Jump to content

Post your Dark Magician Supports


Skyler Saleebyan

Recommended Posts

Simple topic, make your dark magician supports and revamps, aiming for realistic sets. If they are supposed to be part of a set make it as 1 post, if they are supposed be independent then preferably do as seperate ones. Also state if you think your cards should be Restricted in number or other interesting things like if it's inspired by scenes in the show or other cards. If you want to make a super OP card then just say you expect it on the Forbidden list but if you are going to go way ham there's always casual.

Discuss a bit of the design philosophy and how you see these being played/replacing standard cards in the lineup, or being able to augment DM with splash ins.

To start things off here is my hard retrain of Dark Magician into Black Magician.

BlackMagician(5).thumb.jpeg.0c78f8dc3cae94803e6091ee89e1fc2d.jpeg

Quote

Pendulum Effect:

Once per turn: You can add 1 Spell/Trap from your Deck to your hand that mentions “Dark Magician”. You can reveal from your hand, 1 “Dark Magician” or 1 card that mentions it; until the end of your next Draw Phase, while you control “Dark Magician”, you can activate Quick-Play Spell Cards and up to 1 Trap Card from your hand during either player’s turn. You can only use this effect of “Black Magician” once per turn.

Monster Effect

(This card is always treated as"Dark Magician")
This card is treated as a Normal Monster while face-up on the field or in the GY. If this card leaves the field, you can send this card to the Extra Deck face-up or send it to the GY. Then you can target 1 monster, it's name becomes "Dark Magician". (Quick Effect) If you have 2 cards in your Pendulum Zones: target 1 card in those zones, destroy that card and place this card in that Pendulum Zone from your Extra Deck, also, cards in your Pendulum Zones are unaffected by your opponents card effects that turn. You can only use this effect of "Black Magician" only once per turn.

Unless you are running red eyes fusion and want to be able to fuse directly from the deck this would basically be intended to fully sub out Dark Magician up to 3 for 3, and the idea is to make Dark Magician the support of Dark Magician basically. He basically borrows part of the Gemini mechanic and the concept of that duality, but with Dark Magician he's both a Spell and a Monster, Normal on the field and GY but effect in the hand and deck. More broadly Gemini monsters should generally be handtraps and GY floaters. The idea of this card is to not generate overwhelming force but consistency and tricky plays, he generally takes two steps to kill, and floats between the extra deck and GY depending on how you want to use him. He's no longer a brick in the hand either, and instead is a play extender which the deck really needs. He probably in large ways replaces magician rod but you might still want to play one copy since you have the normal summons. Summoned Skull showing Normal Monsters can have a "treated as" effect status so he can be fully replacing. Dark Magician decks run a lot of continuous things so being able to keep a trap in the hand to play really gives you some wiggle space with the board. This is especially true if running toy box as now that means you have 4 cards on the field, 5 if you wanted to actually use pendulums. It also means you cant really chain the Quick-play cards in your hand so it makes several soft limit on your plays. The flavor is that when he's destroyed, tributed, etc, and names things that's kinda like saying oh this is Dark Magician's Baby Dragon. The strongest board clearers like dark magic attack still generally require the original monster named Dark Magician so you need to bring him out for that, and he can't use this effect to really make other monsters just being summoned trigger dark magical circle, so it's try to strike a balance. I did make this before I was familiar with the toy box engine so there might be a bit re-balancing needed there.

I used Black Magician as the name to allude to it's JP roots as the definitive new copy of Dark Magician to run. Plus if there was any monster that should weave between the boundaries of Monster and Spell Card to the limit in Yugioh I think it would be the Dark Magician.

 

Edited by Skyler Saleebyan
fixed BM to have Pendulum type as per suggestion
Link to comment
Share on other sites

19 hours ago, Phantasm12778 said:

one thing to note is that you should put Pendulum in its card text because otherwise it can't have scales. Pendulum is a card type.

Thanks, missed that.

Here's another one I don't think has anything missing or wrong with it. This one is intended to probably be a Limited Card, at least Semi-Limited, since self contained deck summoning I think is something that should be approached responsibly. Also inspired by taking the idea that time wizard would destroy dark magician with its in-game version and that would be a sufficient triggering condition for this card. Felt like he complements illusion of chaos and gives Dark Magician deck something that's actually a solid defense and reversal play with some sustain by blocking a portion of omni-negates (Sage doesn't activate spell protecting effects so omni-negates cant punish him on that).

Has a bit of optional spellbook play to also give them a bit of meta support.

DarkSageoftheForbiddenSpellbook(2).thumb.jpeg.b5c582d69e089e8581bdaab6425e0bb4.jpeg

Quote

This card's name becomes "Dark Magician" while on the field or in the GY.  Your opponent cannot negate your Normal or Continuous Spell Cards. You can only use 1 of the following "Dark Sage of the Forbidden Spellbook" effects per turn, and only once that turn: Reveal this card in your hand: add 1 Spell or Trap Card that mentions "Dark Magician" to your hand, and if you do,  shuffle this card into the Deck. If a "Dark Magician" monster (except "Dark Sage of the Forbidden Spellbook") is destroyed by an opponents card effect, or sent to the GY to activate an opponent's card effect, you can Special Summon this card from your Deck: select 1 Spell or Trap card that is in the GY or banished, add it to your hand, you can reveal a Spell or Trap card in your hand that mentions "Dark Magician", and if the added card was a Trap or Quick-Play Spell, you can activate it this turn from your hand.

And on the deck summoning theme we have another card based on a variant of him, a retrain of Dark Magician Knight. Similarly should be Limited or Semi-Limited probably, just to avoid constant spamming. He mimicks the card destruction effect of the original, but has to tribute himself in exchange for being so flexible, also means he can chain with other DM cards or provide a hand-trap protection but primarily for continuous effects. Also to avoid a continual 1 banish/1destroy with Dark Magical Circle every one of your turns and  every opponent turn with eternal soul he needs a DM on the field in order to get the GY Dark Magician status, but if he's on the field he can pop off his effect. Also you can't just pop him from the deck to destroy something in the middle of your battle phase, which would be too strong on top of the potential for an extra attack.

DarkMagicianTheKnight(3).thumb.jpeg.02ed077f71dc99f9c4a043f17a077675.jpeg

Quote

This card's name becomes "Dark Magician" while on the field or, if you control a "Dark Magician", in the GY. You can only use 1 of the following "Dark Magician the Knight" effects per turn, and only once that turn: Tribute 1 "Dark Magician" on your side of the field; Special Summon this card from your Deck. (Quick Effect) If you control a "Dark Magician" or a card that mentions "Dark Magician": You can send this card from your hand or field to the GY; destroy 1 card on the field.

 

Edited by Skyler Saleebyan
fix quotes on effect
Link to comment
Share on other sites

7 hours ago, Skyler Saleebyan said:

Thanks, missed that.

Here's another one I don't think has anything missing or wrong with it. This one is intended to probably be a Limited Card, at least Semi-Limited, since self contained deck summoning I think is something that should be approached responsibly. Also inspired by taking the idea that time wizard would destroy dark magician with its in-game version and that would be a sufficient triggering condition for this card. Felt like he complements illusion of chaos and gives Dark Magician deck something that's actually a solid defense and reversal play with some sustain by blocking a portion of omni-negates (Sage doesn't activate spell protecting effects so omni-negates cant punish him on that).

Has a bit of optional spellbook play to also give them a bit of meta support.

DarkSageoftheForbiddenSpellbook(2).thumb.jpeg.b5c582d69e089e8581bdaab6425e0bb4.jpeg

And on the deck summoning theme we have another card based on a variant of him, a retrain of Dark Magician Knight. Similarly should be Limited or Semi-Limited probably, just to avoid constant spamming. He mimicks the card destruction effect of the original, but has to tribute himself in exchange for being so flexible, also means he can chain with other DM cards or provide a hand-trap protection but primarily for continuous effects. Also to avoid a continual 1 banish/1destroy with Dark Magical Circle every one of your turns and  every opponent turn with eternal soul he needs a DM on the field in order to get the GY Dark Magician status, but if he's on the field he can pop off his effect. Also you can't just pop him from the deck to destroy something in the middle of your battle phase, which would be too strong on top of the potential for an extra attack.

DarkMagicianTheKnight(1).thumb.jpeg.4816531bd158c48b6091cea4df49e10c.jpeg

Can you post the card text? also you should change the first line of text on Dark Magician the Knight? It should say the same on both cards.

Link to comment
Share on other sites

20 hours ago, Phantasm12778 said:

Can you post the card text? also you should change the first line of text on Dark Magician the Knight? It should say the same on both cards.

yea, missed that. I was also thinking that with restriction of requiring a Dark Magician card, not being a negate, and the extra strict HOPT maybe it can sacrifice another card as well. Posted that version below. Probably then becomes a hard limited card. You think that's still too strong a combination of effects though? Technically its a net 0 card
DarkMagicianTheKnight.thumb.jpeg.ec7b53c15c75b00d9584d810529a1c0a.jpeg

Quote

This card's name becomes "Dark Magician" while on the field or, if you control a "Dark Magician", in the GY. You can only use 1 of the following "Dark Magician the Knight" effects per turn, and only once that turn: Tribute 1 "Dark Magician" on your side of the field; Special Summon this card from your Deck. (Quick Effect) Send this card, or if you control a "Dark Magician" or card that mentions "Dark Magician", then a card, from your hand or field to the GY; destroy 1 card on the field.

 

Edited by Skyler Saleebyan
  • Like 1
Link to comment
Share on other sites

On 11/5/2024 at 3:44 PM, Skyler Saleebyan said:

yea, missed that. I was also thinking that with restriction of requiring a Dark Magician card, not being a negate, and the extra strict HOPT maybe it can sacrifice another card as well. Posted that version below. Probably then becomes a hard limited card. You think that's still too strong a combination of effects though? Technically its a net 0 card
DarkMagicianTheKnight.thumb.jpeg.ec7b53c15c75b00d9584d810529a1c0a.jpeg

 

TOP!

Link to comment
Share on other sites

On 11/13/2024 at 2:37 PM, NathanMartin said:

Beast.

Thanks, here's some designs for Boss Monsters redesigning Magician of Black Chaos and Sorcerer of Dark Magic as Link and XYZ monsters.

DarkMagicianofBlackChaos(2).thumb.jpeg.67422c773cff2f8ddc1d941e32f7e666.jpeg

Quote

(This card is always treated as "Magician of Black Chaos".)
2+ monster(s) including a Spellcaster
Unaffected by your opponent's card effects while this card is in the Extra Monster Zone. If one or more card(s) would be banished face-up: You can banish 1 of those card(s) face-down instead; add 1 Spell from your GY to your hand. You can use this effect of "Dark Magician of Black Chaos" once per turn or up to the number of times per turn as the number of monsters this card points to. If a "Dark Magician" monster or monster that mentions "Dark Magician" was used as material for the Link Summon of this card, it gains the following effects: Also treat this card as a Ritual Monster with the name "Dark Magician" while it is on the field or in the GY.  (Quick Effect): Once per turn, if your opponent sends a card(s) to their hand or GY by a card effect, or to activate a card or effect: You can banish one of those card, and this card gains 300 ATK.

DarkMagicSorcerer.thumb.jpeg.be548e1aa2375d5cd7848a148bc74a97.jpeg

Quote

2+ Level 7 Monsters including a Spellcaster
You can also use a "Dark Magician" or Level 6 or higher monsters that mentions it as material to XYZ Summon this card, they are also treated as Trap Cards if attached to this card. You can make Trap effects activated become "attach this card to a face-up "Dark Magic Sorcerer"". If this card would leave the field or its effects negated: You can detach 1 card instead. (Quick Effect) If 3 or more Trap cards are attached to this card: Once per turn you can activate Trap Cards from your hand.  You can detach a "Dark Magician" or monster that mentions it, Special Summon that card.

Both are built to be hearty, with Black Chaos encouraging your opponent to try to battle it right away before it can distrupt their searchers and snowballs into a couple of turns into a 4000 ATK beater, while Dark Magic Sorcerer you need to grind through a few of it's lives basically. Both take DM cards as materials to unlock strong effects that also play into their past roles.

Link to comment
Share on other sites

  • 3 months later...

 

Im really late for the party but made some cards. I used Chatgpt to translate the effects cause English isn't my mother language and can do a lot of typos.

The design philosophy of this cards are to give some extenders to the archetype, focus on Summoning Dark Magician and give more importance to Dark Magician GIrl, there is a lot of cards that requiere both monsters but DMG is so hard to summon and basically useless that is quite sad how she is totally irrelevant for the archetype and some decks don't have her to avoid bricks. Cards like Magician's Salvation, Dark Magic Expanded, Magicians' Combination are really good cards but needing DMG to be used is what makes them useless. The only answer i could found was to do a real retrain of DMG (with real retrain i mean a retrain that still looks like her, and not like another monster) usefull for the archetype to be at 3 in the Deck.

Arcane-DarkCurtain.thumb.jpeg.932ca5eb93452ce8aaba401cd500da40.jpeg

Quote

During the Main Phase: Special Summon 1 "Dark Magician" or "Dark Magician Girl" from your Deck, Hand, Graveyard, or Banished Zone (face-up).You cannot Special Summon from the Extra Deck, except Monsters that mention "Dark Magician" or "Dark Magician Girl", the turn you activate this card. Banish this card from your Graveyard: Special Summon 1 "Dark Curtain Token" (Spellcaster/DARK/Level 4/ATK 700/DEF 1600). You can only use each effect of "Arcane-Dark Curtain" once per turn.

DM and DMG are really big bricks, IMO running those kinds of Bricks should be rewarded with easy ways to summon them just like Blue-Eyes White Dragon, Magicians' Souls was a good idea but making it too generic for spellcasters made it more usable on other Decks than on DM. Here is a insta-summon but locks you to only Summon from the Extra Deck monsters that mention them to avoid the flood or being used as an engine and, even if gets Ash'ed, you have a small extention Banishing the card to summon a token for the new link cards.

Being a Quick Spell, can be used in emergency momments to resummon a DM or a DMG if needed, of course, only during the Main Phase. 

 

DarkMagicianGirl-TheGrandApprentice.thumb.jpeg.4b632516b671b1b08c0b2570c2ef19eb.jpeg

Quote

You can send 1 card that mentions "Dark Magician" from your hand or field to the Graveyard; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 card that mentions "Dark Magician" from your Deck to your hand, except "Dark Magician Girl - The Grand Apprentice". You can only use each effect of "Dark Magician Girl - The Grand Apprentice" once per turn. This card gains 100 ATK for each card that mentions "Dark Magician" in the Graveyards.

I don't understand how a card as popular as DMG haven't got any real retrain with a better effect, good enough to be used at 3 in DM decks. I copied the effect of Nightmare Apprentice, as she is focused on Illusion Monsters, DMG should be focused totally on the Archetype. To avoid her being used in any Deck as an engine, i made her to send a card that specifically mentions "DM". Still maybe send from field is a little broken, should i keep her only to send it from the Hand?

And of course, cause her name is not "Dark Magician Girl" on the Deck, she can't be special summoned from the Deck with Arcane-Dark Courtain BUT can be summoned if is in the GY. 

(Used the art of an already existing card cause i didn't found a good art that still looks like the OG DMG)

 

ManathePalladiumApprentice.thumb.jpeg.79813a83668cc2ceb61ba47768a45e95.jpeg

Quote

1 monster that mentions "Dark Magician" or 1 Spellcaster monster with 700 ATK and 1600 DEF.

If this card is Special Summoned: Add 1 DARK Spellcaster monster with 2000 ATK and 1700 DEF from your Deck to your hand. Once per turn, if this card was Link Summoned (Quick Effect): You can Fusion Summon 1 "Palladium" Fusion Monster or a Fusion Monster that mentions "Dark Magician" or "Dark Magician Girl" from your Extra Deck, using monsters from your hand or field as material.

Imagine the usual DM duel: You have Rod in hand, no Eternal Soul, no ways to Fusion Summon or any other card to play, Normal summon Rod, gets Ash'ed... that ends your turn, even if you have Magicians' Souls, Soul Servant or Eternal Soul in hand, they are useless alone. One Ash and the whole archetype is destroyed. Now with this extention you can have a Palladium monster in case you have Soul Servant, you can add the DMG retrain for another search or you can use the token from the Courtain above to have 2 monsters on field. It requires a monster that mentions DM to avoid her being too generic and the other monster requeriments can only be meet by the token Courtain summons. Maybe the Fusion effect is a little too strong, but DM needed something like "Blazing Cartesia" for monsters that mention DM or DMG. Still, the fusion effect can be removed and maybe added to a retrain of Timaeus that is not that slow. 

Plus, we finally have a useful Palladium Mana card, the old one doesn't even looks like Mana and the effect was as meh that not a lot of people remembers her.

 

DarkMagicianGirl-MasterOfDarkMagic.thumb.jpeg.91d9c4d9e70f2fbc478644098eb77398.jpeg

Quote

2 Spellcaster Monsters.
This card's name becomes "Dark Magician Girl" while it is on the field or in the Graveyard. While this card points to a monster whose name is "Dark Magician", it is unaffected by your opponent's card effects. This card gains 150 ATK for each face-up card on the field and/or in the Graveyards that mentions "Dark Magician" (excluding this card). Once per turn, you can banish 1 Spell Card from your hand, field, or Graveyard: Activate 1 "Piercing the Darkness" or "Magician's Salvation" directly from your Deck.

More than a retrain i feel like this is a more powerfull version of the DMG just like the multiple versions of DM. 

The first Link monster on the core of this new strategy, her name becomes DMG on field and GY to keep good use of cards that requiere both names like "Bond Between Teacher and Student", "Dark Magic Twin Burst", "Dark Magic Expanded", "Magicians’ Combination" and of course "Magician’s Salvation" to resummon her if needed. Making her to be unnafected if she is poiting at DM and being able to activate "Piercing the Darkness" to make a good use of that card (IMO, needed, if you are already using Normal mosnters and those are bricks, it should be used) or "Magician's Salvation" to combo with her a little more and have "Eternal Soul" set on field. 

Im thinking if she should be summoned with 2 Spellcasters (any name, generic) or force her to be 2 Spellcasters including a "Dark Magician Girl". 

 

DarkMagicianofChaos.thumb.jpeg.dc15b7d9a9d9aa703d916f9fd5a64f47.jpeg

Quote

2+ monsters, including at least 1 "Dark Magician".
This card's name becomes "Dark Magician" while it is on the field or in the Graveyard. It gains 250 ATK for each Spell/Trap Card on the field. While this card points to a monster whose name is "Dark Magician Girl", it cannot be destroyed by card effects. Once per turn, if your opponent activates a card or effect in response to your Spell or Trap Card (Quick Effect): Negate that activation, and if you do, destroy that card.

Second link of the new core strategy, another enhanced version of DM. Requiring a DM (not original name) is a good limit, so i made the other monsters for the Link summon to be "any" just in case you are stuck with Dragon or other type of monsters. Link-3 just like "Black Luster Soldier - Soldier of Chaos" but requiring 2+ monsters to combo with the Link-2 DMG. I gave him an effect similar to "Mage Power" but reducing it to 250 instead of 500 cause it counts both fields, increasing his power as more spells and traps are in the field, just like a Mage should be, more magic = more power. just like a said, it can't be destroyed if points a DMG to encourage and award both monsters on the field. 

The negation is only in case the opponent responds to your spell or traps, so doesn't really disrupts the opponent strategy, only disrupts if he tryes to disrupt you. 

Still, im thinking if all his effects should be able to use ONLY when points at a DMG to focus more on hacing both mosnters on field. 

 

AncientRitualofChaos.thumb.jpeg.20d49a347a212f140eba2ffcb1b9117c.jpeg

Quote

This card can be used to Ritual Summon any "Chaos", by Tributing 1 "Dark Magician" from your Hand or Field as the sole material. Alternatively, if you are Ritual Summoning "Magician of Chaos" or "Illusion of Chaos", you can send Normal Monsters from your Deck to the Graveyard whose total Levels equal the Level of that Ritual Monster.

Let's be honest, Ritual DM cards other than Illusion of Chaos for obvious reasons, are meh or requiere A LOT of investment to make them able to work. So i hope this card improves them a little in case you go that route. Ritual for any Chaos monster, Timaeus-like only requiring DM as tribute or, if you gonna Ritual summon the monsters mentioned, can use tributes from Deck just like Chaos Form without the need of Banish. Also, because mentions "Magician Of Chaos" and "Illusion of Chaos" can work for more pure Ritual versions of the Deck, being able to use "Preparation of Rites" and "Pre-preparation of Rites" and other Ritual engines. Anyone here has ever used the on-field effect of Illusion of Chaos?

 

QuintetMagicianGirl.thumb.jpeg.21c6d2112d749eafdd0d010e111600c6.jpeg

Quote

"Dark Magician Girl" + 4 Spellcaster Monsters
Gains the following effects depending on the monsters used as material for this card:
● 5 Monsters with different original names: This card cannot be destroyed by card effects. Neither player can target this card with card effects, nor can it be Tributed or used as Fusion Material.
● Dark Magician: Gains 300 ATK and DEF for each Spellcaster monster on the field, in the Graveyards, and/or banished face-up.
● "Palladium" Monster: Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card.

If Quintet Magician is a powerfull monster but hard to summon, Magician Girl version should be as hard but having good effects. This one is a Boss monster that requieres a lot of investment to be full power: 5 different names to have protections, DM to have ATK increased and Palladium to have an omninegate, also needs the DMG as material. just a card to break the field by brute force when several turns have passed. 

 

TheEbonIllusionMagicians.thumb.jpeg.e0c273a5b025f19ae429b6b2ae14472b.jpeg

Quote

2+ Level 8 Monsters
You can also Xyz Summon this card using 2 or more Level 7 and/or Level 6 Spellcaster Monsters or 1 "The Dark Magicians". Once per turn (Quick Effect): You can detach 1 Xyz Material from this card; Special Summon 1 "Dark Magician" and 1 "Dark Magician Girl" or 1 "The Dark Magicians" from your Hand, Deck, or Graveyard. At the start of the Damage Step, if a "Dark Magician", "Dark Magician Girl", or "The Dark Magicians" you control battles: Banish 1 card your opponent controls. For the rest of the turn, you cannot activate this effect if a monster you control with the same name battles.

I really liked the Ebon Illusion archetype to be the XYZ support for DM, but is really hard to summon them. This card based on "The Dark Magicians" has similar effects than the original "Ebon Illusion Magician" but is a little more easy to summon, you can now summon it directly with "The Dark Magicians" in case you go that route of fusions AND you can summon both DM and DMG from Deck, GY or Banished or, if is neccesary, "The Dark Magicians". I wanted to keep the original effect of Ebon Illusion making it Banish one card, still forcing them to the archetype only being able to activate the effect with DM, DMG or the Fusion, one time for each different name. 

Maybe this card is a little (a lot) strong cause are free bodies on field for just one or two cards that can be summoned easly, so im still not sure about this one, but wanted to include an Ebon Illusion card. 

Edited by Luis Antonio Hernandez Uribe
typos and add more information
Link to comment
Share on other sites

made this card out of an idea for a Red Eyes and Dark Magician archetype, which symbolizes the bond the friendship of Joey Wheeler and Yugi Muto. The theme is basically retrained spellcasters like Dark Magician, but fighting with the spiritual energy of Red Eyes within them

Art made while playing around with Dream-Up on DevianArt

Quote

When this card is Normal or Special Summoned: You can add 1 "Red-Eyes" or "Dark Magician" card from your Deck to your hand, except "Red Eyes Magician". You can only use this effect of "Red Eyes Magician" once per turn.  
Once per turn, you can send 1 "Red-Eyes" or "Dark Magician" card from your Deck to the GY to destroy 1 monster your opponent controls with ATK less than or equal to this card's ATK.
Twice per turn, if a "Red-Eyes" or "Dark Magician" monster is sent to the GY by a card effect: You can shuffle 1 "Dark Magician" monster and 1 DARK Dragon from the GY back into the deck to Fusion Summon 1 "Red Eyes Magician" monster or 1 Fusion monster that mentions "Red-Eyes" or "Dark Magician" in its text, ignoring its summoning conditions. (This is treated as a Fusion Summon.)

 

Red Eyes Magician (1).jpeg

Edited by zero kross
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...