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Magicians ... DARK Magicians


BatMed

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I made a deck documentary a couple of days ago about "Dark Magician the Deck", and to summarize it: With Magician's Rod and folks "Dark Magician" was able to enter the competitive scene -back in their release- by sadly, unlike "Blue-Eyes", they were a rogue deck. Those support cards weren't enough since the deck was struggling getting their key cards since Magician's Rod takes your NS, and meanwhile BE were feasting Trade-In, DM.dek had no good enough draw power at that time, "Wonder Wand" existed yeah, but if you don't have "Eternal Soul", then there is a chance that you will make your board open. Now that we have Rudra, the deck actually started to become relevant again by implanting the Windwitch&Spellbook.engine and hand traps. BUT... the struggle remains: Both the deck's draw and search power depends on NS. Also speaking about "Eternal Soul", the deck's only protection option, and the card that can bring their own demise. Now let's fix this mess, shall we? 
 

Note: All the cards' arts below were made by me, except for "Dark Magician Girl of Chaos" which was made by Orcaleon, and "Sinister Dark Magician" which is an edit I made of an art I found in Zerochan (I believe the og artist is from pixiv but I don't know who he/she is).

 
[spoiler=Draw/Search Power]

magician_s_arcane_by_batmed-dafa134.pngmagician_s_legendary_robe_by_batmed-d7gq

 

Magician's Arcane

If you control no monsters, you can Special Summon this card (from your hand). If this card is Summoned: You can add 1 "Magician's" monster from your Deck to your hand. During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your Graveyard (except during the Damage Step): You can shuffle this card into the Deck; draw 1 card. You can only use each effect of “Magician’s Arcane” once per turn.
 
Trivia:
- This monster's artwork is based on the 6th OCG artwork of "Dark Magician".
- The combined ATK, DEF, and Level of this monster, "Magician's Rod", and "Magician's Robe" are respectively: 2500, 2100, 7, which are the respective ATK, DEF, and Level of "Dark Magician".

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Magician's Legendary Robe

You can discard this card and 1 other card that specifically lists the card "Dark Magician" or "Dark Magician Girl" in its text; draw 2 cards. If you control a Level 6 or higher DARK Spellcaster-Type monster: You can Special Summon this card from your hand or Graveyard, but banish it when it leaves the field. You can only use each effect of “Magician's Legendary Robe” once per turn.

 
Magician's Arcane searches "Magician's Rod", and technically that means we have 6 copies of "Magician's Rod" and that's neato, it also has a "Metalfoes Fusion" recycle effect with the same other "Magician's"s condition.
Magician's Legendary Robe (searchable with Arcane) is the deck's official draw power (Ixchel style), not that Rudra sucks GOD FORBID, but it's slow in this deck.

[spoiler=Protection and Countering]

enchanting_renaissance_by_batmed-d8ugmg8dark_magic_purgation_by_batmed-d8nz3bh.p

 

Enchanting Renaissance

If you control “Dark Magician”, face-up cards in your Spell & Trap Zone cannot be targeted or destroyed by card effects. During either player's turn, if you control a Spellcaster-Type monster: Send 1 Spell/Trap Card from your hand or field to the Graveyard; Tribute 1 Spellcaster-Type monster you control, and if you do, Special Summon 1 Spellcaster-Type monster from your hand, Deck, or GY, in face-up Attack Position or face-down Defense Position. You can only use this effect of “Enchanting Renaissance” once per turn.

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Dark Magic Purgation

When a monster(s) is Normal or Special Summoned in face-up Attack Position, if you control “Dark Magician”: Tribute 1 Spellcaster-Type monster you control; that monster(s) loses 2000 ATK, also their effects are negated, then if its ATK has been reduced to 0 as a result, destroy it. You can only activate 1 "Dark Magic Purgation" per turn.
 
Trivia:
- This card's effect is similar to Slifer's effect.

 
Enchanting Renaissance doesn't only protect your backrow, but also protect your board. How? Well Eternal Soul is safe, which means your DM are unaffected, also you won't have to worry about the nuke effect anymow (As long as you control a DM). The second effect being sort of gimmicky was on purpose, cause I'm a Shaddoll fan... that's it... that's why.... bye. 
 Dark Magic Purgation cause why not? Our lovable Dark Magician has finally mastered the art of GODs! and yeah both cards are searchable by Rod

[spoiler=The Legends are true]

legendary_dark_magician_by_batmed-d70mcdlegendary_dark_magician_girl_by_batmed-d

 

Legendary Dark Magician

"Magician's Legendary Robe" + 1 or more non-Tuner Spellcaster-Type monsters
Cannot be destroyed by Spell/Trap effects. This card's name becomes "Dark Magician" while it is on the field. You can only use each of these effects of "Legendary Dark Magician" once per turn.
● During either player's turn: You can target 1 face-up Spell/Trap Card on the field; that target has its effects negated.
● You can discard 1 card, then target 1 Spell/Trap Card in your Graveyard that specifically lists the card "Dark Magician" in its text; apply that target's effect, then banish that target.
 
Trivia:
This card has the same Level, ATK, and DEF as "Blue-Eyes White Dragon": The magician can finally match its foe.
- This card is "Dark Magician" enchanted by "Magician's Legendary Robe": Furthermore, this card's Level, ATK, and DEF is the sum of "Dark Magician" and "Magician's Legendary Robe" Levels, ATKs, and DEFs respectively.

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Legendary Dark Magician Girl

"Magician's Legendary Robe" + 1 or more non-Tuner Spellcaster-Type monsters
Cannot be destroyed by Spell/Trap effects. This card's name becomes "Dark Magician Girl" while it is on the field. You can only use each of these effects of "Legendary Dark Magician Girl" once per turn.
● During either player's turn, when a monster effect is activated: You can discard 1 Spell/Trap Card; negate the activation, and if you do, destroy it.
● During your opponent's turn: You can Tribute this card; Special Summon 1 Level 6 or 7 DARK Spellcaster-Type monster from your hand, Deck, or GY.
 
Trivia:
This card has the same Level, ATK, and DEF as "Dark Magician": The apprentice has finally become a master.
- This card is "Dark Magician Girl" enchanted by "Magician's Legendary Robe": Furthermore, this card's Level, ATK, and DEF is the sum of "Dark Magician Girl" and "Magician's Legendary Robe" Levels, ATKs, and DEFs respectively.

 

 
Q: Why am I giving a Rank 7 deck Synchros?
A: Cause they have a Tuner now.
 
Q: But Blue-Eyes went for Synchros and DMs went for Xyzs, IT'S A MATTER OF LORE!
A: Sue me. 

[spoiler=Bonus]

sinister_dark_magician_by_batmed-d7gqwjqdark_magician_girl_of_chaos_by_batmed-d7

 

Sinister Dark Magician

You can Special Summon this card (from your hand) by Tributing 1 Spellcaster-Type monster on the field. This card's name becomes "Dark Magician" while it is in the Graveyard. Once per turn, during either player's turn, when a Spell/Trap Card is activated: You can pay 1000 LP; negate the activation. If this card is sent to the Graveyard by an opponent's card (either by battle or by card effect): You can Special Summon 1 "Sorcerer of Dark Magic" from your hand or Deck, ignoring its Summoning conditions.
 
Trivia:
- This card is the Upgraded of "Dark Magician (Arkana)": It can be considered as the "Arkana" counterpart of "Dark Eradicator Warlock".

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Dark Magician Girl of Chaos

2 Level 7 Spellcaster-Type monsters
While this card has Xyz Material, and if your opponent controls no Spellcaster-Type monsters: Any card sent from the field to your opponent's Graveyard is banished instead. You can detach 1 Xyz Material from this card; add 1 Spellcaster-Type monster from your Deck to your hand. You can only use this effect of “Dark Magician Girl of Chaos” once per turn.
 
Trivia:
- This card is +500 ATK/+300 DEF more than "Dark Magician Girl", the inverted case of "Dark Magician of Chaos" (also "Magician of Black Chaos") that is +300 ATK/+500 DEF more than "Dark Magician".

- I'm tiiiired ;-; ... eeeh, anyways, Sinister is for early plays, also I just realized that it sort of outclasses Silent Magician (I guess??)... well it was made waaay before it BUT that's no excuse, any suggestions are welcome. I don't think there is much to say about DMG of Chaos since I already made a fuss about her days ago.

 

 

I'm working on scripting the beauties above to YGOPRO, so I really need your help to make them solid/balances if OP to start my project. HELP ME.

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1st This is amazing artwork, its really rare to see cards on here that "fit" the card and look like they could actually be a real card so props for that.

2nd As much as like these cards artwork and DM's I AM a yugioh critic, so as harsh as I may be, it's my suggestion

So here's how I see it:

To clear something up first though, Eternal Soul is a VERY powerful card. With letting you get back a DM every turn and making them unaffected by card effects even letting you add DM's equal of Raigeki and Feather Duster. So its cost to destroy all monsters you control is very balanced, these cards are almost unaffected by the cost, which is a cost to play the card. This is what makes people complain about cards, the fact that they need no cost to play, look at the current meta, almost no drawbacks for cards effects. Furthermore, DM's are survivors, they can easily withstand a assault for a few turns.

Anyways lets get into the cards themselves

Magician's Arcane: This one, I think is very unbalanced. The special summoning effect when you control no monsters is pretty irrelevant, as the level 7 dark magicians (or at least the way I play) really don't care about the normal summon. The search effect, is perfectly fine I don't there needs to be any changes there. The final effect bugs me though, as it seems way to easily abused. It can be used in lightsworns, BA, heck even True Kings if they want to. It's a easy Pitch-for-cost card that recycles itself and lets you plus. Instead, I think a effect that would protect exactly 1 Dark Spellcaster by banishing itself would be good, so Eternal Soul won't kill you, but at least make it so you can save 1 any of your monsters by battle or card effect.

Magician's Legendary Robe: The first effect is pretty fine and standard DM's don't really have draw power outside of allure (which I doubt a lot of DM's decks run cause it banishes) so it seems like a completely fine and fun effect. The secound effect is OP though. How? It special summons, letting you use one of the normal summon effects  rods, robe, or arcane during the same turn. Instead I suggest ether a effect to SS itself from the grave instead of using eternal soul (which would be written as: During ether players turn you can special summon this card from the graveyard, but you cannot use any of the effects of "Eternal Soul" this turn) or a effect that adds it from the graveyard to the hand, regardless it should have a effect the acts like any of the magician's cards, letting you synchro summon during ether players turn when you use a spell/trap.

Enchanting Resistance: Instead of protecting from targeting and destroying, it should just keep spell/traps safe from destruction. Targeting (and not destroying) a spell/trap is pretty rare, so you shouldn't have to worry about it. its just very unnecessary and adds to a already great card. Furthermore, I noticed this mistake in the text, the second effect doesn't say "can" after the : so its a mandatory effect, so you might want to change that.

Dark Magic Purgation: I think it should just be dark Magic Purge to be fully honest, cause Purgation sounds a bit weird to me. Ok, this is searchable thats a problem, as its a strong card. It almost completely negates a summon, the monster loses 2k, and has effects negated and its a counter. I think it should make them lose 1000 atk (permanently) and negate their effects only until the end phase. As I said, its a Solemn Strike for any summon, you just give up a monster instead (that can be easily summoned back). 

Legendary Dark Magician: The Synchros..... oh boy. Should be affected by eternal soul. Unaffected by cards effects while its out, and eternal soul has protection already. Negation of a Spell/trap for no cost what-so-ever and easy to bring out not a good combination. I say give it a effect like Omega. If it could banish itself (or preferably any other Dark Spellcaster) and a card from the opponents hand, not only does it protect that Dark Spellcaster from eternal soul, but also hits the one thing DM's could never reach, the hand. The second effect, I think should just be to return 3 DM spell/traps to the deck to draw 1 or pop 1 on the field. These Synchros are like ABC's on steriods, they give you destruction for almost no cost and let you make plays.

Legendary Dark Magician Girl: Ok, Almost the same criticism, should be affected by soul, no negation perhaps banishing cards from your opponents grave or deck instead. For the second affect, I can't think of a situation in were this monster would be killed, unless by battle but then they'd just run whatever you summon over even if it got killed E-soul then whatever you'd summon die as well. So I think it should let you use a spell/trap from the hand or add a DM spell/trap from your graveyard to your hand or maybe use it instantly (with this effect it would tribute itself). One other thing is letting it protect a DM (Stardust Spark Dragon Style). Furthermore you could just change its name to Legendary Magician Girl, there's a Magician Girl archetype to.

Sinister Dark Magician: The SS is fine, and it could be during ether players turn. The negation for lp seems TO good and any spell caster deck could play it its not even a hard once per turn so if you have multiple copies then (you'll burn through your lp but) your opponent won't get spell/traps. I suggest a snow like effect instead, to set a monster on summon. That way you have protection and play interrupting. The ss'ing of a monster on destruction is amazing though, and it forces to run a usually unplayed card so that's really great design.

Dark Magician Girl of Choas: Oh boy, how am I gonna tear this one apart with suggestions? I'm not actually, I find the effect of 2 level 7's even though its a magician girl (who is level 6) to be a bit weird, but I don't really see how that affects it except lorewise. I find its Dark-Law effect to be pretty good and the search effect is really great to. Its balanced and a overall well designed card. I honestly like this one the best, just cause its effect is perfect locking down the grave and searching, genius and amazing. Side note: It's not just cause its a girl card.

 

Those are just my suggestions, feel free to take, alter, or leave them, but I'd like to hear what you thought of them. After all, I did write quite a bit. 

To sum it up, I think quite a bit needs to be balanced, and leave out this "all my monsters are gonna die due to E-Soul" paranoia, but the artworks are amazing and they fit the cards great I also found the lore interesting. Its pretty clear how much work was put into these cards, and that fact is why I decided to take priority with these and review them so in-depth; because of all the work put into them. 

Thanks for reading this hulk of a reply

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1st This is amazing artwork, its really rare to see cards on here that "fit" the card and look like they could actually be a real card so props for that.

Thank you :3

 

To clear something up first though, Eternal Soul is a VERY powerful card. With letting you get back a DM every turn and making them unaffected by card effects even letting you add DM's equal of Raigeki and Feather Duster. So its cost to destroy all monsters you control is very balanced, these cards are almost unaffected by the cost, which is a cost to play the card. This is what makes people complain about cards, the fact that they need no cost to play, look at the current meta, almost no drawbacks for cards effects. Furthermore, DM's are survivors, they can easily withstand a assault for a few turns.

Not POWERFUL, but a good balanced card. However, we're talking about DM, a deck with a mediocre comeback ability in a format where Spell/Trap popers are in mass (Twin Twister, Galaxy Cyclone, Cosmic Cyclone, +almost all archetypes has their ownd MSTish card), besides you need +2 turns to profit from your Raigeki/Duster, since you need to have DM in your hand/Grave first then Summon it (if you don't already have it.) What I'm trying to say is, they need a way to protect their Spell/Trap lineups, and that's what I did by making "Enchanting Renaissance".

 

Magician's Arcane: This one, I think is very unbalanced. The special summoning effect when you control no monsters is pretty irrelevant, as the level 7 dark magicians (or at least the way I play) really don't care about the normal summon. The search effect, is perfectly fine I don't there needs to be any changes there. The final effect bugs me though, as it seems way to easily abused. It can be used in lightsworns, BA, heck even True Kings if they want to. It's a easy Pitch-for-cost card that recycles itself and lets you plus. Instead, I think a effect that would protect exactly 1 Dark Spellcaster by banishing itself would be good, so Eternal Soul won't kill you, but at least make it so you can save 1 any of your monsters by battle or card effect.

Trust me, your biggest issue in DM is Normal Summon: The deck relies on Rod and Spellbook Magician to search/draw AND BOTH TRIGGER ON NS FOR GOD SAKE that's why the deck needs a push-up, hence the SS (it's not an effect btw) is pretty much relevant for this situation. Also the 2nd effect is 100% fine: "Metalfoes Fusion" does the same thing with ease, and it's not even relevant anymore +Arcane has the hard OPT clause.

 

Magician's Legendary Robe: The first effect is pretty fine and standard DM's don't really have draw power outside of allure (which I doubt a lot of DM's decks run cause it banishes) so it seems like a completely fine and fun effect. The secound effect is OP though. How? It special summons, letting you use one of the normal summon effects  rods, robe, or arcane during the same turn. Instead I suggest ether a effect to SS itself from the grave instead of using eternal soul (which would be written as: During ether players turn you can special summon this card from the graveyard, but you cannot use any of the effects of "Eternal Soul" this turn) or a effect that adds it from the graveyard to the hand, regardless it should have a effect the acts like any of the magician's cards, letting you synchro summon during ether players turn when you use a spell/trap.

I'm actually confused... It deas Special Summon itself... and... eeeh... wait what?! Mind re-explaining this please.

 

Enchanting Resistance: Instead of protecting from targeting and destroying, it should just keep spell/traps safe from destruction. Targeting (and not destroying) a spell/trap is pretty rare, so you shouldn't have to worry about it. its just very unnecessary and adds to a already great card. Furthermore, I noticed this mistake in the text, the second effect doesn't say "can" after the : so its a mandatory effect, so you might want to change that.

Yes I should worry, cause "Cosmic Cyclone" is an actual card. And yeah I done goofed, imma make it optional x)

 

Dark Magic Purgation: I think it should just be dark Magic Purge to be fully honest, cause Purgation sounds a bit weird to me. Ok, this is searchable thats a problem, as its a strong card. It almost completely negates a summon, the monster loses 2k, and has effects negated and its a counter. I think it should make them lose 1000 atk (permanently) and negate their effects only until the end phase. As I said, its a Solemn Strike for any summon, you just give up a monster instead (that can be easily summoned back).

I agree, I will consider changing the card as suggested.

 

Legendary Dark Magician: The Synchros..... oh boy. Should be affected by eternal soul. Unaffected by cards effects while its out, and eternal soul has protection already. Negation of a Spell/trap for no cost what-so-ever and easy to bring out not a good combination. I say give it a effect like Omega. If it could banish itself (or preferably any other Dark Spellcaster) and a card from the opponents hand, not only does it protect that Dark Spellcaster from eternal soul, but also hits the one thing DM's could never reach, the hand. The second effect, I think should just be to return 3 DM spell/traps to the deck to draw 1 or pop 1 on the field. These Synchros are like ABC's on steriods, they give you destruction for almost no cost and let you make plays.

Legendary Dark Magician Girl: Ok, Almost the same criticism, should be affected by soul, no negation perhaps banishing cards from your opponents grave or deck instead. For the second affect, I can't think of a situation in were this monster would be killed, unless by battle but then they'd just run whatever you summon over even if it got killed E-soul then whatever you'd summon die as well. So I think it should let you use a spell/trap from the hand or add a DM spell/trap from your graveyard to your hand or maybe use it instantly (with this effect it would tribute itself). One other thing is letting it protect a DM (Stardust Spark Dragon Style). Furthermore you could just change its name to Legendary Magician Girl, there's a Magician Girl archetype to.

Imma consider those too.

 

Sinister Dark Magician: The SS is fine, and it could be during ether players turn. The negation for lp seems TO good and any spell caster deck could play it its not even a hard once per turn so if you have multiple copies then (you'll burn through your lp but) your opponent won't get spell/traps. I suggest a snow like effect instead, to set a monster on summon. That way you have protection and play interrupting. The ss'ing of a monster on destruction is amazing though, and it forces to run a usually unplayed card so that's really great design.

eeem, I dig that actually.

 

Dark Magician Girl of Choas: Oh boy, how am I gonna tear this one apart with suggestions? I'm not actually, I find the effect of 2 level 7's even though its a magician girl (who is level 6) to be a bit weird, but I don't really see how that affects it except lorewise. I find its Dark-Law effect to be pretty good and the search effect is really great to. Its balanced and a overall well designed card. I honestly like this one the best, just cause its effect is perfect locking down the grave and searching, genius and amazing. Side note: It's not just cause its a girl card.

lol XD

 

Those are just my suggestions, feel free to take, alter, or leave them, but I'd like to hear what you thought of them. After all, I did write quite a bit. 

To sum it up, I think quite a bit needs to be balanced, and leave out this "all my monsters are gonna die due to E-Soul" paranoia, but the artworks are amazing and they fit the cards great I also found the lore interesting. Its pretty clear how much work was put into these cards, and that fact is why I decided to take priority with these and review them so in-depth; because of all the work put into them. 

Thanks for reading this hulk of a reply

and thank you sire for your reply! It was very much appreciated! 

 

I NEED MOAAAR! 0O0

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Thank you :3

 

Not POWERFUL, but a good balanced card. However, we're talking about DM, a deck with a mediocre comeback ability in a format where Spell/Trap popers are in mass (Twin Twister, Galaxy Cyclone, Cosmic Cyclone, +almost all archetypes has their ownd MSTish card), besides you need +2 turns to profit from your Raigeki/Duster, since you need to have DM in your hand/Grave first then Summon it (if you don't already have it.) What I'm trying to say is, they need a way to protect their Spell/Trap lineups, and that's what I did by making "Enchanting Renaissance".

-Well, due to the fact that it's during ether players turn, and making your DMs unaffected by card effects, its a pretty strong card, mostly when your opponent doesn't have a out to it. Just because the deck is supposed to be strong, doesn't mean it should be invincible

 

Trust me, your biggest issue in DM is Normal Summon: The deck relies on Rod and Spellbook Magician to search/draw AND BOTH TRIGGER ON NS FOR GOD SAKE that's why the deck needs a push-up, hence the SS (it's not an effect btw) is pretty much relevant for this situation. Also the 2nd effect is 100% fine: "Metalfoes Fusion" does the same thing with ease, and it's not even relevant anymore +Arcane has the hard OPT clause.

-The Magican's cards need the normal DM itself as a card doesn't. The second phase effect just isn't very needed, specialy cause it searches a 2 for 2.

 

I'm actually confused... It deas Special Summon itself... and... eeeh... wait what?! Mind re-explaining this please.

-The normal summon is important because it's once per turn. Adding the normal summon won't cause plays to be as broken, cause it just makes the deck way to fast for DM, probably even faster than the DM themselves

 

Yes I should worry, cause "Cosmic Cyclone" is an actual card. And yeah I done goofed, imma make it optional x)

-The deck doesn't need to defend against every single card, in card design it's important to make the cards beatable

 

I agree, I will consider changing the card as suggested.

 

Imma consider those too.

 

eeem, I dig that actually.

 

lol XD

 

and thank you sire for your reply! It was very much appreciated!

 

-No problem, your welcome

Remember though, try not to make the deck invincible, strong, but not invincible. I suggest ether making these on duel portal or printing proxies and testing them IRL before spending the time coding them in

like I said by suggestions won't be perfect, so this would be a good way to see what the deck can do and what edits need to be made

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