dark magician mystic mine
Deck Primer
taking as if you know the basics of Dark magician decks.
Monsters:
illusion apprentice nothing special, does what she does.
dark magician and rod and beat cop have a very important combo with mystic mine(need eternal soul and circle)
the goal of this deck is to go threw it as much as you can and prepare you board to 1 shot. this deck really good on first game but the other 2 will be harder since ther will side a lot of back row counters, so you might want to side extra negates or protection.
basically at every end phase of opponent you activate soul to bring a dark magician, banish 1 of his cards idealy back rows since you need to keep his monsters on the field. then activate rods gravyard effect and target you dark magician so he sent to grave and you get rod back to search for more stuff and empty deck,
on your turn you play rod to get something then summon the DM and banish something again if possible if not don't kill thre monsters, then link summon the 2 to make beat cop, use her effect on soul or circle, now your back to 0 monsters, rince and repeat. can do the same on your turn with navigation, just instead use wee witch first then beat cop.
i had 3 navigation but i don't use the grave effect that much since i never have DM on the field in most case.
on opponent end phase when your ready to 1 shot the guy while he has no back rown and idealy 1 moster leave your DM on the field to destroy the mystic mine with your soul. then use 1 navigation and eternal soul on your turn and banish his last monster and boom 1 shot
or lower the guys health by a lot and put red eyes and maybe place mystic mine again, his effects will go threw so any time effect is used they lose 500. black luster not that great but still usefull in some situation. since eternal soul will destroy him.
number 28 is a fun new thing i tried and seem to work well but haven't tested it much. same for ebon high,
so if i where to remove side deck cards it would be those 3 and possibly clara if you really needed something else, the rest is pretty core.
i use defense zone to remove the mystic mine on my turn and it adds a little more cover, space typhoone works too but might as well use something that helps for the same effect.
came up with this idea since at my casual most people use decks that supper poly aint that good agaist, mystic mine works agaist most.
Monsters:
illusion apprentice nothing special, does what she does.
dark magician and rod and beat cop have a very important combo with mystic mine(need eternal soul and circle)
the goal of this deck is to go threw it as much as you can and prepare you board to 1 shot. this deck really good on first game but the other 2 will be harder since ther will side a lot of back row counters, so you might want to side extra negates or protection.
basically at every end phase of opponent you activate soul to bring a dark magician, banish 1 of his cards idealy back rows since you need to keep his monsters on the field. then activate rods gravyard effect and target you dark magician so he sent to grave and you get rod back to search for more stuff and empty deck,
on your turn you play rod to get something then summon the DM and banish something again if possible if not don't kill thre monsters, then link summon the 2 to make beat cop, use her effect on soul or circle, now your back to 0 monsters, rince and repeat. can do the same on your turn with navigation, just instead use wee witch first then beat cop.
i had 3 navigation but i don't use the grave effect that much since i never have DM on the field in most case.
on opponent end phase when your ready to 1 shot the guy while he has no back rown and idealy 1 moster leave your DM on the field to destroy the mystic mine with your soul. then use 1 navigation and eternal soul on your turn and banish his last monster and boom 1 shot
or lower the guys health by a lot and put red eyes and maybe place mystic mine again, his effects will go threw so any time effect is used they lose 500. black luster not that great but still usefull in some situation. since eternal soul will destroy him.
number 28 is a fun new thing i tried and seem to work well but haven't tested it much. same for ebon high,
so if i where to remove side deck cards it would be those 3 and possibly clara if you really needed something else, the rest is pretty core.
i use defense zone to remove the mystic mine on my turn and it adds a little more cover, space typhoone works too but might as well use something that helps for the same effect.
came up with this idea since at my casual most people use decks that supper poly aint that good agaist, mystic mine works agaist most.
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