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[TCG/OCG] Demise Dark Magician


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x3 Dark Magician (The most important boss...the one who has the special kind of black magic, so it's a 3 of. Duh.)

x2 Choco Magician Girl (She ditches a DM, extra Rod or Robe for a draw. Though she's a net 0, she works with Eternal Soul, Rod & Robe grave effects, and her presence is a pressure tool to have the opponent remove her or else I can potentially get a free Spellcaster. @2 for testing)

x2 Kuribandit (Primarily for 1rst turn plays. Resolve Demise first and use him to net any Spell/Trap you want. Meh at more than 1, but I want to see him often so he's @2)

x2 Magician of Dark Illusion (Not a good Level 7 but he's fodder for R7 plays. Sucks he can only be best used with Navigate and needs a DM in grave to work the best. That's why Illusion Magic is a thing)

x1 Magician's Robe (Not that amazing. It can be fodder for Rod effects and can SS a DM but it's fine @1)

x3 Magician's Rod (Searches Circle or any necessary S/T. Best with Illusion Magic and Circle/Soul. Fantastic card to have)

x1 Mathematician (Dumps Robe or Rod and that's it. Fulfills conditions for their effects and is + bait. That is all)

 

x3 Card of Demise

x1 Dark Magic Attack

x2 Dark Magic Succession (Searches a DM S/T by banishing 2 spells. Works best with Demise, Pot and/or Kuribandit. Best if Circle can't net Navigate or Soul right away)

x3 Dark Magic Circle

x2 Illusion Magic (Only @2 to prevent clogs)

x3 Pot of Duality

 

x1 Drowning Mirror Force (You tend to leave yourself wide open sometimes so this is a good removal tool for defense. Wish I had room for 2)

x3 Eternal Soul

x2 Magician's Navigate (Only @2 because it's hard resolving this if you have no DM in hand. Though Illusion and Circle are things, the only best thing it does is give you an insta R7)

x2 Rivalry of Warlords (Demise.dek needs some kind of floodgate and this is good with this almost Spellcaster exclusive maindeck)

x2 Solemn Strike

x1 Solemn Warning

x1 Starlight Road (Necessary to protect against Soul backfiring or Twin Twister)

 

 

x3 Ebon Illusion Magician

x2 Ebon Void Magician

x4 Odd-Eyes Stuff

x2 Random R3s

x4 Random R7s

 

 

So yeah, Demise DM. The premise is that you can use Demise to do the normal Draw 3, set 5 and pass, and rely on the magic of Eternal Soul to do the work. Since DM have a hard time getting explosive plays in one turn, and work best being helmet-ish and triggering effects during your opponent's turn, I felt this is the most optimal build aside from messy Pendulum variants. You just NS Rod/Choco/Math and try to get a DM ASAP.

 

Though this build can work, it still is a work in progress and I would like recommendations.

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