[Skill] description | User |
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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. | Maximillion Pegasus |
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. |
Advanced Ritual Art | Normal Spell |
Master of Chaos [UR] | |
This card can be used to Ritual Summon any 1 Ritual Monster. You must also send Normal Monsters from your Deck to the Graveyard whose total Levels equal the Level of that Ritual Monster. |
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.
The Eye of Timaeus | Normal Spell |
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 any of the Dark Magician Fusions by targeting Dark Magician or Magician of Chaos with Eye of Timaeus. But if you don't have any of them onboard, Eye of Timaeus on its own is quite useless so only run one copy.
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.
Dark Paladin | DARK Spellcaster ★8 ATK 2900 / DEF 2400 |
Crimson Kingdom [UR] | |
"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. |
Summon Dark Paladin against Fusion Decks such as Cyber Dragon, Invoked, and Masked HERO, so the enemy can't make their boss monsters. Dark Paladin is also a good counter against Spell card heavy decks such as Noble Knights and Witchcrafter.
Amulet Dragon | DARK Dragon ★8 ATK 2900 / DEF 2500 |
Guardians of Rock [UR] | |
"Dark Magician" + 1 Dragon-Type monster Must be Fusion Summoned with the above Fusion Materials 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. |
Amulet Dragon is a decent monster to make as a simple beater. The main reason you would choose to make him over the other Fusions is his floating effect, giving you some form of fallback incase your Fusion monster is removed.
Magicians Rod | 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 | Continuous Spell |
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.
Magician Navigation | Normal Trap |
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.
Dark Magic Veil | Normal Spell |
Dark Dimension [R] | |
Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard. |
Because we can only run limited copies of Magician Navigation, Dark Magic Veil can be a used as a secondary way of getting Dark Magician onboard. You can even use this to revive a properly summoned Magician of Chaos.
Super Team Buddy Force Unite! | Normal Trap |
Spirit of the Beast [SR] Selection Box Vol. 02 Mini [SR] | |
Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone. |
Since all your monsters are Spellcasters, Buddy Force Unite acts as an easy-to-use costless revival card. You can use Dark Magician as ritual tribute when summoning Magician of Chaos, then revive Dark Magician. Simply summoning Magician's Rod is the easiest way to get Buddy Force Unite's effect live.
Number 17: Leviathan Dragon | WATER Dragon ★3 ATK 2000 / DEF 0 |
Reginald Kastle Unlock Event [UR] | |
2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card; this card gains 500 ATK. If this card has no Xyz Material, it cannot attack your opponent directly. |
Magician's Rod doesn't really have much reason to stick around on the field so you can use it as Xyz material. Leviathan is a good monster to make if you only need a beater.
Wind-Up Zenmaines | FIRE Machine ★3 ATK 1500 / DEF 2100 |
Voltage of the Metal [SR] | |
2 Level 3 monsters If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it. |
For defense or removal option you can make Zenmaines. Zenmaines can crash into enemy monsters to manually trigger his effect.
Number 28: Titanic Moth | FIRE Insect ★7 ATK 2400 / DEF 2200 |
Shark Fang [R] | |
2 Level 7 monsters If you control no other monsters, this card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. When this card inflicts battle damage to your opponent: You can detach 1 Xyz Material from this card; inflict 500 damage to your opponent for each card in their hand. |
Most of your monsters are level-7 giving you access to Titanic Moth. Its purpose is to deal massive game-ending damage through direct attack plus burn damage.
Illusion Magic | Quick Spell |
Arkana [SR] | |
Tribute 1 Spellcaster-Type monster; add up to 2 copies of "Dark Magician" from your Deck and/or Graveyard to your hand. You can only activate 1 "Illusion Magic" per turn. |
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.
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