 / DEF 2100
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Dark Magician" on your side of the field. While this card is face-up on the field, inflict 1000 points of damage to your opponent's Life Points each time either player activates 1 Normal Spell Card.
    The first form of Dark Magician that doesn't originate from the anime or manga. Dark Eradicator Warlock can deal immense damage to the opponent. Unfortunately, it may not be enough to finish them, and he's otherwise likely to be vulnerable to destruction. However, a Spellbook Variant could very well allow him to OTK the opponent.
    Dark Magician Knight
    DARK / Warrior-Effect / 7 Level / ATK 2500 / DEF 2100
    Cannot be Normal Summoned/Set. Must be Special Summoned with "Knight's Title" and cannot be Special Summoned by other ways. When this card is Special Summoned: Target 1 card on the field; destroy that target.

    Knight's Title
    Normal Spell
    Tribute 1 face-up "Dark Magician"; Special Summon 1 "Dark Magician Knight" from your hand, Deck or Graveyard.
    A warrior retrain of Dark Magician originating from the anime, with the help of Yugi's best friend. Unfortunately it takes a lot of work to summon Dark Magician already, and you could always just run Thousand Knives instead of Knight's Title. However using Dark Magician Knight lets you have both more removal and more level 7 monsters for which to make Xyz plays with. You only ever need to use 1 DMK thanks to Knight's Title grabbing him from anywhere. However he isn't a welcome draw regardless.
    Sorcerer of Dark Magic
    DARK / Spellcaster-Effect / Level 9 / ATK 3200 / DEF 2800
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 2 Level 6 or higher Spellcaster-Type monsters, and cannot be Special Summoned by other ways. During either player's turn, when a Trap Card is activated: You can 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.

    Dark Sage
    DARK / Spellcaster-Effect / Level 9 / ATK 2800 / DEF 3200
    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or Deck) by Tributing 1 "Dark Magician" immediately after applying the effect of "Time Wizard" in which you called the coin toss right. When Special Summoned this way: Add 1 Spell Card from your Deck to your hand.
    These are two of Dark Magician's most powerful forms. Their levels are the same and their stats are inverted. Unfortunately both are quite difficult to summon and sadly not worth the trouble. These are anime-original monsters that weren't part of the original manga, with Sorcerer of Dark Magic arriving at the end, and Dark Sage, arriving at the beginning. Both are great cards, but only if you can actually summon them. Sorcerer of Dark Magic has, in fairness, gotten a bit easier, but you run the risk of not being able to summon him when you draw him.

    Violet Variances

    Dark Magician's next series of upgrades stem from bonds with both friend and rival.
    Dark Paladin
    DARK / Spellcaster-Fusion-Effect / Level 9 / 2900 ATK / 2400 DEF
    "Dark Magician" + "Buster Blader"
    Must be Fusion Summoned and cannot be Special Summoned by other ways. During either player's turn, when a Spell Card is activated: 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. This card gains 500 ATK for each Dragon-Type monster on the field or in either player's Graveyard.

    Buster Blader
    EARTH / Warrior-Effect / Level 7 / ATK 2600 / DEF 2300
    This card gains 500 ATK for each Dragon-Type monster your opponent controls or is in their Graveyard.

    Emblem of Dragon Destroyer
    Normal spell
    Add 1 "Buster Blader" from your Deck or your Graveyard to your hand.

    Destruction Sword Fusion
    Quick-Play Spell
    Fusion Summon 1 Fusion Monster that lists "Buster Blader" as a Material from your Extra Deck, using monsters from your hand or either side of the field as Fusion Materials. If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; add this card to your hand. You can only use each effect of "Destruction Sword Fusion" once per turn.
    Dark Paladin is the second "true" upgrade of Dark Magician, and is among the more summon-able forms. His attack becomes unparalleled against any Dragon deck, and is able to interfere with his opponent's Spellcasting as well. He was used to finally defeat Seto Kaiba's ultimate dragons, as Yugi tried to teach him the error of his ways. The new Destruction Sword Fusion Spell is yet another tool we can use to summon Dark Paladin, or even the new Buster Blader Fusion monster as well. Mastery of spell and sword come together to form powerful boss monster.
    Fusion Support for him has gotten much better over the years, and his spell-negation effect hasn't stopped being useful, but he's still tricky to reliably use, as plenty of monster and trap effects can out him. There's also inherrent inconsistencies in running Fusion Spells and high level'd monsters to be wary of, though The Eye of Timaeus can alleviate that pressure somewhat.
    Dark Flare Knight
    DARK / Warrior-Fusion-Effect / Level 6 / ATK 2200 / DEF 800
    "Dark Magician" + "Flame Swordsman"
    You take no Battle Damage from battles involving this card. When this card is destroyed by battle and sent to the Graveyard: Special Summon 1 "Mirage Knight" from your hand or Deck.

    Flame Swordsman
    FIRE / Warrior-Fusion / Level 5 / ATK 1800 / DEF 1600
    "Flame Manipulator" + "Masaki the Legendary Swordsman"

    Mirage Knight
    LIGHT / Warrior-Effect / Level 8 / ATK 2800 / DEF 2000
    Cannot be Normal Summoned/Set. Must be Special Summoned by "Dark Flare Knight" and cannot be Special Summoned by other ways. During damage calculation only, this card gains ATK equal to the original ATK of the opponent's monster it is battling. During the End Phase of a turn this card attacked or was attacked: Banish this card.
    Representing Yugi's bond with his best friend. Sadly they really aren't worth the effort. Flame Swordsman is a fusion (so you must use Instant Fusion) and Polymerization to summon a monster who summons another monster from your deck, who goes away at the end phase. You lose a MASSIVE amount of cards for a shot at 2800 Damage. Gotta start waiting for Flame Swordsman support before we can even think of this.
    Dark Magician Girl the Dragon Knight
    DARK / Dragon - Fusion - Effect / Level 7 / 2600 ATK / 1700 DEF
    "Dark Magician Girl" + 1 Dragon-Type monster
    Must be Fusion Summoned with the above Fusion Material Monsters or with "The Eye of Timaeus", and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can send 1 card from your hand to the Graveyard, then target 1 face-up card on the field; destroy that target.

    Amulet Dragon
    DARK / Dragon - Fusion - Effect Monster / Level 8 / ATK 2900 / DEF 2500
    “Dark Magician” + 1 Dragon-Type monster
    Must be Fusion Summoned with the above Fusion Material Monsters or with "The Eye of Timaeus", and cannot be Special Summoned by other ways. If this card is Special Summoned: Target any number of Spell Cards in any Graveyard(s) (min. 1); banish those targets, and if you do, this card gains 100 ATK for each card banished by this effect. If this card is destroyed: You can target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target.

    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 a Fusion Material Monster, using it as the Fusion Material. You can only activate 1 "The Eye of Timaeus" per turn.
    The Eye of Timaeus allows for Dark Magician and Dark Magician Girl to transform into a fusion counterpart. Instead of Relying on the costly effect of Polymerization, we have access to the power of a Legendary dragon, and its corresponding Knight. However, just because we don't have to, doesn't mean we should forget, that both of these new fusions can be summoned with regular Polymerization (and Dragon's Mirror!).

    The Legendary Knight strategy however is really a tough sell here, and not really a "Dark Magician" concept. Of course there are instances where you might want to mix Dragons and Magicians, but for a Dark Magician deck, it's easier to focus on just using The Eye of Timaeus. Do note however that The Eye of Timaeus is not search-abe by Magician's Rod and the like, as it does not name a "Dark Magician" as a specific card's name.

    From Dark Matter to Dark Magic

    Embracing the DARK attribute, Dark Magician has begun dabbling in the arts of Xyz!
    Ebon Void Magician
    Level 7 DARK Spellcaster-Type Effect Monster / ATK 2300 / DEF 2800
    2 Level 7 Spellcaster-Type monster
    If this card has Xyz Material: You can activate Quick-Play Spell Cards or Trap Cards from your hand during your opponent’s turn. If you activate a card this way, detach 1 Xyz Material from this card.
    If this Xyz Summoned card is sent to the Graveyard by your opponent’s card or destroyed by battle and sent to the Graveyard: Special Summon 1 DARK Spellcaster-Type Monster from your hand or Deck, then, destroy 1 card on the field.

    Ebon Illusion Magician
    DARK / Spellcaster - Xyz - effect / Rank 7 / 2500 ATK / 2100 DEF
    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.

    Magi Magi ☆ Magician Gal
    DARK / Spellcaster-Xyz-Effect / Rank 6 / 2400 ATK / 2000 DEF
    2 Level 6 Spellcaster-Type monsters
    Once per turn: You can detach 1 Xyz Material from this card, then banish 1 card from your hand to activate 1 of these effects.
    ● Target 1 monster your opponent controls; take control of it, until the End Phase.
    ● Target 1 monster in your opponent's Graveyard; Special Summon it to your side of the field.
    Ebon Void Magician gives us a powerful defensive boss, that strikes back even if he's removed from the field (without targeting!). Note he can even bring out Dark Magician of Chaos! Despite that fact, he doesn't perfectly mirror MoBC's stats for some reason. That aside, he lets you keep your disruptive spell / traps safe from being prematurely destroyed. Unfortunately his ability doesn't really augment the deck as much as he should. His best use actually may be ramming him into a stronger threat, to bring out Dark Magician of Chaos.

    Dark Magician's power as Atem's Servant is such that he is able to warp and direct his attacks at will. He was almost able to defeat Bakura and his Diabound! Ebon Illusion Magician attempts to unleash that power on the opponent whenever a normal Spellcaster-Type monster attacks. While it makes for nice flavor, Ebon Illusion Magician not being able to revive a normal from the graveyard is quite damning. Thanks to the new wave of support however, Xyz Summoning him has finally become easier for the Dark Magician deck, and even if we have no more Dark Magician in the deck to call him out, we can still make use of his banishing effect with relative ease thanks to all the summoning methods we have for bringing Dark Magician out of the hand / graveyard.

    Magi Magi Magician Gal seems to be a counterpart to Sorcerer of Dark Magic. She's mastered incredible magic allowing her to be a Change of Heart or Monster Reborn on (attractive) legs. She's moved on from being an assistant and has become a true show stopper. To Ebon Illusion Magician's credit, So long as we have Magician Gal, we can summon Ebon relatively easily. The challenge then though is summoning Magician Gal easily, but hopefully the Magician Girls can solve this problem.

    Its possibly worth noting that all 3 Xyz monsters can be summoned relatively easily in Gagagas, and also Reaper of Prophecy decks, but both of those decks have functional issues that hinder their development.

    The Dark Magics

    Dark Magic Succession
    Quick-Play Spell Card
    You can only activate 1 “Dark Magic Succession” per turn. (1) Banish 2 Spell Cards from your Graveyard; add 1 Spell or Trap Card from your Deck that lists the name “Dark Magician” or “Dark Magician Girl” to your hand, except “Dark Magic Succession
    The Dark Magician Girl has finally earned the right to succeed her master. While Dark Magician prepares to impart her with power, we get to search any of the Dark Magic support cards to our hand. It's time to get consistent!

    Dark Magic Circle
    Continuous Spell Card
    You can only use each effect of “Dark Magic Circle” once per turn.
    When this card is activated: Look at the top 3 cards of your Deck, and if there are either any Spell/Trap Cards that have “Dark Magician” in its card text, or “Dark Magician” among those cards, you can reveal 1 of them and add it to your hand. Return the other cards to the top of your Deck in any order.
    If “Dark Magician” is Normal/Special Summoned to your side of the field: You can target 1 card your opponent controls; banish it.
    The latest support spell is absolutely insane. In addition to allowing you to stack your deck and possibly (probably) nab a Dark Magician card, it also turns any Dark Magician summon into removal, meaning as often as every turn, the opponent will be losing something from the game. The stacking ability lets us get extra special use out of draw spells like Upstart Goblin, (and True Name!). Every card that summons a Dark Magician becomes stronger with this in play, which brings us to support cards that can summon him.
    Eternal Soul
    Continuous Trap Card
    You can activate 1 of the following effects.
    • Special Summon 1 “Dark Magician” from your hand or Graveyard.
    • Add 1 “Dark Magic Attack” or “Thousand Knives” from your Deck to your hand.
    You can only use this effect of “Eternal Soul” once per turn.
    All “Dark Magician” you control are unaffected by your opponent’s card effects.
    If this face-up card leaves the field: Destroy all monsters you control.
    Let the Stand Battles Begin! Eternal Soul symbolizes the sacrifice Mahad made to immortalize himself as his pharaoh's servant. While his stone slab is intact, he cannot be affected by opposing card effects, and he can call forth his mightiest powers at will. However if his slab is destroyed, he and all monsters you control will fall. Just like the Battles of Ba in the Memory Arc. In the wake of a new wave of support, this card has actually become searchable. This is a card that the deck has, for better or worse, warped around, in addition to our new Dark Magic Circle. It's literally the soul of the deck with Magician's Circle as the heart. The deck's most important combination by far.
    Sage’s Stone
    Normal Spell
    You can only activate this card when there is a face-up "Dark Magician Girl" on your side of the field. Special Summon 1 "Dark Magician" from your hand or Deck.

    Dark Magic Curtain
    Normal spell
    If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon this turn. Pay half your Life Points to Special Summon 1 "Dark Magician" from your Deck.

    Dark Magic Veil
    Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard.

    Magical Dimension
    Quick-Play Spell
    If you control a face-up Spellcaster-Type monster: Target 1 monster you control; Tribute that target, then Special Summon 1 Spellcaster-Type monster from your hand, then you can destroy 1 monster on the field.

    Illusion Magic
    Quick-Play Spell Card
    You can only activate 1 “Illusion Magic” per turn.
    Tribute 1 DARK Spellcaster-Type monster you control; add up to 2 “Dark Magician” from your Deck or Graveyard to your hand.
    Starting with spells, Sage's Stone doesn't have much to offer and is largely outclassed by newer suppport. Dark Magic Curtain was somewhat viable before but Dark MagicVeil is generally just as effective and far less costly and restrictive, letting us summon DARK Spellcasters on our own turn while allowing us to use them for Xyz or other monster summons. Magical Dimension is another Yugi original that has a bit more hoops to jump through than Veil, but can help make aggressive and defensive plays and is decent non-targeting removal.

    Illusion Magic might not summon our Dark Magician, but it gives you 2 Dark Magician for the price of 1 spellcaster. It's extremeply important to see 2 Dark Magician as soon as possible because once you start hitting multiple dark magician, you're able to xyz summon with them, and put one of the 2 back into your graveyard to be revived next turn, continuing your Dark Magic Circle's banishing effect. Illusion Magic also keeps things like Magical Dimension and Magician's Navigate live.
    Magician’s Navigate
    Normal Trap Card
    Special Summon 1 “Dark Magician” from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck.
    If you control “Dark Magician”, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponent controls; negate its effects until the end of this turn.

    Magician's Circle
    Normal Trap
    When a Spellcaster-Type monster declares an attack: Each player Special Summons 1 Spellcaster-Type monster with 2000 or less ATK from their Deck in face-up Attack Position.

    Magician's Protection
    Continuous Trap
    While you control a Spellcaster-Type monster, halve all damage you take. If this card is sent from the field to the Graveyard: You can target 1 Spellcaster-Type monster in your Graveyard; Special Summon it.

    Dark Renewal
    Normal Trap Card
    When your opponent Normal or Special Summons a monster(s): Target 1 of those Summoned monster(s) and 1 Spellcaster-Type monster you control; send both those targets to the Graveyard, then you can Special Summon 1 DARK Spellcaster-Type monster from your Deck or Graveyard.

    Dark Horizon
    Normal Trap
    When you take damage: Special Summon 1 DARK Spellcaster-Type monster from your Deck with ATK less than or equal to the damage you took.

    Final Geas
    If at least 1 monster with an original Level of 7 or higher was sent from each player's field to the Graveyard this turn: Banish all monsters from both players' Graveyards, then you can Special Summon the 1 Spellcaster-Type monster among those banished monsters with the highest Level (your choice, if tied).
    While Eternal Soul is honestly a better form of protection and summoning method in general, Magician's Navigation also gives you an additional Spellcaster to go with it from your deck, giving us either 2 Level 7s for an Xyz summon, or a Dark Magician supported by a Dark Magician Girl. In addition, it doesn't just protect Dark Magician, it protects the Eternal Soul from spell / traps that would destroy it. It makes Sorcerer of Dark Magic and Dark Burning Magic nice "fun" tech options and it also puts out a Spellcaster that you can exchange for a Rod from your graveyard. Magician's Circle also helps summon Dark Magician Girl, or any Magician Girl for that matter, unlike navigate, but also unlike navigate, but this circle is slow and prone to destruction. Dark Renewal is perhaps the best method for summoning Dark Magician from either the deck or the graveyard, but in the era of Pendulums and an abundance of targeting protection, Dark Renewal has come just a bit too late to be consistently effective. Finally, Final Geas isn't quite the finishing card we're looking for, but it's certainly quite hammy and possibly useful against the Blue-Eyes deck, if only for fun.

    Now that we have our Magicians out and about, here's some of the Spell / Traps we can use with them.
    Dark Magic Attack
    Normal spell
    If you control a face-up "Dark Magician": Destroy all Spell and Trap Cards your opponent controls

    Thousand Knives
    Normal spell
    If you control a face-up "Dark Magician": Destroy 1 monster your opponent controls.

    Dark Burning
    Normal Spell
    If you control a face-up “Dark Magician Girl”: Destroy all face-up monsters your opponent controls.

    Dark Burning Magic
    Quick-Play Spell
    If you control monsters whose original names are "Dark Magician" and "Dark Magician Girl": Destroy all cards your opponent controls.

    Magic Expand
    Quick-Play Spell Card
    Apply these effects, in sequence, depending on the total number of copies of “Dark Magician” and “Dark Magician Girl” on the field and in the Graveyards.
    • 1 or more: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of this turn.
    • 2 or more: This turn, your opponent cannot activate cards or effects in response to the activations of your Spell/Trap Cards and effects, also Spell/Trap Cards you control cannot be destroyed by your opponent’s card effects.
    • 3 or more: All DARK Spellcaster-Type monsters you control are unaffected by your opponent’s card effects until the end of this turn.

    Dark Illusion
    Normal Trap
    All DARK Spellcaster-Type monsters you currently control with 2000 or more ATK cannot be destroyed by battle, they are unaffected by your opponent's card effects, also their effects are negated. These changes last until the end of this turn.
    These are Dark Magician & Girl's signature attacks made into cards. They are relatively situational and we've plenty of more generic options available, but they've at least all become more viable as it's never been more easy to have a Dark Magician in play. Dark Magic Attack and Thousand Knives have become the most easy to access of these signature attacks, though only Dark Magic Attack is really worth the trouble.

    Magic Expand does a lot of things at once, but most basically, it allows your Spellcasters to take out threats they normally can't in battle. Protecting you face-up s/t cards is also massively vital as losing an eternal soul or dark magic circle can be a real set-back. Finally it's 3rd effect, while not always easy to pull off, protects your overextended field from the opponent's cards, possibly letting you steal wins you normally shouldn't get. The issue however is that it doesn't fully protect you from things that do not destroy, nor does it even prevent targeting, so if they can simply remove eternal soul without destruction, Magic Expand becomes fruitless.

    The most interesting thing about Magic Expand however, is that it prevents your opponent from responding to your spell / trap cards. This means, depending on whose turn it is, you can have control over your opponent's activation timings. For example, say you have a card like Stumbling out. Now each monster your opponent summons with an optional on-summon trigger effect, can't ever activate the optional effect. Even if a mandatory effect is triggered, so long as its your turn and you have a mandatory trigger activating, your card will prevent your opponent's from being played.

    The card is tricky to say the least and admittedly does lack some competitive edge, however it combines well with Diffusion Wave-Motion nicely and is generally a better alternative to Dark Illusion.

    Compared to Eternal Soul (and other assorted Spells and traps), Dark Illusion feels fairly lackluster and unnecessary. However to its credit, its protection effect is far more omnipotent, going as far to even protect our monsters in battle. Compared to our earlier support, it's not that bad if you'd like to just have fun with it.

    Off-theme support

    Ancient Rules / Summoner's Art / Fusion Conscription / Fusion Sage - these are among a plethora of searching Spells that help add another style of play to the deck. It can focus on Summoning just the Dark magician, or it can work with other cards like Upstart Goblin, One Day of Peace, etc. to make an Exodia-Style Dark Paladin build. Fusion Conscription has the advantage of searching both Dark Magician and Buster Blader, should you desire. Also Note that King of the Swamp exists as a potential Fusion Substitute.

    Summoner Monk / Armageddon Knight / Daigusto Emeral - This next method is an old combo from before the new wave of support. The 3-Step Process has Summoner Monk summon Armageddon Knight, who drops Dark Magician into the graveyard. Then Daigusto Emeral is Xyz Summoned with those two monsters, and revives Dark Magician. It is a solid enough combo, and you can even add Instant Fusion and the Elder Entity Norden to keep a stream of Emeral -> Dark Magician summons going. We have only a limited amount of viable ways to bring

    Additionally Dark Grepher allows you to discard any copies of Dark Magician you don't need, from the hand into the graveyard. Usually you may not need this, and just prefer keeping Dark Magician in the Hand to summon or use with other cards, but he can quickly put Rod and Robe to the graveyard at the same time for you if you like the sound of that. Generally unnecessary but it exists if ever we want to make use of more DARK monsters.

    Elemental Hero Prisma / E - Emergency Call / Destiny HERO Diamond Dude - Elemental Hero Prisma can replace Armageddon Knight, in the previously mentioned combo, however, Prisma can stand alone as a normal summon-able "Dark Magician". This is useful for meeting requirement for other Dark Magician based cards. Stratos and E-Call Help Search the deck, and Diamond Dude has the ability to bypass any costs or conditions required to use the effects of normal spells a turn later. Meaning, you don't always need to pay half your life points for Dark Magic Curtain! Or Control a Dark Magician to use Dark Magic Attack! You can just activate their effects a turn later with no cost / conditions attached. All of which are also Level 4 for Summoner Monk. That being said its better to focus just on Prisma + Summoner Monk most of the time, unless you want to bring Mask Change tactics into the mix in a more dedicated HEROxMagician hybrid.

    Allure of Darkness / D.D.R. - Different Dimension Reincarnation / Escape from the Dark Dimension / Gold Sarcophagus - Various banish / DARK support cards may work well here with Dark Magician of Chaos finally being unbanned.

    I hope you find this guide useful! Let's look forward to further Dark Magician Support.
    Last edited by Joenen; 18th June 2016 at 11:13 PM.

  2. #2
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    I made about 50 Decks that use BraMagi as the key monster. Xyz, Synchro, Fusion, Pendulum Ritual Versions. With Hieratics and Tribute Engines, Heroics/HEROes and Rank 4 Support, Nekroz of Valkyrius and Eternal Soul Tribute shenanigans and Iconic-Monster-Beatdown-Deck with all kind of Bossmonsters from the Series like Blue-Eyes, Galaxy-Eyes, Neos, Odd-Eyes, The Magician Duo and their ultimate Fusions. It's just amazing how creatively and diverse you can play Dark Magician. It's nothing like any other Deck/Archtype in this game. There is not THE way to play it, none is superior to the other. He has so many possibilities that you can't possibly play all of them.
    I also want some more support cards for him but definitely nothing like Red-Eyes or Black Luster Soldier that pretty much "forces" you to play it a certain style. It should stay as diverse as it is. Just give it more strong cards, something to make Dark Magician Girl useful like Bond Between Teacher and Studen and a motherfucking Synchro Evolution for each of both Magicians. Nothing that makes it consistent on its own or even meta. But seeing how Konami treated it so far, it's mostlikely not going to happen. While other iconic monsters got a certain playstyle and a theme to play, Dark Magician just kept getting a clusterfuck of new awesome cards and I hope they keep going on with this.
    Last edited by Mofiz; 14th October 2015 at 03:20 PM.

  3. #3
    Global Moderator Joenen's Avatar
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    Registered User Dread Kaiser's Avatar
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    I can't fucking wait....I haven't been this hyped in forever
    I don't have a Problem, I have a Hobby.

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    so joenen. you decided to split the thread this time...
    smart move.
    the thread had become prophecy thread -.-

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    Registered User Volteccer's Avatar
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    One variant I want to try is using Dark Magician with the Pendulum Magicians. Partly because of thematic relations, but also because the Dark Magician family is a tad top-heavy, and Pendulum summoning them is an easy way to get them out. It shouldn't work too bad; DM and his support would be filling the spots otherwise taken by Odd-Eyes and his supports.

  7. #7
    Registered User Dread Kaiser's Avatar
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    Quote Originally Posted by Volteccer View Post
    One variant I want to try is using Dark Magician with the Pendulum Magicians. Partly because of thematic relations, but also because the Dark Magician family is a tad top-heavy, and Pendulum summoning them is an easy way to get them out. It shouldn't work too bad; DM and his support would be filling the spots otherwise taken by Odd-Eyes and his supports.
    Did that a LOOOONG time ago

    it works amazingly well. The wikia has a example skeleton of it on the Dark Magicians Article if you want a general idea

    Ebon, Amulet, DMGtDK and Rune-eyes whenever, all day.
    Rank 6&7 plays

    It works.
    I don't have a Problem, I have a Hobby.

  8. #8
    Registered User Jolan's Avatar
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    Quote Originally Posted by Dread Kaiser View Post
    Did that a LOOOONG time ago

    it works amazingly well. The wikia has a example skeleton of it on the Dark Magicians Article if you want a general idea

    Ebon, Amulet, DMGtDK and Rune-eyes whenever, all day.
    Rank 6&7 plays

    It works.
    Got an example build yourself? Not for me, but a friend of mine is trying to mix it and I'd like to see if I can throw him some suggestions based on another person's successful build.
    I'm a bear.

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    Registered User Dread Kaiser's Avatar
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    Quote Originally Posted by Jolan View Post
    Got an example build yourself? Not for me, but a friend of mine is trying to mix it and I'd like to see if I can throw him some suggestions based on another person's successful build.
    Yeah I should still have it somewhere

    http://i.imgur.com/K4UTIYm.png
    Guess Rune-eyes was removed by an update.

    there we are, that was the basic skeleton I used, the missing stuff was a bunch of fun things I would never recommend for a serious deck, so I took those out (I mean shit like Mystic Plasma Zone.......shut up I like those old field spells)
    this is well before the Magician structure deck, (More specifically, it was when Pendulum = Qli or failure), so using the new Magicians support would obviously be an improvement

    The basic Idea, over-simplified
    Get Scales, Put whatever extra deck monster you can on the board.
    Timaeus makes any Magician Fusion or you could use Poly to drop them the normal way, using Odd-eyes as the required Dragon or fuse into Rune-eyes
    none of that available, R7NK of choice

    For Funsies, you could Rank into Simon

    I should probably update it, throw it on the deck display, Ra knows there is plenty of room for improvement since I really just built it in like 5 minutes
    I don't have a Problem, I have a Hobby.

  10. #10
    Global Moderator Joenen's Avatar
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    The magician Penulum Engine is great for Dar Kagician, you just gotta be careful since you don't want the deck to become more of a pendulum engine than a Dark Magician deck.

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