|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.
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, 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.
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 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. Letting you get two Dark Magician on the field to use as beaters and field presence.
In the Synchro version of this deck, you can use Magician Navigation to Special Summon Night's End Sorcerer and banish up to two cards from your opponent's Graveyard, and then go into a Synchro Summon. Night's End Sorcerer's effect lets you get rid of graveyard effects like Bacon Saver and Kiteroid. You can also banish monsters to be used as cost for Masked HERO Koga,
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
|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.
|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.
|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.
Unlike Blue-Eyes which relies on its Effect monster support, Dark Magician decks are able to bring out their boss monster with just their Spell/Trap support. This creates a niche where Heat Wave can be used to its full potential.
Activate Heat Wave at the start of the turn, and then Summon Dark Magician with Star Blast or Magician Navigation. Since most decks heavily rely on effect monsters, Heat Wave can preemptively shutdown your opponent's next turn.
Be careful to not use Heat Wave during the turn you want to setup with Magicians Rod.
Temtempo the Percussion Djinn
|EARTH Fiend ★3|
ATK 1700 / DEF 1000
|Yuma Tsukumo [SR]|
|2 Level 3 monsters|
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster your opponent controls; detach 1 Xyz Material from that monster, and if you do, all "Djinn" Xyz Monsters you currently control gain 500 ATK.
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.|
|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 to negate Fusion Spells and other key Spell cards.
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.
You can summon Dark Magician Girl with Magician Navigation. She isn't really good on her own, and her effect can only occasionally make her slightly stronger than Dark Magician.
Dark Magician Girl the Dragon Knight
|DARK Dragon ★7|
ATK 2600 / DEF 1700
|Witchs Sorcery [UR]|
|"Dark Magician Girl" + 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. Once per turn, during either player's turn: You can send 1 card from your hand to the Graveyard, then target 1 face-up card on the field; destroy that target.
Dark Magician Girl is best used as a target for Eye of Timaeus to make DMG the Dragon Knight. This makes her a boss monster with a decent removal effect and better base stats. You can choose to make DMG the Dragon Knight over your other Extra Deck monsters in situations where the opponent's problem card is already on the field. For example when your opponent had already equipped Favorite Hero to their monster, so in this situation Dark Cavalry and Dark Paladin can't do anything about it.
|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.
Herald of the Abyss
|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.|
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 KINGPLAYER:
"Main combo is the Interruption of the opponent with Circle and Navigation.
Kycoo proves to be MVP against so many decks, including shiranui, witchcrafter, Superheavy samurai, Magnets, Dragunity (they cannot trigger Ascalon‘s Effekt), Neos invoked (Cant banish neos fusion or use their graveyard for fusion summoning via invocation).
Dark magic expanded helped me against the mirror match and to get past stronger Monsters in the 3k attack Range.
And finally, the discard traps, in combination with Magician of Dark illusion can help you to get rid of 2 cards from your Opponent, if your Circle is on the field.
My prefered skill is The Tie that Binds over Balance."
Note by Prof. Xavier:
"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.
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. 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.
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.
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. 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.
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. 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. 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.
As a final thought, I would recommend that anyone who plays this deck remembers that the strength of DM decks still lies mostly in the ability to disrupt the opponent with Navi+Circle, so you should look to figure out ASAP what deck you are facing and know precisely when to activate Navigation on their turn (especially with NES) to disrupt them effectively. Know the meta and take notes."