Yu-Gi-Oh! The 10 Best "Dark Magician" Cards, Ranked
Perhaps one of the most iconic Yu-Gi-Oh! cards in the game's history, "Dark Magician" has had many support cards added to the game through the years.
"The ultimate wizard in terms of attack and defense." For many, those were the first words read on a Yu-Gi-Oh! card. Perhaps one of the most iconic cards in the game's history, "Dark Magician" has had many support cards added to the game through the years.
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Yugi's iconic Ace Monster has formed into a rather large Archetype with a plethora of cards that strengthen any "Dark Magician" Deck. Not only that, but some "Dark Magician" cards are so powerful, many Decks are playing it that aren't even focused around "Dark Magician" itself. Being one of the oldest cards, "Dark Magician" gets tons of support.
10. Magicians' Combination
"Magicians' Combination" allows its user to Tribute a "Dark Magician" or "Dark Magician Girl" in order to Special Summon the one opposite of the Tributed Monster, and negate the effects of a card that is activated. A "Dark Magician" Deck doesn't have access to many cards that negate, making "Magicians' Combination" a very welcome addition to any "Dark Magician" Deck. Not just that, but if the card is sent from the Field to the Graveyard while face-up, it can destroy any card on the Field without Targeting, which is one of the best forms of removal.
9. Apprentice Illusion Magician
Every Archetype appreciates a card that can search. When "Apprentice Illusion Magician" is Summoned, it can add a "Dark Magician" from the Deck to the Hand. It can Special Summon itself from the Hand as well at the low cost of discarding one card.
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It has a bonus effect that if a Dark Spellcaster Monster battles, "Apprentice Illusion Magician" can send itself to the Graveyard and give that Monster 2000 Attack and Defense during the Damage Calculation of that battle. With Link Summoning in the game, being able to get a free Link Material on the Field is always welcome, which makes "Apprentice Illusion Magician" such a good card.
8. Dark Magic Expanded
"Dark Magic Expanded" is a Quick-Play Spell card that has multiple effects based on the number of "Dark Magician" and "Dark Magician Girls" in the Graveyard. If one or more is there, it gives a Dark Spellcaster Monsters 1000 Attack for the rest of the turn. If there's two or more, the opponent cannot activate cards in response to Spell, Trap, and effect activations. Spell and Trap cards cannot be destroyed either for that turn. And lastly, if there's three or more, all Dark Spellcaster Monsters are unaffected by the opponent's card effects. All effects can be used with one activation, allowing "Dark Magic Expanded" to give plenty of protection to its user's board.
7. Dark Magical Circle
The card that broke "Dark Magician" Decks in Duel Links, "Dark Magical Circle is great in the TCG as well. When it's activated, its user can look at the top three cards of their Deck and add "Dark Magician" or a Spell or Trap card that lists it specifically to the Hand. In addition, if "Dark Magician" is Summoned while "Dark Magical Circle" is on the Field, it allows its controller to banish one card the opponent controls. Since it's a Continuous Effect, the effect is a lot harder to negate. This makes it so "Dark Magical Circle" can get rid of problem cards easily and permanently, only needing to Summon "Dark Magician," something quite easy to do.
6. Magician's Rod
"Magician's Rod" is probably the best Normal Summon "Dark Magician" Decks have. Upon Normal Summoning it, "Magician's Rod" can add a Spell and Trap card that specifically lists "Dark Magician" to the Hand. This allows it to add a plethora of cards that can really turn the tide of a duel around.
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"Magician's Rod" can also recycle itself from the Graveyard. If its user activates a Spell or Trap card while it's in the Graveyard, its controller can Tribute a Spellcaster Monster to add "Magician's Rod" back to the Hand. This allows it to be Normal Summoned again, and continuously repeat the cycle.
5. Magician Of Dark Illusion
"Magician Of Dark Illusion" is an incredibly easy to Summon Monster, and can very quickly snowball Duels in its user's favor. While it can be Normal Summoned, "Magician Of Dark Illusion" can be Special Summoned from the Hand by simply activating a Spell or Trap card during the opponent's turn. Once on the Field, if a Spell or Trap card is activated (or an effect is used), it can target a "Dark Magician" in the Graveyard and Special Summon it. When combined with "Dark Magical Circle," this can lead to a ton of Banishing while gaining Monsters to Attack with or use for Extra Deck materials.
4. The Dark Magicians
"The Dark Magicians" is quite a versatile Fusion Monster. Once per turn, if any Spell or Trap Card is activated (including the opponent's), it allows its user to draw a card, and Set it if it was a Spell or Trap card. This Set card can be activated that same turn. When combined with Deck stacking cards like "Dark Magical Circle," this allows "Dark Magician" Decks to very easily draw into cards they may need, including more disruption for the opponent's turn. Even if "The Dark Magicians" gets destroyed, it can float into both "Dark Magician" and "Dark Magician Girl" from the Hand, Deck, or Graveyard.
3. Eternal Soul
The best Trap card "Dark Magician" Decks have access to, "Eternal Soul" is a simple but efficient card for the Archetype. Once per turn, "Eternal Soul" can either Special Summon a "Dark Magician" from the Hand or Graveyard, or add a "Dark Magic Attack" or "Thousand Knives" from the Deck to the Hand.
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In addition, "Eternal Soul" offers protection to every "Dark Magician" on the Field, as it makes them unaffected by the opponent's card effects. The downside is that if "Eternal Soul" leaves the Field, all Monsters on the Field are destroyed. This downside is generally worth it, as many powerful cards can be treated as "Dark Magician" and gives them powerful protection.
2. Magicians' Souls
"Magicians' Souls" does a whole lot. It has two effects. If it is on the Field, its controller can send up to two Spells or Traps from the Hand to the Graveyard to draw that many cards. In addition, it can send a Level 6 or higher Spellcaster Monsters from the Deck to the Graveyard to either Special Summon itself, or send itself to the Graveyard to Special Summon a "Dark Magician" or "Dark Magician Girl" from the Graveyard. This can get a free "Dark Magician" onto the Field, or Spell and Trap cards into the Graveyard with powerful effects there.
1. Red-Eyes Dark Dragoon
Despite having "Red-Eyes" in the name, "Red-Eyes Dark Dragoon" is a "Dark Magician" card as well, with the Fusion Material for it requiring "Dark Magician." The card can not be destroyed by card effects or Targeted by them. During the Main Phase, it can destroy Monsters the opponent controls equal to the number of Normal Monsters used for its Summon (most often two). It can also negate a card or effect at the simple cost of discarding a card and gain Attack while doing so. "Red-Eyes Dark Dragoon" is incredibly hard to get rid of, with multiple power effects to make it not just the best "Dark Magician" cards, but one of the best cards in the game.
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