This is a dark magician deck I've tried to perfect. I'm planning to use this at regional and updated it with my score. If I could change something I would switch different dimension ground with evenly match but I can't afford it since I bought 3 Magicians souls. But I'll describe why I run what I run.
Dark Magician - The heart and soul of the deck, the ultimate wizard in terms of attack and defense. Got to have him to make it work lol.
Apprentice illusion magician - I run her at one Cause I don't want to see her to many or have to many in my starting hand. I don't want to have to many dark magicians in my hand but she does have a nice honest like effect.
Dark Magician girl one of the 2 bricks. I run her so I can have +1 with soul servant. In case I need to send a monster with magician souls effect and I already have all my dark magicians out the deck. The magician combination is great for its negation effect. And so I can special summon her if The Dark Magicians get destroyed
Magicians Rod - the only normal summon and searcher of the deck. mainly uses to get cards I need/ haven't used yet
Magicians souls - the card that's makes a budget deck expensive. It's amazing how it makes the deck more consistent. I mainly use it to special summon dark magician but if my hand is really bricky it helps unbrick it.
Ash bloom & D.D. Crow - I mean Ash is Ash, everyone and there moms run this. D.D. Crow is for an allure target and as well as the meta has graveyard effect.
Allure of darkness z It's really meant to help me dig deeper in my deck. Sometime I'll banish Dark magician cause I'll make 2 work or rod if I already normal summon him the same turn
Foolish burial goods - It send cards I need to help draw or the navigation to negate a spell/trap effect for a turn. Send metalfoes to shuffle and draw or soul servant to draw.
Metalfoes fusion z This card is great, like an upstart. If it's in the starting hand there are plenty of cards that will discard, souls being the best one cause you draw one and shuffle and draw another.
Soul servant - It's funny how its first effect let's you stack your deck. But it's great how it can be any dark magician card (expect eye of Timaeus). Normally I just use DM to draw but if there's DMG than it well help draw more
Called by the grave - you have multiple ways to draw/add and monster effects going off. But stopping it all together is great. Cause stuff you didn't think about like navigation can be ash.
Forbidden chalice - effect veiler better sibling. You can't active during the opponent turn unless it's set. But I prefer this over effect veiler because it can only be activated it during the opponent main phase, while Chalice can be activated when ever
Super poly - amazing board wiper so long as the targets match
Serect of dark magic - it's a great card to get one of the 2 dark magician fusion
Dark magical circle - I only run 2 cause you don't need 3. It's a good card but sucks when you can't add off it. And I have using circle to add circle.
Magicians navigation - It helps get DM and DMG out there. But it's really meant for its dank graveyard effect.
Eternal soul - it has been my favorite dark magician card for the fact that it makes DM immune to all card effects. And the graveyard revive.
Skill drain - no reason to not run it. Some problematic cards have ridiculous effects. So this helps a lot.
Magicians Combinations - The second brick of the deck. It's here so I can negate cards, and to switch back a forward between the Magicians. Also has a cool effect if it get a popped.
Solemn Judgment - the king of saying NO. But be careful to pay attention to life points