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This version forfeits Balance’s turn 1 consistency in order to have a more aggressive play when going second, being able to present an early Circle banish and even opening the possibility for turn 2 OTK (picking up a lot of free wins). Needless to say it can also cost you wins when you go first and Balance would put a very good trap in your opening hand.
Metamorphortress | Continuous Trap |
Activate this card by targeting 1 Level 4 or higher monster you control; Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 4/ATK 1000/DEF 1000), then equip that face-up monster to this card. (This card is also still a Trap Card.) If Summoned this way, this card gains ATK and DEF equal to the ATK of the monster equipped to it by this effect, also if it attacks, change it to Defense Position at the end of the Damage Step. |
Born from the Earth is the preferred skill because of the added power needed to destroy multiple high-attack monsters through battle, which BEWD and Blackwings can easily present.
Magician of Dark Illusion | DARK Spellcaster ★7 ATK 2100 / DEF 2500 |
Arkana [UR] | |
This card's name becomes "Dark Magician" while it is on the field. You can only use each of these effects of "Magician of Dark Illusion" once per turn.● During your opponent's turn, if you activate a Spell/Trap Card or effect (except during the Damage Step): You can Special Summon this card from your hand.● If you activate a Spell/Trap Card or effect while this card is face-up on your field (except during the Damage Step): You can target 1 "Dark Magician" in your Graveyard; Special Summon it. This effect can only be used once while this card is face-up on the field. |
Dark Magician | DARK Spellcaster ★7 ATK 2500 / DEF 2100 |
Yami Yugi [UR] Yami Yugi's starter deck [UR] Pre-registration bonus (alternate artwork) [UR] Arkana Event [UR] Ranked Rewards [UR] | |
The ultimate wizard in terms of attack and defense. |
Magicians Rod | DARK Spellcaster ★4 ATK 1600 / DEF 100 |
Card Trader [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. |
Just be sure to activate the skill before sending DM away for Synchro summoning. This skill also wins games by allowing you to present 1 extra 3100-3900 ATK monster, which is often enough to win after minor damage from previous combats in that same Battle Phase, so don’t be afraid to suicide your Rods to free up a slot.
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. |
It’s worth noting that while DM is equipped to Metamorphortress, you can still negate with Navigation, but the same is not true for Magician of Dark Illusion.
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. |
With Circle opening, Veil/Curtain can provide a banish on the setup turn, while double Veil or Veil+Cyclone allow you to activate Born from the Earth and possibly win the game on turn 2.
Dark Magic Curtain | Normal Spell |
Arkana [UR] | |
Pay half your LP; Special Summon 1 "Dark Magician" from your Deck. You cannot Summon other monsters the turn you activate this card (but you can Set). |
Keep in mind that Metamorphortress can be set, but not activated immediately if you played Dark Magic Curtain. Don’t be afraid to go Curtain, banish and tribute DM for Illusion Magic, to setup Navi for the following turn.
Nights End Sorcerer | DARK Spellcaster ★2 ATK 1300 / DEF 400 |
Ranked Rewards [SR] | |
When this card is Special Summoned, you can remove from play up to 2 cards from your opponent's Graveyard. |
Night’s End Sorcerer is, imo, better than Kycoo in the current meta and synergizes very well with Dark Magic Veil. When facing Lightsworn-based decks, BEWD or Infernity, being able to straight up banish 2 cards from the opponent’s graveyard can kill their combo on the spot.
If Witchcrafters are not careful enough to keep a spell in hand for negating with Madame Verre, you can also snatch their spells EOT before they come back to the hand. It also retains some usefulness against Shiranui, though timing is much more important than when you would summon Kycoo.
Vermillion Dragon Mech | FIRE Machine ★9 ATK 2700 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand. |
Azure-Eyes Silver Dragon | LIGHT Dragon ★9 ATK 2500 / DEF 300 |
Stardust Acceleration [SR] | |
1 Tuner + 1 or more non-Tuner Normal Monsters When this card is Special Summoned: Dragon-Type monsters you currently control cannot be targeted or destroyed by card effects until the end of the next turn. Once per turn, during your Standby Phase: You can target 1 Normal Monster in your Graveyard; Special Summon that target. |
Finally, NES Synchro wins games you had no business winning, usually via 1 more destruction with Vermillion Dragon Mech (and putting DM in the grave to open another Circle banish through Veil) or added longevity with Azure-Eyes Silver Dragon. Keep in mind you should activate Born from the Earth while DM is still in play and Synchro after.
Raigeki Break is, imo, generally more powerful than the second Cosmic Cyclone, especially with Dark Magic Veil being able to summon from the graveyard. Still, it’s possible that Herald of the Abyss, or the extra Cyclone are better in this slot, in order to maximize turn 2 OTK potential.
Dark Magic Veil | Normal Spell |
Dark Dimension [R] | |
Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard. |
Herald of the Abyss | Normal Spell |
Warriors Unite [UR] | |
Pay 1500 LP and declare 1 Monster Type and Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster's name. You can only activate 1 “Herald of the Abyss” per turn. |
Cosmic Cyclone | Quick Spell |
Galactic Origin [UR] | |
Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it. |
Raigeki Break | Normal Trap |
Soul of Resurrection [UR] | |
Discard 1 card, then target 1 card on the field; destroy it. |
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