[Skill] description | User |
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Destiny Draw Can be used when your Life Points decrease by 2000. In the Draw Phase, instead of conducting your normal draw, draw a card of your choice. This Skill can only be used one per Duel. | ![]() Yami Yugi |
[Skill] description | User |
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See you Later! Select 1 monster you control and who you are the original owner of. Return the selected monster to the hand. This Skill can only be used once per Duel. | ![]() Mokuba Kaiba (DSOD) |
![]() Star Seraph Scepter | LIGHT Fairy ★4 ATK 1800 / DEF 400 |
Infinite Ray [UR] | |
When this card is Normal or Special Summoned: You can add 1 "Star Seraph" monster from your Deck to your hand, except "Star Seraph Scepter". An Xyz Monster that was Summoned using 3 or more monsters, including this card on the field, as Xyz Materials gains this effect. ● When it is Xyz Summoned: You can target 1 other card on the field; destroy it, and if you do, you can draw 1 card. |
Star Seraph Scepter can search a "Star Seraph" monster when it is either Normal or Special Summoned. If it is used as a Xyz Material for a Xyz Monster of 3 Materials, Scepters allows that monster to destroy a card as soon as that monster is summoned, and you can draw a card if successful. Note that Scepter's effects can be used as many times in a turn as possible.
![]() Star Seraph Sovereignty | LIGHT Fairy ★4 ATK 800 / DEF 2000 |
Infinite Ray [SR] | |
Cannot be used as an Xyz Material for an Xyz Summon, except for an Xyz Summon that uses 3 or more monsters as Xyz Materials. If you Normal or Special Summon a "Star Seraph" monster(s), except during the Damage Step: You can Special Summon this card from your hand, and if you do, draw 1 card, then you can Special Summon it if it is a "Star Seraph" monster. |
Star Seraph Sovereignty can be special summoned when a "Star Seraph" monster is either Normal or Special Summoned, then immediately draw 1 card. Keep in mind that Sovereignty can only used as a Xyz Material for a Xyz Monster of 3 Materials.
![]() 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. |
Magician of Dark Illusion's effect activates in response to your Spell/Trap activations letting you combo for field presence. Magician of Dark Illusions is a good monster to Special Summon from your deck with Magician's Navigation. This sets up for another Dark Magician summoning using Magician of Dark Illusion's effect with Magicians Navigation in your graveyard as trigger.
Dark Magical Circle's removal effect can be activated when you Special Summon Magician of Dark Illusion. Conversely Dark Magical Circle's removal effect activated during your opponent's turn can trigger Magician of Dark Illusion's summoning, or Magician of Dark Illusion's second effect if activated during either player's turn.
The Eye of Timaeus can be used on Magician of Dark Illusion. This will expend his second effect, letting you revive Dark Magician just before Magician of Dark Illusion leaves the field as fusion material.
![]() Dwarf Star Dragon Planeter | LIGHT Dragon ★4 ATK 1700 / DEF 1200 |
Ranked Rewards [SR] | |
Once per turn, during the End Phase, if this card was Normal Summoned this turn: You can add 1 Level 7 LIGHT or DARK monster from your Deck to your hand. |
Normal Summon Dwarf Star Dragon Planeter to fetch Dark Magician. Waiting till your End Phase to get the search off is not really a problem, since you'll also need to wait for a newly set Navigation to go live.
![]() 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. |
![]() Chocolate Magician Girl | WATER Spellcaster ★4 ATK 1600 / DEF 1000 |
Dark Dimension [UR] | |
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 it, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK. |
Because were not able to run Magicians Rod, Chocolate Magician Girl is a good alternative for boosting consistency. Her effect lets you cycle the deck and hopefully draw into Dark Magical Circle. If you have a Magician of Dark Illusion onhand, discard it to indirectly protect Chocolate Magician Girl.
![]() Berry Magician Girl | EARTH Spellcaster ★1 ATK 400 / DEF 400 |
Dark Dimension [SR] | |
If this card is Normal Summoned: You can add 1 "Magician Girl" monster from your Deck to your hand. Once per turn, during either player's turn, when your opponent activates a card or effect that targets this card, or targets this card for an attack: You can change this card's battle position, and if you do, Special Summon 1 "Magician Girl" monster from your Deck, except "Berry Magician Girl". |
Search Chocolate Magician Girl or another Berry Magician Girl upon summon. Her second effect lets you fetch another Chocolate Magician Girl. Basically Berry is used for her good search effect and to have an extra body onboard. Additionally your Magician Girls provide good tribute fodder for Illusion Magic.
![]() 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). |
Activate Curtain when you have Dark Magical Circle onboard for maximum effect. Navigation requires you to have Dark Magician onhand, so Curtain is often more reliable. However, the summoning restriction does kinda hurt since you can't follow up with other combos.
![]() Dark Magic Veil | Normal Spell |
Dark Dimension [R] | |
Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard. |
Another card you can use to Special Summon Dark Magician for LP cost. Normally you'd pick a Dark Magician in the graveyard for Special Summoning, so that overall you lose nothing in resource count. But if you have Magician of Dark Illusion onboard, it might be more beneficial to Special Summon a Dark Magician from your hand, and let Magician of Dark Illusion revive the Dark Magician in your graveyard instead.
![]() 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. |
Add Dark Magician to your hand and Special Summon it with Magician's Navigation. You can also fetch Magician's Navigation if you already have Dark Magician on hand. This combos well with Dark Magical Circle's second effect, letting you banish an opponent's card. Because Magician's Navigation is a Trap card, this combo can be used during your opponent's turn for disruption.
Special Summoning Magician of Dark Illusion with its own effect will also trigger Dark Magical Circle's banishing effect. Magician of Dark Illusion can, on a different turn, trigger Dark Magical Circle's removal again by reviving Dark Magician. You can use Dark Magical Circle's effect activation can trigger Magician of Dark Illusion to revive a Dark Magician.
If Dark Magician is already on the field, you can get Illusion Magic with Dark Magical Circle's search effect. You can fetch a second copy of Dark Magic Circle to be activated at a later turn. But keep in mind only one Dark Magical Circle banishing effect can be activated during a turn.
![]() 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. |
Magician Navigation allows you to Special Summon a Dark Magician from your hand and a Level 7 or lower DARK Spellcaster-Type monster from your Deck. Letting you get two Dark Magician on the field to use as beaters and field presence.
You can banish Magician Navigation from your Graveyard to target a face-up Spell/Trap Card your opponent controls and negate its effects until the end of the turn. You can use this effect to prevent your opponent from searching a “Darklord” card via Banishment of the Darklords, Summoning Elemental HERO Brave Neos via Neos Fusion, or even from shuffling all of your Attack Position monsters into the Deck with Drowning Mirror Force.
Keep in mind that you can only activate this effect of Magician Navigation if you control a Dark Magician and you can’t do it during the same turn the Trap Card was sent to the Graveyard
![]() 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. |
The Eye of Timaeus targets a Dark Magician you control to make any of your Extra Deck monsters. This increases the power ceiling of the deck, but too many copies of Eye of Timaeus can hinder the consistency of your main strategy.
You can target Magician of Dark Illusion with Eye of Timaeus. This will let you revive a Dark Magician, while also replacing Magician of Dark Illusion with a much better beater with a disruptive effect.
![]() 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. |
Summon Amulet Dragon against decks that recycle Spells from the graveyard. The first deck that comes to mind is Spellbooks, Amulet Dragon's banishing deals a crippling blow to this deck. Witchcrafter is also a deck that recovers Spells from the graveyard, but they can easily counter Amulet Dragon's banishing with Witchcrafter Patronus and turn the situation around.
The floating effect is good for reviving Dark Magician, getting rid of whatever killed Amulet Dragon if you have Dark Magical Circle active.
![]() 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. |
Dark Paladin is usually summoned against Fusion decks like Neos Fusion, Lunalight, and Invoked. Against these decks, preventing them from using their Fusion Spells essentially cripples their entire strategy. You should also watch out for Field Spells and Ritual Spells, since these Spells are also commonly key cards in their respective decks. In mirror matches, Dark Paladin is highly useful for negating enemy Dark Magical Circle and Eye of Timaeus.
Additionally there are also a bunch of decks rising in popularity that have key Spell cards in their strategy. These decks include Spellbooks, Witchcrafter, and Evil Eye.
Dark Paladin can also be summoned against Dragon decks because of his ATK boost, giving him a higher power ceiling than Dark Cavalry.
![]() 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. |
Most of the time you will be summoning Dark Cavalry with Eye of Timaeus. His protection from targeting is arguably the most versatile among your Extra Deck monsters, capable of stopping most disruption. For added utility, you can also use this negation to stop your opponent from targeting their own monsters, stopping cards like Favorite Hero.
On top of negation, the ATK boost and piercing effect makes him good as a beater. Overall making him a huge threat onboard.
The Rank-4 Xyz are mostly made if you're running the Star Seraph engine with your Dark Magician Deck. Otherwise, you'll only rarely get a chance to make them using the standard version.
![]() Mecha Phantom Beast Dracossack | WIND Machine ★7 ATK 2600 / DEF 2200 |
Sign of Harpies [UR] | |
2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/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. |
Draccosack is a self sufficient boss monster that's effective even outside of its archetype. It both good offense and defense with its decent stats, inherent protection from destruction, and a targeting removal effect. It also generate its own effect costs, so you don't need to invest any more resources on Dracossack after summoning it.
However, due to limited monster zones, Dracossack needs to be the only monster on board to maximize its token generating.
![]() Number 32: Shark Drake | WATER Fish ★4 ATK 2800 / DEF 2100 |
Shark Fang [UR] | |
3 Level 4 monsters Once per turn, when this attacking card destroys an opponent's monster by battle and sends it to the Graveyard: You can detach 1 Xyz Material from this card; Special Summon the destroyed monster to your opponent's side of the field in face-up Attack Position, also it loses 1000 ATK, and if you do Summon this way, this card can make a second attack during this Battle Phase. |
Shark Drake is good at dealing damage. Its effect allows you to revive an enemy monster so that you can deal damage through that monster. The three material requirement makes it a possible monster to summon when using Star Seraph Sovereignty as material.
![]() Stellarknight Delteros | LIGHT Warrior ★4 ATK 2500 / DEF 2100 |
Shining Hope [UR] | |
3 Level 4 monsters While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck. |
Delteros protects against summoning hazards, most notably Floodgate Trap Hole and Void Trap Hole. Its removal effect is also decent at breaking the enemy's board.
![]() Evilswarm Ouroboros | DARK Dragon ★4 ATK 2750 / DEF 1950 |
Selection Box Vol.04 [SR] | |
3 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return that target to the hand. ● Send 1 random card from your opponent's hand to the Graveyard. ● Target 1 card in your opponent's Graveyard; banish that target. |
Ouroboros is one of the more powerful Rank-4 Xyz due to having three different good effects that can be used once each while it is on the field. The first effect is a simple yet effective targeted removal effect. The second effect when used early in the Duel, can limit your opponent's plays by reducing their resources. When used correctly, the third effect can get rid of a crucial card in the graveyard.
![]() Number 91: Thunder Spark Dragon | LIGHT Dragon ★4 ATK 2400 / DEF 2000 |
Infinite Ray [SR] | |
3 Level 4 monstersOnce per turn, you can activate 1 of these effects. ● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field. ● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls. |
Summon Thunder Spark Dragon and use its effect for a field wipe similar to Black Rose Dragon. Gets rid of your opponent's entire board set up, and especially punishes opponents that overcommit to their board.
![]() Daigusto Emeral | WIND Rock ★4 ATK 1800 / DEF 800 |
Sign of Harpies [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your Graveyard; Special Summon that target. |
Emeral's first effect lets you recycle monsters from the graveyard while also netting you a draw. The second effect is simply used to revive Dark Magician.
![]() Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Malevolent Sin temporarily banishes a monster, possibly opening your opponent up for direct attacks. Do this when you need a non-destruction form of removal. Another thing to note is that banishing an Xyz monster gets rid of all their Xyz materials.
![]() 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. |
Rank-7s are fairly easy to make with Magician's Navigation Special Summoning two Dark Magicians.
Summon by using Dark Magician and/or Magician of Dark Illusion as material. Titanic Moth is able to deal a ton of damage between its direct attack and burn damage. If successful, this can sometimes win you some games.
![]() Magicians Robe | DARK Spellcaster ★2 ATK 700 / DEF 2000 |
Special Pack Vol. 02 [SR] Joey Wheeler (DSOD) Unlock Event - Memories of a Friend [SR] Duelist Chronicle: Battle City Showdown! [SR] Epic Yami Event [SR] [SR] | |
During your opponent's turn: You can discard 1 Spell/Trap Card; Special Summon 1 "Dark Magician" from your Deck (this is a Quick Effect). 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 Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Magician's Robe" once per turn. |
![]() 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. |
When it’s Normal Summoned, Magician’s Rod allows you to add from your Deck to your hand a Spell/Trap Card that specifically lists the card “Dark Magician” in its text. You can use this effect to search Dark Magical Circle or Magician Navigation. If using a Silent Magician version of this deck, you can tribute Magician’s Rod for a Silent Magician.
If you don't have both Dark Magical Circle and Magician Navigation, prioritize searching Dark Magical Circle and then use that to dig Magician Navigation.
![]() Kycoo the Ghost Destroyer | DARK Spellcaster ★4 ATK 1800 / DEF 700 |
Burning Nova [UR] | |
When this card inflicts battle damage to your opponent: You can target up to 2 monsters in their Graveyard; banish those targets. Your opponent cannot banish cards from either player's Graveyard. |
Kycoo can pull monsters out of your monsters out of your opponent's graveyard to disrupt the graveyard set up of decks like Invoked Elemensaber and Lightsworn. This also serves to remove graveyard effects like Kiteroid and Plaguespreader Zombie. This is not quite as effective on Shiranui, unless you banish Shiranui Spectralsword, because you will be triggering their effects.
Kycoo's second effect is amazing for protecting your graveyard from banishing effects and preventing your opponent from using their own graveyard effects if the cost is banishing, almost like a mini Necrovalley effect.
![]() Palladium Oracle Mahad | DARK Spellcaster ★7 ATK 2500 / DEF 2100 |
Dark Dimension [UR] | |
When you draw this card: You can reveal this card; Special Summon it from your hand. If this card battles a DARK monster, its ATK is doubled during the Damage Step only. If this card is destroyed by battle or card effect: You can Special Summon 1 "Dark Magician" from your hand, Deck, or Graveyard. |
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