Dark Magician Board Buster
Deck Primer
This deck centers around using Dark Magician, Eternal Soul, and Dark Magic Circle, with the purpose of banishing your opponents cards as well as other independent supplements meant to make dueling you a living hell. It dominates in casual play and, with a couple card change-ups, is also very competitive in tournament play.
Basic strategy: Eternal Soul and Dark Magical Circle are continuous traps and spells respectively. DMC allows you to look at the top 3 cards in your deck and select 1 that is Dark Magician related and add it to your hand immediately. Then you can choose the order of the other 2 cards. 2nd effect: When Dark Magician is summoned to the field, banish an opponent's card. This effect can be done multiple times per turn. Eternal Soul is your DM summoning engine. Once during either turn, you can Special Summon a DM from your hand or deck, thus activating DMC's effect. It doesn't matter if DM is destroyed, cause he'll just come back to banish. Plus ES guards your DM from any card effects.
Banishment engine support Cards: Soul Servant, Metalfoes Fusion, Magician's Rod, Foolish Burial Goods, Dark Illusion, and Card Destruction. These are all meant to either help you draw those top 3 cards, or search them directly from your deck. More details below.
Search engine: Use these cards to specifically search out DMC, ES, and/or DM directly from your deck.
Magician's Rod allows you to add any spell or trap to your hand upon Normal Summon (use to search for DMC or ES). If in the graveyard, you can tribute your Dark Magician to the graveyard to place Rod back in your hand, setting you up for another spell/trap search and DM special summon/banish combo next turn.
Soul Servant: Allows you to place any DM-related card at the top of your deck, ready for your next draw. Then, you can banish this to the GY and if you have DM on field or graveyard, draw that card. If you have both DM and DM Girl in field or graveyard, you can draw twice! Because it's a quick-play, you can basically activate this whenever you want. Use with DMC to guarantee a card you want (like ES!)
Foolish Burial Goods: Sets you up for your draw engine by sending Soul Servant, Magician Navigation, or Metalfoes Fusion from your deck to the graveyard. See draw engine section below.
Magician's Souls: Discard this from your hand to send DM directly from the deck to the GY, then special summon a DM to the field (why wait for that pesky draw?). Also use it to dump DM Girl to draw 2 cards after banishing Soul Servant.
Illusion Magic: Tribute any spellcaster from your field to search 2 DMs and add them to your hand (combo by tributing DM to bring him back for a banish later or tribute Rod so that Rod can come back to your hand for another Summon/search combo on your next turn).
Draw Engine: Another way to get your DMC, ES, and DM combo into your hand as fast as possible, if you don't have any search cards.
Soul Servant: See above. Dump DM Girl and DM into the GY, before using this, to draw 2 cards (this is literally the only reason DM Girl is in your deck).
Metalfoes: We don't care about Metalfoes fusion summoning, only its draw effect. Use Foolish Burial Goods to dump this into your GY, then you can shuffle it back into your deck and draw a card.
Card Destruction: Currently limited to 1 in official gameplay rules, but if you're playing for fun, run 3. You know the feeling of drawing a crappy hand? Any deck suffers from this from time to time. Use Card Destruction to dump it and draw a new hand (with the added bonus of putting cards like DM, DM Girl, Soul Servant, and Metalfoes into the GY). If you're an official player, run 2 Spellbook of Secrets to search Spellbook of Knowledge to draw 2 cards.
Magician's Souls: When this card is on your field, you can ditch 1 or 2 spell/trap cards from your hand or field to the GY and then draw that many cards. I don't use this affect that much, but it's there if you need it.
Additional DM support: Other cards not focused on your revival/banishment engine, but their tricks add another layer of offensive and defensive flexibility. Includes Secret Village of Spellcasters, Magician of Dark Illusions, Apprentice Illusion Magician, Palladium Oracle Mahad, Eye of Timaeus, Secrets of Dark Magic, and Magician Navigation
Secret of Spellcasters: Lock down your opponent's board. As long as you have a spellcaster on the field, they can't use their spells.
Magician of Dark Illusions: A supplement to your standard DM. This card is great because it's name becomes DM while on the field, allowing you more DMs to use with DMC. While you can't revive it with ES, it's great for summoning directly from your hand if you activate a spell/trap on your opponents turn. Say you have DMC on the field, but no ES yet. Just activate another spell/trap during your opponents turn to bring this out from your hand and get a quick banish on them, disrupting their strategy. I can't tell you how much more flexibility this card offers you. It's even a lvl 7, which will be important later on.
Apprentice Illusion Magician and Palladium Oracle Mahad: These are the jacks of all trades! They're powerful beatsticks that are ridiculously easy to special summon from your hand and have killer effects. AIM pulls DM from deck to your hand when you summon her, and you can tribute her to give another magician an extra 2000 Atk/Def! Mahad can double his Atk points when fighting a Dark monster, and if he's destroyed, you can special summon DM from hand, deck, or grave.
Eye of Timaeus and Secrets of Dark Magic: Activate these to bring out your Fusion monsters. Easily searchable with Soul Servant or Magician's Rod. Timaeus requires you to only have 1 DM on the field (easy!) and Secrets needs you to have both Fusion materials, but they can stay in your hand instead of exposed on the field.
Magician Navigation: Great for summoning a DM straight from your hand and another from your deck (setting you up for multiple banishments or an XYZ or Fusion Summon). It's 2nd effect is arguably more useful though, allowing you to negate an opponent's spell/trap card's effect for that turn.
Additional support: Same purpose as your DM support: lockdown your opponent from countering or effectively implementing their own strategies. These allow you to be more proactive in your offense and defense: Ash Blossom, Infinite Impermanence, Solemn Judgment, and Gozen Match. Alternatives include Skill Drain, Twin Twisters, or Solemn Strike/Solemn Warning
Ash Blossom: Discard to negate a summon or search effect. Sometimes your opponent needs that one card to get their strategy going. Deny them that with this card
Infinite Imperm: Your opponent's monster effect making things hard for you? Use this to negate that effect for a turn, as well as a spell/trap effect.
Solemn Judgment: Sacrifice half your life points to activate this?!?! What?! Trust me, you'll need this. It's a counter trap, so only counter traps can counter it, so you're basically guaranteed to cancel out whatever it is your opponent is planning and destroy it. Disrupting them from summoning their trump monster or ace spell/trap is worth half your LP, cause if you don't, you'll lose a lot more than that.
Gozen Match: My personal favorite. Each player can only control 1 attribute of monsters while this card is in play. This is perfect for you because most of your monsters are Dark anyways. And against decks where multiple attributes are used, it's a nightmare. *Note: You won't be able to use certain Extra Deck monsters and Mahad if this is active on your field.
Fusion Monsters:
DM the Dragon Knight: Your biggest challenge is going to be protecting DMC and ES while they're active, because your opponent will definitely target them. This giant beatstick boasts 3000 Atk AND protects your spells and traps from any card effects. Also, it's name becomes DM on the field or GY, so it benefits from your DMC and ES combo as well!!! Summon this, and ES protects it from any card effects and it protects all your spells/traps from effects as well. The only way for your opponent to attack your field is with a monster with +3000 Atk, and even then, you can always just bring it back with ES. Broken.
The Dark Magicians: Also very useful effect, allowing you to draw 1 card for every effect activated. If it's a spell/trap, you can set it and/or activate it right then and there, depending on the type of spell or trap. And if it's destroyed, special summon DM and DM Girl from hand deck or graveyard to set off DMC's effect as revenge.
When Dragun of Red-Eyes comes out, you will also want that in your Extra Deck for sure! If you need Fusions with just raw attack power, consider Amulet Dragon, Dark Paladin, and Dark Cavalry. Their effects are more limited, but they can shine in terms of brute strength.
Xyz: Red Eyes Flare Metal Dragon, Number 11: Big Eye, and Ebon Illusion Magician. All of these are lvl 7 Xyz (and you conveniently have 6 lvl 7 monsters that can be easily put on the field at the same time. Ebon Illusion Magician is especially useful for this deck, allowing you to special summon spellcasters and have a banishing effect of its own! Your next most useful Xyz is Red-Eyes, oddly enough. It'll further lock down your opponent by inflicting 500 LP damage every time they activate a card or effect. Your opponent must choose: carry out their strategy at the expense of their LP, or save their LP at the expense of taking any action against you. Big Eye simply lets you take control of an opponents monster permanently. Ebon High Magician is also an option if you want, as well as Mecha Phantom Beast Dracossack for link summoning (though this is a Wind-type)
Links: I don't really know how to use Links that much, but you can definitely include some. I'd keep DM the Dragon Knight, The DMs, Dragun of Red Eyes (when it comes out), Ebon Illusion, Red Eyes, and Big Eye as essentials. They others can be switched out for Link monsters if you want.
Basic strategy: Eternal Soul and Dark Magical Circle are continuous traps and spells respectively. DMC allows you to look at the top 3 cards in your deck and select 1 that is Dark Magician related and add it to your hand immediately. Then you can choose the order of the other 2 cards. 2nd effect: When Dark Magician is summoned to the field, banish an opponent's card. This effect can be done multiple times per turn. Eternal Soul is your DM summoning engine. Once during either turn, you can Special Summon a DM from your hand or deck, thus activating DMC's effect. It doesn't matter if DM is destroyed, cause he'll just come back to banish. Plus ES guards your DM from any card effects.
Banishment engine support Cards: Soul Servant, Metalfoes Fusion, Magician's Rod, Foolish Burial Goods, Dark Illusion, and Card Destruction. These are all meant to either help you draw those top 3 cards, or search them directly from your deck. More details below.
Search engine: Use these cards to specifically search out DMC, ES, and/or DM directly from your deck.
Magician's Rod allows you to add any spell or trap to your hand upon Normal Summon (use to search for DMC or ES). If in the graveyard, you can tribute your Dark Magician to the graveyard to place Rod back in your hand, setting you up for another spell/trap search and DM special summon/banish combo next turn.
Soul Servant: Allows you to place any DM-related card at the top of your deck, ready for your next draw. Then, you can banish this to the GY and if you have DM on field or graveyard, draw that card. If you have both DM and DM Girl in field or graveyard, you can draw twice! Because it's a quick-play, you can basically activate this whenever you want. Use with DMC to guarantee a card you want (like ES!)
Foolish Burial Goods: Sets you up for your draw engine by sending Soul Servant, Magician Navigation, or Metalfoes Fusion from your deck to the graveyard. See draw engine section below.
Magician's Souls: Discard this from your hand to send DM directly from the deck to the GY, then special summon a DM to the field (why wait for that pesky draw?). Also use it to dump DM Girl to draw 2 cards after banishing Soul Servant.
Illusion Magic: Tribute any spellcaster from your field to search 2 DMs and add them to your hand (combo by tributing DM to bring him back for a banish later or tribute Rod so that Rod can come back to your hand for another Summon/search combo on your next turn).
Draw Engine: Another way to get your DMC, ES, and DM combo into your hand as fast as possible, if you don't have any search cards.
Soul Servant: See above. Dump DM Girl and DM into the GY, before using this, to draw 2 cards (this is literally the only reason DM Girl is in your deck).
Metalfoes: We don't care about Metalfoes fusion summoning, only its draw effect. Use Foolish Burial Goods to dump this into your GY, then you can shuffle it back into your deck and draw a card.
Card Destruction: Currently limited to 1 in official gameplay rules, but if you're playing for fun, run 3. You know the feeling of drawing a crappy hand? Any deck suffers from this from time to time. Use Card Destruction to dump it and draw a new hand (with the added bonus of putting cards like DM, DM Girl, Soul Servant, and Metalfoes into the GY). If you're an official player, run 2 Spellbook of Secrets to search Spellbook of Knowledge to draw 2 cards.
Magician's Souls: When this card is on your field, you can ditch 1 or 2 spell/trap cards from your hand or field to the GY and then draw that many cards. I don't use this affect that much, but it's there if you need it.
Additional DM support: Other cards not focused on your revival/banishment engine, but their tricks add another layer of offensive and defensive flexibility. Includes Secret Village of Spellcasters, Magician of Dark Illusions, Apprentice Illusion Magician, Palladium Oracle Mahad, Eye of Timaeus, Secrets of Dark Magic, and Magician Navigation
Secret of Spellcasters: Lock down your opponent's board. As long as you have a spellcaster on the field, they can't use their spells.
Magician of Dark Illusions: A supplement to your standard DM. This card is great because it's name becomes DM while on the field, allowing you more DMs to use with DMC. While you can't revive it with ES, it's great for summoning directly from your hand if you activate a spell/trap on your opponents turn. Say you have DMC on the field, but no ES yet. Just activate another spell/trap during your opponents turn to bring this out from your hand and get a quick banish on them, disrupting their strategy. I can't tell you how much more flexibility this card offers you. It's even a lvl 7, which will be important later on.
Apprentice Illusion Magician and Palladium Oracle Mahad: These are the jacks of all trades! They're powerful beatsticks that are ridiculously easy to special summon from your hand and have killer effects. AIM pulls DM from deck to your hand when you summon her, and you can tribute her to give another magician an extra 2000 Atk/Def! Mahad can double his Atk points when fighting a Dark monster, and if he's destroyed, you can special summon DM from hand, deck, or grave.
Eye of Timaeus and Secrets of Dark Magic: Activate these to bring out your Fusion monsters. Easily searchable with Soul Servant or Magician's Rod. Timaeus requires you to only have 1 DM on the field (easy!) and Secrets needs you to have both Fusion materials, but they can stay in your hand instead of exposed on the field.
Magician Navigation: Great for summoning a DM straight from your hand and another from your deck (setting you up for multiple banishments or an XYZ or Fusion Summon). It's 2nd effect is arguably more useful though, allowing you to negate an opponent's spell/trap card's effect for that turn.
Additional support: Same purpose as your DM support: lockdown your opponent from countering or effectively implementing their own strategies. These allow you to be more proactive in your offense and defense: Ash Blossom, Infinite Impermanence, Solemn Judgment, and Gozen Match. Alternatives include Skill Drain, Twin Twisters, or Solemn Strike/Solemn Warning
Ash Blossom: Discard to negate a summon or search effect. Sometimes your opponent needs that one card to get their strategy going. Deny them that with this card
Infinite Imperm: Your opponent's monster effect making things hard for you? Use this to negate that effect for a turn, as well as a spell/trap effect.
Solemn Judgment: Sacrifice half your life points to activate this?!?! What?! Trust me, you'll need this. It's a counter trap, so only counter traps can counter it, so you're basically guaranteed to cancel out whatever it is your opponent is planning and destroy it. Disrupting them from summoning their trump monster or ace spell/trap is worth half your LP, cause if you don't, you'll lose a lot more than that.
Gozen Match: My personal favorite. Each player can only control 1 attribute of monsters while this card is in play. This is perfect for you because most of your monsters are Dark anyways. And against decks where multiple attributes are used, it's a nightmare. *Note: You won't be able to use certain Extra Deck monsters and Mahad if this is active on your field.
Fusion Monsters:
DM the Dragon Knight: Your biggest challenge is going to be protecting DMC and ES while they're active, because your opponent will definitely target them. This giant beatstick boasts 3000 Atk AND protects your spells and traps from any card effects. Also, it's name becomes DM on the field or GY, so it benefits from your DMC and ES combo as well!!! Summon this, and ES protects it from any card effects and it protects all your spells/traps from effects as well. The only way for your opponent to attack your field is with a monster with +3000 Atk, and even then, you can always just bring it back with ES. Broken.
The Dark Magicians: Also very useful effect, allowing you to draw 1 card for every effect activated. If it's a spell/trap, you can set it and/or activate it right then and there, depending on the type of spell or trap. And if it's destroyed, special summon DM and DM Girl from hand deck or graveyard to set off DMC's effect as revenge.
When Dragun of Red-Eyes comes out, you will also want that in your Extra Deck for sure! If you need Fusions with just raw attack power, consider Amulet Dragon, Dark Paladin, and Dark Cavalry. Their effects are more limited, but they can shine in terms of brute strength.
Xyz: Red Eyes Flare Metal Dragon, Number 11: Big Eye, and Ebon Illusion Magician. All of these are lvl 7 Xyz (and you conveniently have 6 lvl 7 monsters that can be easily put on the field at the same time. Ebon Illusion Magician is especially useful for this deck, allowing you to special summon spellcasters and have a banishing effect of its own! Your next most useful Xyz is Red-Eyes, oddly enough. It'll further lock down your opponent by inflicting 500 LP damage every time they activate a card or effect. Your opponent must choose: carry out their strategy at the expense of their LP, or save their LP at the expense of taking any action against you. Big Eye simply lets you take control of an opponents monster permanently. Ebon High Magician is also an option if you want, as well as Mecha Phantom Beast Dracossack for link summoning (though this is a Wind-type)
Links: I don't really know how to use Links that much, but you can definitely include some. I'd keep DM the Dragon Knight, The DMs, Dragun of Red Eyes (when it comes out), Ebon Illusion, Red Eyes, and Big Eye as essentials. They others can be switched out for Link monsters if you want.
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