|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 Magic Attack or Magician Navigation, and then Tribute Magician’s Rod for a Silent Magician.
Magician of Dark Illusion
|DARK Spellcaster ★7|
ATK 2100 / DEF 2500
|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.
Kycoo the Ghost Destroyer
|DARK Spellcaster ★4|
ATK 1800 / DEF 700
|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 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.
|LIGHT Spellcaster ★4|
ATK 1000 / DEF 1000
|Spellbound Silence [UR]|
|Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 Spellcaster-Type monster, and cannot be Special Summoned by other ways. This card gains 500 ATK for each card in your hand. Once per turn, during either player's turn, when a Spell Card is activated: You can negate the activation. If this card is destroyed by battle, or if this card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Silent Magician" monster from your hand or Deck, except "Silent Magician", ignoring its Summoning conditions.|
You can Special Summon Silent Magician by Tributing a Spellcaster-Type monster you control. If you Tribute Legion the Fiend Jester to Special Summon Silent Magician, you will get to add a Dark Magician from your Deck or Graveyard to your hand, which will allow you to activate Magician Navigation.
Silent Magician is able to, once per turn, negate the activation of a Spell Card, which is particularly relevant in the current meta. Moreover, since, after being negated, the card is simply sent to the Graveyard without being destroyed, you can safely use this effect to negate Geartown or Ancient Gear Fortress.
While its original ATK and DEF are definitely on the low side, thanks to its effect, Silent Magician can quickly become a pretty big threat, gaining 500 ATK for each card in your hand. Additionally, if Silent Magician is destroyed by battle or card effect, you can Special Summon from your hand or Deck a Silent Magician LV8, a 3500 ATK monster that your opponent cannot take control of via Enemy Controller and that also cannot be weakened by World Legacy Clash.
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.|
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 The Eye of Timaeus or 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.
|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. You can use Magician Navigation to Special Summon Night's End Sorcerer and banish up to two cards from your opponent's Graveyard.
Use Night's End Sorcerer's effect to banish cards like Darklord Superbia, Banishment of the Darklords, The Sanctified Darklord, Cyberdark Cannon, Leng Ling, Secret Six Samurai - Fuma, Subterror Nemesis Warrior or any “Subterror Behemoth” monster.
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
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.
Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
|Power of Dark|
Begins Duel with the Field Spell "Yami" activated.
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.|
Dark Magic Expanded
|Card Trader [SR]|
|Apply these effects in sequence, based on the number of "Dark Magician" and/or "Dark Magician Girl" on the field and in the Graveyards.● 1+: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of this turn.● 2+: This turn, your opponent cannot activate cards and effects in response to your Spell/Trap Card or effect activation, also Spell/Trap Cards you control cannot be destroyed by your opponent's card effects.● 3+: DARK Spellcaster-Type monsters you currently control are unaffected by your opponent's card effects, until the end of this turn.|
Super Team Buddy Force Unite!
|Spirit of the Beast [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.|
Note by Pduque13:
I used this deck from Lvl. 12 to 20 and then back at Lvl. 24 to reach Dlv. Max. Dark Magic Curtain adds more consistency to the deck and helps a lot to activate the skill and to bring some surprises. However, having only 2000 LP left leaves you exposed, and it's a dead card if you have no dark magician left in the deck, so be careful and don't get greedy if you use Illusion Magic!
As usual, thanks a lot for all the help you guys at GameA give for us F2P duelists!
Note by Pduque13:
It was the 3rd time I reached KOG with Dark Magicians and was one of the calmest climbs. I just replaced one mirror wall with one cosmic cyclone to counter the rising of D/D/D and Aromages. I don't think this is a tier 2 deck anymore, as it countered well Shiranuis, Invoked Elementsabers, and Thunder Dragons, but it may be soon to say this deck is Tier 1 again.
As usual, thanks a lot for all the help you guys at GameA give for us F2P duelists!
Note by Wanheda:
TTH was very important in this deck. With the combo TTH, Navigation, Dark Magician, and circle, difficult your opponent will have chances.
The two curtains and the two cyclones assist in activating the skill. Cyclones help well in mirror duels.
Note by skyestro:
Dark Magic Expanded against:
The Eye of Timaeus/ Dark Cavalry against:
No Mortal can Resist against:
Note by Zeref:
I reached KOG in the last 5 seasons as a FP, using Blackwings, Cyber Dragon and this month DM, both Kycoo and Night's Sorcerer works well for me, WLC is a great card to use in this deck, for the Synchro Vermillion and Armades are excellent choices.
Note by pasq:
Drowning mirror force is to deal with untergettable monsters like Lunalight big boss and Dark Cavalry and because I noticed that people are not expecting it and attack directly with many monster. I used Sealed Tombs to try something different because of NMCR's nerf but I used it only 1 or 2 times so probably in the future I'll use Balance or Beatdown and Night's End Sorcerer to deal with graveyard annoying cards.
This is my KOG #10 so thanks to all the players for sharing their decks and experiences that helped me to reach this goal.
Note by mahammad emad:
My Deck work on seeking & bringing the dark magician monster & all its supports from my deck to my hand.
Also, counter my opponent combos from the start.
It Includes also Destroying & banishing his field to ruin any possible counter or combo.
Note by BlueDelta:
Here is my KoG deck for season 51. It is a little late, but my version is designed with the current banlist in mind so it will be viable for the future.
I reached KoG with this deck around mid season. With the upcoming nerf of „No Mortal can Resist“ i went straight for Balance as it boosts the consistency of your starting hand considerably. Canadia can be replaced by Floodgate for Synchro disruptions or by any chainable Trap card.
Dark Magic Attack is useful versus decks using permanent Spells or Traps as Dark Magic Navigation can only disable their effect for one turn and in general versus defensive decks placing lots of backrow.
Dark Magic Expanded’s main purpose is to give your DARK Spellcasters a surprise ATK boost during the damage step, but it’s third effect can be crucial in rare instances, bypassing all card effects by the opponent (the attached video contains a practical example).
Eye of Timaeus enables you to summon a very relevant Boss monster onto the field. If given the choice, keep spare Magician Navigation cards in your hand as the ideal discard fodder. In some instances, discarding Dark Magician can be useful to realize multiple effects with Dark Magic Expanded.
This variant is still viable for upcoming seasons, as it is virtually unaffected by the changes on the banlist.
My suggestion for your personal adaption: Trap cards should not extend the required number of 6. Dark Magic Attack and Magic Expanded are not considered core (but are both searchable by Rod and Circle). If you encounter many Lightsworn and Thunderdragon decks in the upcoming seasons, Dark Magic Attack can be dropped. Dark Magic Expanded be exchanged as well, but needs to be switched for another Spell to make sure Balance activates at the start of the Duel.
If you want to go for a 8 Monsters, 6 Spells, 6 Traps card ratio, Kycoo the Ghost Destroyer should prove to be a valuable addition, as it completely neutralizes all Graveyard plays by your opponent, especially relevant versus Archetypes like Shiranui (good pick for your UR Dream ticket, as Burning Nova is a highly irrelevant box). Night‘s End Sorcerer can also be quite interesting, as a Synchro Summon into Azure-Eyes Silver Dragon enables a Dark Magician Special Summon during everyone of your Standby Phases with the added bonus of banishment if Dark Magical Circle is present on the board.