|Master of Rites|
Can be used each time your Life Points decrease by 1000.
This Skill can only be used twice per Duel.
Return 1 card from your hand to your Deck and choose 1 of the following:
• Add random Ritual Monster to your hand from your deck.
• Add random Ritual Spell Card to your hand from your deck.
Magician of Chaos
|DARK Spellcaster ★7|
ATK 2500 / DEF 2100
|Master of Chaos [UR]|
|You can Ritual Summon this card with "Chaos Form". This card's name becomes "Dark Magician" while on the field or in the GY. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can target 1 card on the field; destroy it. If this Ritual Summoned card is destroyed by battle or card effect: You can Special Summon 1 "Chaos" or "Black Luster Soldier" Ritual Monster from your hand, except "Magician of Chaos", ignoring its Summoning conditions.|
Summon Magician of Chaos with Advanced Ritual Art and pitching a Neos from your deck to the graveyard. If this combo is available, do this at the start of your turn before you activate any other Spell and before the play gets locked out by your Neos Fusion.
Since almost all your plays with this deck start with a Spell Card (Neos Fusion, Magicalized Fusion, Advanced Ritual Art), Magician of Chaos will be able to use his removal effect fairly often. He can also let you get rid of problem Spell/Trap cards that need to stay on the field by removing them immediately after they are activated, like Dark Magical Circle. Especially Fiendish Chain because Magcian of Chaos can be chained to it, bypassing Fiendish Chain's negation.
Cosmic Cyclone is a ready-to-use Quick-Play Spell, letting you use Magician of Chaos' removal on your opponent's turn. Do this during their End Phase so they cannot chain their newly set backrow, and to be sure you won't need Magician of Chaos' removal for anything else that turn.
Because he is treated as Dark Magician in the graveyard, he is a perfect pair with Neos when using Magicalized Fusion to make Dark Cavalry.
|DARK Spellcaster ★8|
ATK 2800 / DEF 2300
|Master of Chaos [UR]|
|"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.
Dark Cavalry provides targeting protection to all cards you control, including all monsters and Spell/Traps on the field. This is good for stopping your opponent's removal effect like Raigeki Break and Cosmic Cyclone. You can also disrupt your opponent by preventing them from targeting their own cards, like with The Eye of Timaeus and Mask Change. This negation effect can be used multiple times per turn, as long as you have cards in your hand to discard. You can even discard Crimson Fox as cost to trigger her debuff effect.
The Eye of Timaeus
|Guardians of Rock [R]|
|(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, using it as the Fusion Material. You can only activate 1 "The Eye of Timaeus" per turn.
Summon Dark Cavalry by targeting Magician of Chaos with Eye of Timaeus. But Eye of Timaeus on its own is quite useless so only run one copy.
|DARK Spellcaster ★4|
ATK 1600 / DEF 100
|Arkana at lvl 23 & 38 [SR]|
Card Trader [SR]
Tour Guide's Mission Bingo Event [SR]
|When this card is Normal Summoned: You can add 1 Spell/Trap Card 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 Graveyard (except during the Damage Step): You can Tribute 1 Spellcaster-Type monster; add this card to your hand. You can only use each effect of "Magician's Rod" once per turn.|
Normal Summon Magicians Rod to search Dark Magical Circle. If you already have Dark Magical Circle onhand, search Magician Navigation.
Dark Magical Circle
|Future Horizon [UR]|
|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 Card that specifically lists the card "Dark Magician", 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.|
Upon activating Dark Magical Circle, try to fetch Magician Navigation otherwise you can just get another Dark Magician support. The removal effect of Dark Magical Circle is still quite powerful if you manage pull it off, the only problem is that it is too combo reliant.
|Guardians of Rock [UR]|
|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 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; it has its effects negated until the end of this turn.|
Simply activating Magician Navigation is already good for field presence, putting 2 decent beaters onboard. If Dark Magical Circle is present on the field, this becomes an even deadlier combo, letting you banish an opponent's card for free. The only downside is without a Dark Magician in your hand Magician Navigation is essentially a brick.
Tribute Magician's Rod as cost for Illusion Magic to add Dark Magician to your hand. Getting Dark Magician onhand lets you activate Magician Navigation for your combo, but make sure you leave a copy of Dark Magician in your deck for maximum effect. Another good target for Illusion Magic would be any Spellcaster targeted for removal by your opponent.