Intro:
*There are many different builds with the new support for pend magicians, this one is the one I enjoy the most and matches my personal playstyle
The AGOV support is god-sent. Making the previously casual pend magicians in the tcg to a new level.
Supreme King Gate Magician (SKGM) becomes one of the core cards the deck revolves around. Wings of light is a ROTA for supreme king gate cards. And the potential ability to double pend in 1 turn with pendulum evolution is incredible (though not really necessary)
The deck is very flexible and has many multi-card combos depending on the hand with very low brick chances, but is relatively fragile as it almost plays into any handtrap and droll completely shuts it down.
The deck is also not very negate heavy with only baronne and vortex (and maybe unprotected apolussa) as their endboard negate + various other interactions from i:p and Time pendulumgraph. Providing different types of interactions in the opponents turn and a stream of resources through Exceed the pendulum (ETP) and star pendulumgraph, eventually either negating the opponent or dragging them into a grind game. The deck is a jack-of-all-trades kind of deck that can adapt into different playstyles
Endboard:
The deck aims for a 6 + 5 endboard filling all your available zones. usually including: Exceed the Pendulum (+1 or 2 magicians she can revive in your and your opponents turn), i:p (into apollusa, or s:p or even knightmare gryphon), Baronne and Vortex in the monster zones; Double scales (including a magician), the 2 Pendulumgraphs and Pendulum Evolution (or a set wings of light) in the st zones.
A total of 2 omni negate and destroy, 1 targeted destroy from time pendulum graph, 2 targeted banishes from i:p into s:p (or 2-3 monster negates if going into apollusa or ss monster effect lock with gryphon). Ontop of that, star pendulumgraph to search a magician, exceed the pendulum reviving SKGM whose effect can +1 search (usually wings of light).
The deck can also dish out different endboards with a small dracoslayer package (ignister prominence, majesty pegasus + necrovalley or secret village of spellcasters). by replacing the baronne with a semi-gy lock or a spell lock (with ETP and a SKGM she revives). Alternatively, the vaylantz field spell pair is also an option as it can prevent imperm and evenly. Be aware that you need to get rid of your own one before the opponents turn (which can be done using baronne or BTP's double pop if used wisely, overall the vaylantz field spell set is not recommended due to the lack of electrumite
Or mixing with kashtira, replacing vortex dragon with a shangri-ira + fenrir/unicorn it can bring out in the next standby phase
Strats:
The primary goal is to get SKGM to hand or scale and there's many ways to do it. with that and a high scale it is possible to combo off and it gets only better if there are additional things in hand to pend out.
Harmonizing is another high-priority target, if you dont have her in hand then BTP will usually search her to make baronne post pend (which is also sadly the best nib window). Double Iris has the highest priority for the high scale (with the low scale usually being gate 0)
The priority between front and back row are a bit hard to judge but usually front is easier because how the pendulumgraphs are harder to search (by destroying double Iris), but usually if you can make a decent front row its possible to get the pendulumgraphs or at least 1 of them then the option is up to you
2x Darkwurm are played because you dont really want it in your hand but want to foolish it for that free ss, but its a very good normal nonetheles. It has a tricky scale effect too allowing you to search gate 0 or SKGM but locking you into pend summon darks only while its in scale and because it's a 5 scale it will brick your magician pend summons, not recommended unless you have a way to remove it after pend (which is why electrumite could have come in handy)
2x Gate 0 are played in case one of them gets removed, because they are hard to retrieve and is not a high-priority target for ETP (usually you'd want to retrieve light/dark wurm or SKGM). If it is on the field, it is a lv7 and a pop + ed special to trigger double iris and/or pend evolutions double pend effect by ss odd-eyes wing dragon (or any other valid fusion/synchro pend monster). Gate 0 popping Gate 0 is also an interesting tech. Gate 0 can place itself back to the scale if poped as a monster so you can almost trigger evolution for free
The double pend from pend evolution and searching for Astrograph has low priority unless theres no other way to extend or you have enough resources to search. After some playtesting pend evolution is not even mandatory for this build, but an occasional extender. Pend evolution does allow you to replace one pend in hand with astrograph or SKGM but be aware that the shuffle back is a requirement, meaning a potential hand-1 if ashed.
The one-off lightwurm is usually used in the grind game and as an emergency high scale that can be searched off wings of light. Usually, you will have SKGM in your faceup ed and a harmless gate 0 the opponent won't care on your field. Normal lightwurm to add SKGM to your hand, special it out, and go into psychic end punisher to pressure your opponent or into the 2nd set of BTP, ETP to extend once more. An interesting mechanic is its effect that triggers in the face-up ed. If a pend is destroyed by battle or effect, it can add itself back to hand from the ed. This triggers a new chain, so if lightwurm itself is destroyed on the field and sent to the ed it can add itself back to hand. Hence it can lead to some interesting plays such as monster zone gate 0 poping lightwurm in scale to ss odd-eyes wing dragon from the ed and trigger pend evolution, On a new chain gate 0 and lightwurm both trigger. gate 0 goes to scale, light wurm goes to hand. scale light wurm and you got both scales now.
Destrudo is a 2nd target for foolish/dragon shrine, though it needs half your lp to special itself, it is a tuner and returns to the deck when leaving the field, keeping our extra copies of foolish/dragon shrine alive all the time. The lp pay will eventually be able to boost your psychic end punisher to crazy stats.
Bystials can be extenders and interuption, given that many meta decks run dark/light monsters. Magnamut can search druiswurm or dark/lightwurm to either interrupt further or extend the next turn. In your own turn, they can also banish BTP in the gy to ss themselves to extend, and also combos well with dd crow. It is also a excellent target for baronne to revive
Handtraps/non engine: The classic stuff against meta with DD crow for extra gy hate a total of 12 free slots.
Extra deck:
The usual ed good stuff!
odd eyes wing dragon, xyz dragon, hope magician are targets to trigger pend evolution, wing dragon can be replaced with Venemy dragon to be a super poly target against dark monsters. The xyz dragon is also fooder for SKGM and played at 2 to sometimes trigger pend evolution. Magician of Hope has the magician keyword and can be used for time pendulumgraph fooder.
Magician of hope is very rarely used though :c
Accesscode and End punisher are for grind game and game closing. The only downside is Access can only pop twice usually
The 2x BTP are for a 2nd come back given both can be convenient in the grind game but could be exchanged for contemporary cards like bagooska, TY-PHON, dweller, Borreload savage etc.
Side deck/ Other options
everything is exchangeable given the diverse format we are in
A dracoslayer + kashtira package can replace some handtraps, purple poison and black fang magician are also interesting win more options.
Given this deck can go into absolute dragon > vortex relatively easy with just 2 SKGM, it has a very good synergy with Kashtira and r7 xyz pair it up with a small dracoslayer necro valley package and you'll get a completely different endboard with equal oppressive capabilities.
Kashtira can provide a consistency boost and ash bait. Instead of making absolute dragon in the magician combo, make Shangri-lra instead and in your opponent's standby phase ss a fenrir/unicorn to interrupt your opponent's future plays pair it up with the below for better effects
Ignister prominence can be easily made with harmonizing. He can ss majesty pegasus from the deck (or can be searched by BTP) to then search Necrovalley or Village which both work with pend and magicians, she can also search pressured planet to prepare for kashtira plays/followup, not to mention Ignister prominence's other effect is one of the best removals in the game (to a point where i almost want to include 1x Ignis phoenix just for it to ss and pop and bring out majesty pegasus as a tuner too for more plays, but the deck space is tight).
This endboard usually includes 1x Exceed the pendulum to ss something from the hand, full scales, Shangri-lra to ss a kash in the next standby phase, Necrovalley or Village of spellcasters (active through exceed the pend). sadly hard dies to evenly :C
End phase:
Thanks for reading through my rambling again. There so many builds this deck can lean to and I really love exploring and testing different builds. Lemme know if you got any fun ideas or cool builds!
Update:
after some play testing and local tournaments. The deck can do very well and can go into time pendulumgraph stall for grind but without star pendgraph as well it will eventually be outgrinded by the more modern systems.
Added 2x Duelist alliance which can get you to: double Iris, the 2 pendulum graphs and pend evolution. Its quite a versatile option that can turn into a high scale, save a pop from double iris and save the search of SKGM for something else. Expaneded the deck size to 45 and removed purple poison because its really never used
Side deck: removed secret village as it doesnt stop too many things this format, its still very good and could replace 1x unicorn. Added 2x book of eclipse to make a total of 7x boardbreakers for going 2nd
More update:
I trimmed the deck down and after testing the consistency is still decent.
theres not huge need to play 3x dragon shrine and wings of light (though they are very very useful), same goes with the magicians at 3. The ocg does that because the electrumite + astrograph cycling but without that, playing them at 2 is enough. im still keep gate 0 at 2 because ppl tend to snipe the scales and SKGM is almost useless without a gate in the pend zone.
The deck can setup a very threatening board consistently if not interupted or through minor interuption and will win games. but will struggle against meta and stuff like anti-spell, droll in game 2 and 3, by then only crossout will save you :c