First time posting a list on here, here goes.
Description:
Magistus has been a deck that has been out since Genesis Impact. Taken to be the worst deck of the set (and rightfully so), it has yet to make a impact on the meta. With the introduction of Zoroa, The Magistus Daimon to the deck in BODE, the archetype has finally gained a good consistent 1st turn board. The goal of course, is to end on Zoroa with multiple equips attached to lock the opponent out of the game. Then on the next turn, set up negates or end the game with Accesscode.
Let's go through the list together:
Magistus Engine: x20
3 Verre: This card is our S/T searcher for the deck. (Also has an effect to bring down material from the banish zone). Verre allows us to grab our extenders and is one of the best cards to grab off Artemis for the next turn play (that being if you already have a way to end on Zoroa). Also has a banish effect to equip more Magistus cards from GY (important for more ED locking and/or extension plays).
3 Zoroa: The tuner of the deck. Drawing him allows you to go into Zoroa under 5 summons or Borreload Savage early on. Typically your revive target off of Vitra but a necessary card of the combo. Can also serve as a proper starter by attaching Artemis and grabbing a needed card.
3x Endymion: The more barebones starter of the deck. Does everything that you would want from it. Typically, you'll be attaching Artemis to start off your plays and/or Ninanruru/Rilliona to play thru the opp board. It's also a decent hand fixer.
3x Crowley: Our extender of the deck. Does nothing by itself but is important to have as it serves as one of the main ways you'll get to Zoroa. Also has the same effect as Verre.
3x Vitra: Our monster reborn for the archetype. A card that you'll be grabbing off of Rilliona on the follow-up turn or an extender to end on your intended board. Also has a Magistus equipped protection effect that is important for keeping the lock in place.
3x Trismagistus: One of the best cards in the archetype. Serves as a soul charge from the hand and another way to extend your plays. Also has a nice battle protection effect for magistus cards equipped with an extra deck card. Really good card.
2x Theurgy: One of the most "cuttable" parts of the list. It serves as another way to attach Artemis or play thru opponents boards. Especially important in a meta with effect veiler/imper as it allows our cards to still get to full combo thru interruption. Also serves as a type of interruption on the opp turn by attaching an extra ED monster to your magistus monsters.
Starters:
Rilliona, Zoroa, Endymion
Extenders:
Crowley, Trismagistus, Vitra, Theurgy
More "Generic Cards": x8
2x Spell Power Mastery. A useful card that allows us to search for Endymion. This card allows us to get to our starter even if we don't draw it. Ran only at 2 because we really don't want to draw more then one.
1x Called by the grave: Pretty self-explanatory. Allows you to negate a handtrap or serves as a interruption on opp turn.
2x Cosmic Cyclone: Flex spot of the deck but it's always nice to have more S/T removal.
3x Triple Tactics Talent: This card can easily be switched for Desires. Due to the nature of this deck being able to combo with basically any two card hand, TTT serves as more of another extender drawer or board breaker for going second.
Hand-Traps: (What - we're playing YGO in 2021 aren't we?) x12
3x Ash Blossom
3x Effect Veiler
3x Droll & Lock Bird
3x Infinite Impermanence
Standard selection of HTs. It's important to recognize that Effect Veiler and Droll are both spellcasters. Meaning that they can link into Artemis to start plays or be discard fodder for Crowley.
Extra deck:
2x Artemis - the best equip card that the deck has. It allows the search for any of our Magistus monsters that we need in hand.
1x Ninanruru - Our S/T removal other then cosmic. Can be useful to force activation of cards. Also has a nifty effect to allow two attacks on monsters.
1x Vahram - The main target to equip to Zoroa. Gives Zoroa a construct-like send and S/T protection. Also has a boardwipe effect that burns all face-up cards. Just like the fiery bird it is.
1x Aiwass - Our target for Fusion matchups. Can also be made with Invocation in matchups that don't use the ED. Don't forget the atk/def gain effect to hit over monsters.
2x Rilliona - Typically the card that allows the search for baby Zoroa. Allows us to consistently go into Zoroa. Remember that this card locks us into Magistus ED monsters. Also has a neat effect to negate a monster on your turn.
1x Zoroa, the Magistus of Daimon - Our main t1 board usually revolves around him. Important to realize that Zoroa says the cards don't have to be attached to him to do the floodgate effect and that Zoroa works no matter where the ED monster attempts to activate. Also has a neat reincarnation effect that becomes useful for plays later on and to reestablish the lock. Can be ran at 1 or 2 - up to your preference.
1x Borrel Savage - Omni negate that can be made t1 to play around Nibiru if you have full combo or be made in matchups that don't use the ED. Also a neat target on later turns for more negation.
1x Bahmaut Shark/1x Toadally Awesome - fans of this deck already knows about these cards. You typically make this with Endmyion and Crowley (by changing Crowley to water). Another play to play around Nibiru or to have another negation on the board.
1x Halq/Selene/Accesscode - Standard Accesscode link climb combo. Make Halq with Zoroa and another monster then SS Veiler. Then link into Selene and revive another spellcaster. Then go into Accesscode. Typically the play that you will do to end the game.
1x Dragite - Honestly, this is the flex spot of the deck. Choose whatever you would like to run in this spot. Running Dragite just for another S/T negation when I can't get a link in GY for Savage. Pick whatever you would like for this spot.
Side Deck:
Meta dependent but to explain choices:
1x Magistus Invocation - Now you might be asking, why are you running this card in the side? Well, to be honest typically you won't be ending on Aiwass with Invocation in the deck as you would have to search invocation off Rilliona. The problem with that is that if you have the search for Rilliona, typically you'll be looking to grab ways to break boards or extend. The card itself serves as a brick in the starting hand and does nothing for us in the way for extension. In testing this deck, I rarely grabbed this card and loathed the times it was in my starting hand.
3x Secret Village - We're a spellcaster deck so might as well run one of our good support cards. This card + Zoroa can often lead to unbreakable boards. Good for locking your opp out of Spell cards.
1x Cosmic - to finish off the 2 in the MD
1x Feather Duster - Good S/T wipe card.
Of course, change what you would like in the SD. All up to the players preference.
Finale:
As explained earlier, most 2 cards in the deck lead to ending on Zoroa. That means that you will be able to consistently end on the ED lock. This list intends to end on that board thru multiple disruption.
Basic Combo with Rilliona and any other Magistus Spellcaster:
NS Rilliona -> grab Trismagistus -> Activate Tris -> SS Spellcaster -> XYZ into Rilliona -> Activate Rilliona (Detach Rilliona Spellcaster) SS Zoroa -> Zoroa Effect Attach anything (Typically something you don't want to equip with Zoroa T1 like Ninanruru (or if you don't want to lock out Links something you do want to attach) -> Zoroa effect to revive -> Syncro into Daimon -> Effect Daimon to attach -> Rilliona GY effect to attach to Magistus monster
(Typically you'll attach the Link to the Rilliona XYZ. Reasoning being that Tris will give Rilliona one BP protection now and you'll force your opp to deal with both Zoroa and Rilliona or else you'll get value on the following turn off both Artemis and XYZ).
Of course, this is one of the many combos that lead to full combo. This deck doesn't really have one exact play to establish the lock (thou it'll typically involve the XYZ).
Strengths:
Consistent - most two card hands get to combo (more so if you have a starter)
Can play thru multiple disruption.
Can outright win some games.
Weaknesses:
Nibiru (If you don't get to a negate before Nibiru (which some hands can - make sure to think out your plays!))
Board Breaker cards like DRNM.
Decks that focus on Main Deck monsters.
Anyways, that wraps up this post. Feel free to comment suggestions! This deck has many different variations, so any tips is appreciated! Thank you for reading my post and have a nice day.
(There's also a discord server for Magistus on which I'm pretty active! Feel free to join!)