How to do dark magic
How to do dark magic
Adding a little dark magic to the web
A writeup of how I went about implementing a dark theme to support Mojave’s Dark Mode appearance in the marketing website for an app called Quids.
Dark Mode on the web
While existing browsers don’t have the ability to leverage it, Apple’s Safari team has made inroads to supporting the new ‘Dark Mode’ that shipped with macOS Mojave, and as of Safari Technology Preview 68 web developers can implement alternative styles via a new prefers-color-scheme media query.
While it may still be some time before we see this ship to regular Safari (and perhaps even further out before it makes it out of the draft spec and into other browsers) we can start designing and building for it today. Using the media query we can check for the user’s appearance preference and serve up alternative text colors and background fills with very little work. A little more effort and we can tailor images and graphics and serve those up too. With some more legwork we can even have all this work in currently shipping browsers too.
Quids for Mac
I designed the UI with light and dark themes in mind and it ships with both. When it came to producing the marketing materials I wanted to make sure both appearances could get some airtime on the website. So with that in mind, here’s how I went about it.
1. Starting things off in Sketch
Sketch is my tool of choice so the first steps were beginning the designs as fairly high fidelity comps. I’m actually not a Dark Mode user myself so most of the initial design was the light theme. Rather than context switching between two designs I found it easier to get a complete first pass of one theme in before duplicating it, reversing the color schemes and then making additional edits to both at the end to tweak and polish.
Using Symbols where possible obviously makes keeping these two mockups in sync a little easier, and now that Sketch has override support for text styles and appearance styles altering the Symbols where required for one theme or the other. By using Symbols you can also reduce the number of duplicated assets for each theme.
Ideally we want to change as few elements as possible between themes, and only duplicate and diverge where absolutely neccessary. Switching out color palettes for text and backgrounds is trivial CSS thanks to prefer-color-scheme but there’s a little more involved when we switch out images. Simple glyphs, logos and other flat assets can also be styled with CSS (more on that in a bit), but complex graphics are likely to less theme-able and will need switching out entirely.
2. Image formats and exporting assets
Quids uses fairly rich graphics alongside some simpler glyphs and logos. The glyphs, such as the navigation icons, download buttons, and logos can all be exported as SVGs — to keep these as customisable as possible it’s worth flattening the shapes and points down as much as possible to keep filesize small and the DOM structure easy to target with CSS.
3. The build
Most of my own projects are static builds — regular old HTML, some fairly uncomplicated handwritten SASS and some snippets of JS (usually some basic jQuery). The Quids website is no different and everything we need to do to support a switchable dark theme is supported with this particular stack without any additional dependencies.
While we can support Dark Mode natively in the Safari Technology Preview with our CSS media query, the images require a little more consideration. In the case of our SVG assets, we can style those using the same media query in the same fashion, as long as we embed the SVG in the HTML document. The bitmap images we’ll need to swap out with JS which we’ll come back to.
4. Adding some SASS
The bulk of supporting Dark Mode natively is handled by nesting alternative properties in our existing rules. We’re using it a lot so we’ll create a mixin for it to simplify things. This will work for our fonts, backgrounds and for styling our SVG assets —
5. Some light scripting
As mentioned before, we’ll need some JS to swap our bitmap images out. We can do that by listening for a matchMedia() event and triggering our swap when it matches our prefers-color-scheme: dark media query. Whenever the appearance preference in macOS System Preferences is switched we can get that event and respond to it —
The two functions makeImagesDark and makeImagesLight contain almost identical logic — they take the src of our image on the page and substitute it for the appropriate data-src attribute (depending on the theme and depending on the resolution we need, 1x or 2x).
We now have a fully functioning dark theme that will be automatically be applied when users of Safari Technology Preview on Mojave set their appearance preference to Dark Mode. When they switch the preference the webpage will even crossfade between themes the same way native UI does.
6. Extra credit
There are a couple more features I wanted to add to the Dark Mode functionality for the Quids website that I’ll also cover here, namely —
There is a section on the website where I display screenshots from the Mac app. You’ll notice on the live website that those are also themed according to the mode and there is also a nearby link that manually toggles between themes.
This toggle switch serves two purposes — allowing users to switch themes in browsers that don’t natively support prefers-color-scheme and also allowing users in the native Dark Mode to view the screenshots in Light Mode (and vice versus). In the case of those native Dark Mode users, we can just update the screenshots, and preserve the theme otherwise.
Now that our class is applied to the body element in the correct scenarios, our images on the page are updated and we can store the preference locally. Lastly we need to update our SASS mixins so that we can apply our dark theme based on the presence of the body class and not just a media query —
By passing the rule property to our mixin we can now return not only the media query, but a brand new rule alongside it that contains the same CSS properties. So if we take this following example based on the above here —
.. once processed we end up with this compiled CSS —
And now we have our rule for Light Mode, our rule for the manually triggered Dark Mode, and our media query rule for natively supported Dark Mode. There’s some finishing touches added to our final production version such as the addition of a key binding to t to switch modes, but otherwise what you see in this article is pretty much the entire implementation of Dark Mode for the Quids website!
Thanks for reading along! Leave a comment or send me a message on Twitter if I can shine some light on anything in this article.
How to do Black Magic: Full Guide (Spells, Curses, Protection Circle..)
What is Black Magic?
Black magic: the magic of evil
In the mind of the public, there is not one form of magic, but two: White magic and black magic. If one is clearly oriented towards good, the other has much darker goals. Therefore, it should be taken with the utmost seriousness. Unfortunately, more and more people are learning this practice without mastering it.
This part will allow you to learn more about black magic, starting with its origins and drifts: Satanism. Then you will know the symptoms of black magic, how to get rid of it and protect yourself from it. Finally, I’ll give you information about the spells of black magic.
A powerful tool for real power
We must take Black Magic and witchcraft with the utmost seriousness because it is undeniable that it involves strong energies. It is a very powerful tool, its strengths are as great as impenetrable. It has the power to bring about change using forces that are not defined by science.
In the field of magic, everything is about intention. The sorcerer’s spells often serve his own interests. Their goals are often perceived as unhealthy. Indeed, the misfortune, the revenge or the separation of a couple is not perceived as very positive. However, in some cases the intention is not so illegitimate as it seems. This is particularly the case when the person or persons concerned deserve punishment.
The main spells
To practice dark magic, the sorcerer invokes the forces of evil, evil spirits and demons. Here are the main spells that the wizard can do:
Differences and similarities with white magic
To know the difference between black magic and white magic, it is important to know exactly what magic is:
“Magic is the art of bringing about a change using the forces of nature”
Magic as such is neither good nor bad. It is the use of certain forces, in order to obtain certain modifications that can direct it towards the good or to the evil.
In black magic …
Indeed, when the goal is to provoke a harmful action, it is necessary to appeal to unhealthy forces, including spirits and demons. The two conditions are thus together: the bad intention and the dark forces. Therefore, it becomes black magic. The results are often greater than in white magic, the forces employed being more powerful.
In white magic …
On the other hand, if the intention is good, the forces of the nature called will be angels or goddesses. So it will be white magic, the one intended to help. The person who practices white magic has pure and honest intentions. On the other hand, this magic works more slowly, and less surely.
But can we really reject black magic? I do not think because to do good, it is essential to know the evil. Moreover, it is this knowledge that makes it possible to fight it. For example, it is important to know how to recognize a spell of black magic in order to be able to suppress it before it does any real damage.
Therefore, it is impossible to reject one, if not the other loses all its meaning, in the same way that we can not dissociate Good and Evil, God and Satan …
The story of black magic
The origins of black magic
Black magic has existed since the dawn of time. We were able to find traces at the time of Prehistory. Indeed, sticks with inscriptions showed the power of wizards. In ancient times, it is called “goetia”. Negative energies and evil spirits invoked incantations intended to harm others.
From the Middle Ages, the Christian church fears competition in the field of the supernatural. As a result, she relegates magic to the mysteries of evil, confusing white and black magic in her condemnation.
The church and black magic
Also called “Satanism”, black magic rituals oppose the rites of the Catholic Church. The names of the gods replace those of the demons, wine by the blood, the host by roots ….
Until the 13th century, religious authorities claimed that black magic, like witchcraft, did not exist. While eliminating those they believed to be the authors.
In truth, it was rather to assert the power of the Catholic religion over the world.
The mage, or high priest, then changes from a shaman to a sorcerer. He works in hiding. Excluded from the Christian community, the sorcerer is then from society. He moves away from the city to be consulted in secret. Today, white wizards are people who work for the good of people by following the precepts of a very old tradition.
For the church, the best way to fight black magic is to physically attack the people who practice it.
The witch hunt
In the cultural context of the time, nature is seen as full of powerful and invisible forces. Some people, the “wizards” through rituals and other incantations, are able to use them to do good or bad. A distinction is made between healing remedies (often made up of plants) and harmful practices. When it came to black magic, wizards were prosecuted and often convicted without any form of trial.
If black magic scares people, it is certainly due to the witch hunt. This is a time of persecution and condemnation of those accused of witchcraft. The witch hunt occurs at many times and on different continents. This movement began in Europe in the fifteenth century, where an act of black magic made a witch incur a simple banishment. Later, in the 16th century, this same act led the witch to the stake.
Why were women targeted?
The most important witch hunts took place in the Middle Ages and the Renaissance, in Europe and particularly in France. Indeed, it was enough for an unexplained fact (a high-ranking person falls ill, a herd of cattle is decimated …) or repeated disasters (thunderstorms or droughts leading to the loss of crops) to be accused the marginal of the corner: the old living healer living alone in her cabin was paying the price. Collective vengeance, lynching, and hanging made tens of thousands of victims.
The end of the witch hunt
It was not until the 17th century that France banned all forms of repression in connection with black magic. Advances in medicine are making diseases better and better. Now people are going to the doctor and more to the healer. Beliefs in black magic are gradually fading, leading to the end of the witch hunt in the early 1660s.
Black Magic and Satanism
We can not talk about black magic without talking about Satanism. Yet you will find that black magic, as such, is far removed from it.The simplest definition is that Satanism is a religious movement that venerates Satan and other fallen angels. In fact, it is an extreme form of black magic, going as far as practicing human sacrifice and infanticide.
It can be said that devotees of Satanism practice black magic, but that a person who practices black magic is not necessarily satanist.
Without religion, no Satanism
Its origins date back to early Christianity, it is this religion that first evoked the opposite of God: Satan.
It was in the Middle Ages, in Europe, during the Black Death (14th century) that decimated 25 million people (between 30 and 50% of Europeans) that many people began to doubt the power of the church and turned away from God. They met in a select committee (sects) to invoke the great Satan. This protest movement thus opposes Christian worship: Satanism is born.
The high priest: leader of the satanic sects
It is practiced by some wise men and sorcerers who take this occult path for the power of his black masses.
The latter gather to practice their cult: sects appear both in the city and in the countryside. All members of the sect are related to their leader, self proclaimed high priest. They owe him total allegiance and are used at the whim of the latter.
In the black masses of Satanism, everything is opposed to white magic:
Are you a victim of black magic?
What are the symptoms of a spell of black magic?
In any case, before concluding a spell of black magic was cast upon you, it is essential to have discarded all other possibilities. Therefore, regarding physical symptoms, consult a doctor first. For psychic symptoms, I recommend the advice of a psychologist.
Here are the most common symptoms of black magic:
1 – The physical symptoms:
2 – The psychic symptoms:
3 – The social symptoms:
4 – The material symptoms:
How to get rid of black magic or curse?
The different kinds of disillusions
To get rid of a spell of black magic, you need to know the type of spell of black magic used. Indeed, everything depends on who or what is targeted, and what is the intensity. 3 cases may occur:
My rituals against black magic
You can contact me by email (occultistnet@gmail.com) if you think you are a victim of black magic.
My work is usually done remotely. First, I will make a first free study. It will allow me to determine with certainty if you present the signs of black magic. It must be emphasized that in the majority of cases, and fortunately, this is not a harmful spell.
If it turns out that you are a victim, then I will suggest 1 to 3 rituals. It will depend on your state of bewitchment. I specify that my rituals will not be free. Indeed, a ritual of this type requires special ingredients and especially a lot of time. My recognized experience in this field is that I get very good results.
How to protect yourself from black magic?
How to protect your house?
It’s easy to protect your home from black magic. For this, just put a few grains of coarse salt in each corner of the main room. Then I advise to burn lavender incense at least once a month.
It is thanks to the protective power of salt combined with the purifying virtues of lavender that your home or apartment will be protected.
How to protect yourself?
The most effective way to protect yourself from black magic is to act directly on you, thanks to a magnetized talisman.
Indeed, the magnetized talisman of the moon acts in prevention but also in healing (it reduces and can suppress most of the symptoms of black magic).
The spells of black magic
It must be emphasized that I do not practice Black Magic. However, I propose free incantations and spells that do not carry the risks.
All the rituals below can only harm those who are impure, vicious, unhealthy and have a lot of negativity. Therefore, these spells will not bring results on people who do not deserve it.
Favorable moments
Black magic spells, as well as white magic rituals can be done at any time. However, some periods are more favorable than others. Indeed, the moon has always played an important role in occult practices. It is for this reason that Mages or wizards take into account the lunar calendar in order to increase the chances of success of spells.
In general, the spells of black magic produce better results if they are performed on a full moon day. However, on a full moon day that falls only once a month, it is often best to consider the days of the week:
The formula of black magic: the invocation
An invocation (or incantation) is a magic formula that must be recited at the end of each spell of black magic. It is a prayer adapted to each spell in which the sorcerer asks for help from the dark forces.
A formula of black magic has a series of precise words that act through the vibration they cause when spoken. It must be pronounced intelligibly. It is these phonetic vibrations that make it possible to challenge the entities and deliver them the message. I advise you to learn it by heart. It is also possible to note it on a piece of paper so as not to be mistaken in reciting it. Indeed, simply replacing one word with another can negate any chances of success.
Of course, the casting of black magic is a risk because the forces called are particularly powerful. Therefore, it is important to be in the circle of protection when the wizard recites it. As in white magic, there are simplified formulas that can be used with simplified spells, specially designed for beginners. It is important to note that these spells can in no way hurt someone who does not deserve it.
The preparation of the black magic spell
For that, it will be enough first to draw a circle of protection about 2 meters in diameter with salt. Then determine the North with a compass and place a black candle here (on the circle). In front of the candle, put a stick of incense of oliban. To the left of the incense, a black or very dark stone, I advise a black opal. On the right, a cup containing a little red wine (which replaces the potion of black magic in more complex rituals).
That’s it, everything is ready because you have gathered the 4 elements:
How to do the spell?
To make this spell easy, just choose a black magic formula corresponding to the spell. Then follow the following recommendations:
Simplified formula of bad luck
This spell of black magic causes bad luck, it will be enough to have a photo of the person concerned, the most recent possible. It must be positioned in front of the incense stick.
“Samiel, prince of darkness, I summon you.Make “first name of the person” suffer bad luck,
I want him to know a thousand troubles,
That nothing good is going to happen for him,
The revenge formula
This formula of black magic is used to avenge a person who has hurt you. It will be enough to have a recent photo of this person and put it in front of you during the spell.
Amaniel, prince of darkness, I implore you.I want to take revenge on “first name of the person”
That the evil he has done to me turns on him,
May his true face be revealed to the world,
Formula to separate a couple
This incantation of black magic provokes arguments in a couple, which can go as far as separation. All you need is a picture of the couple you will need to put in front of you during the spell.
“Chochariel, prince of darkness, hear my call.Grant me your power, Help me break this couple:
“First name of the man” and “first name of the woman”
That they doubt their love,
I want discord, and you have to disunite them, so be it. “
What is the law of triple return?
More and more followers are learning black magic without mastering it. I insist that the spell of black magic is a powerful and dangerous force for the person targeted by the spells but also for the wizard if he has not sufficiently protected. Indeed, when the wizard asks for help through his summoning of dark magic, creatures and other demons can turn against him.
This is what we call the law of triple return.
It is part of the unwanted effects that can be encountered if we do not master enough witchcraft. The principle of this law is that the evil sent can turn on the wizard, and that three times more strongly. This law applies when its intentions are pernicious and illegitimate. In this case, he must expect to pay the price. It is for this reason that the wizard must protect himself effectively.
The circle of protection
Spells of dark magic call fallen angels and other entities or demons. Therefore, it is important to protect oneself effectively. The best way is to establish a circle of protection before completing the spell. This circle, also called a consecrated circle, must be neither too great for the energies to be too dilute, nor too small, to be able to move without difficulty. In general, a diameter of 2 meters is sufficient.
If the spell is done in the wild, it can be traced on the floor, using a piece of wood or a knife. On the other hand, if it is done in a room, I advise to use coarse salt (a blow of brooms or a vacuum cleaner will suffice to clean everything). Then, it is necessary to place the main candle, of black color. To do this, you must put yourself in the center and, using a compass, determine the direction of the North. Finally, put the candle here (on its perimeter).
How to dedicate the circle of protection?
After completing the tracing of the circle and having determined the North, it is advisable to devote the circle of protection. This is done by entering the circle and reciting the following formula, always facing North:
“I invoke the presence of the keeper of the North Tower,
Whoever keeps the sacred fire and governs this element,
I invite you to join my spell
To bring your protection throughout this circle. “
How to ban the circle of protection?
At the end of the black magic spell, it is best to close the circle. That is, chasing the energies that have concentrated. For that, it is enough to recite the following incantation:
“Thank you, guardian of the North Tower,
Your presence and your protection for this spell,
The energies are slowly dissipating,
Everything is now as before,
Goodbye and thank you for your presence,
It is important to note that you should never leave the circle of protection in full ritual, whatever the reason. It is for this reason that we must provide a quiet place so as not to be disturbed either by noise or by another person.
The spells of black magic
All the rituals below can only harm the impure, vicious, unhealthy and truly deserving people. These recipes will therefore be ineffective on virtuous people with good energy.Casting a spell to take revenge or make a person unlucky should not be a trivial act. It is important to think carefully about the situation and the consequences. If you decide to practice witchcraft regularly, I advise you to perform the black magic dedication ritual, it will give you a strong protection and improve your results.
The entities invoked being particularly powerful, I recommend you to follow the indications, to respect the dosages of the spells of black magic, and not to be mistaken when you recite the incantations.
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The Ultimate Wizard – Guide for Dark Magician 2020
A walkthrough for everyone’s favorite ace monster.
Despite being a series icon, Yugi’s favorite monster and most loyal servant has been waiting quite some time to finally have a deck to call home. Thanks to the recent release of Legendary Duelists: Magical Hero however, that wait is over! In this guide, I’ll be breaking down new and old Dark Magician support to hopefully give you a good idea of how to play with the Ultimate Wizard and his lovely assistant.
I’ll be blunt though. If I haven’t mentioned an older support/boss card by the end of this article, it’s generally because there’s not much reward in using it. When you’ve been around for 20 years, you’re bound to have trouble staying relevant. The deck can still support most of your old favorites if you really want to, but manage your expectations. Also, to address the Dragun in the room, I’ll wait for his debut in the TCG before writing much about him. That said, you should be able to picture for yourself how well he fits in here by the end of this article. Without further ado, let’s get into it!
Dark Magician – The Ultimate Wizard in terms of attack and defense.
Dark Magician Girl – The beloved and only pupil of “Dark Magician”, and successor to all his power.
First, let’s recap our main combos that we’ll be building off of. Eternal Soul and Dark Magical Circle are the main core of the deck. You summon Dark Magician repeatedly, and banish cards as you do so. Magician’s Rod is our Normal Summon that fishes for any Spell/Trap that includes the name “Dark Magician” in its text, and it has a recursion effect you can use every time you activate the Soul-Circle combo, (or any Spell/Trap) by offering a Spellcaster you control in exchange. Apprentice Illusion Magician and Magician of Dark Illusion are give you extra copies of Dark Magician, while also offering some extra utility on the side. Similarly Illusion Magic exists so that you can search (2) Dark Magician through Magician’s Rod.
It may seem excessive but most cards in the deck can’t be played without a Dark Magician within reach, so don’t sleep on these. Likewise with Eternal Soul, you can only use 3 of it, and you have a 40 card deck to fill out, so running Magician Navigation lets you have an additional card to summon Dark Magician with just in case. It also has a handy negation effect, and if you can send it to the grave with Apprentice (etc) asap, it’ll be ready to negate a Spell/Trap in future turns. Many players will hone in on Eternal Soul‘s weakness (to destroy your monsters when it leaves the field), so a Navigation in the grave can help keep your board safe.
“Pharaoh, my soul shall be your eternal servant.”
Alternatively, you can use The Eye of Timaeus to summon what could be called the theme’s “win condition”, Dark Magician the Dragon Knight. Since Knight protects Eternal Soul and Soul protects and revives Knight, the “Soul-Knight” combo can be near unbreakable, especially while triggering Dark Magical Circle. Even with the newest support taken into account, this is still your most ideal setup. Don’t forget it. Just beware of Dingirsu and Evenly Matched, which can bypass this setup entirely. Also be aware that The Eye of Timaeus cannot be searched for by Magician’s Rod (etc) because it does not refer to the monster Dark Magician or Dark Magician Girl specifically.
Another boss monster that could be called a “win condition” is Magician of Chaos. Magician of Chaos essentially brings his own Dark Magical Circle to the fight, while also being a Dark Magician on the field and in the grave. Once you Ritual Summon him, your Eternal Soul plays suddenly become a lot more threatening, cause you aren’t just bringing back a normal monster every time anymore. Unlike Circle, he exchanges the ability to banish for the ability to directly chain to any Spell/Trap effect and destroy a card. If your Circle is taken out or you just haven’t seen it yet, a Magician of Chaos can handle that role just fine between himself and Eternal Soul. However, if you have both Circle, Soul, and Chaos in play, you can remove 2 cards from your opponent’s board every turn. The downside is that Ritual Summoning, even with the new support, is overall less flexible than other summon methods, and can result in awkward opening hands. Magician of Chaos is also heavily reliant on Eternal Soul staying up, whereas Dragon Knight is just more reliable overall. Still, it’s possible to use both in your deck, and Magician of Chaos is incredibly strong regardless, so do consider taking him for a spin.
“Believe in the Heart of the Cards”
It doesn’t stop there though. An arguably more important new support card is Soul Servant. In addition to being the first card to seek any Dark Magician-listing “card” in the theme (including monsters), its also the first to take cards from your graveyard and put them back onto your deck, so that your 1-of themed tech cards can still see more than one use per duel. More importantly though, you can use Soul Servant to guarantee that your Circle will be able to add a card to your hand, while also using Circle to stack a card for Soul Servant (etc) to draw for you. Combined with Magicians’ Souls, its never been easier to set up your Soul-Circle combo, while also enabling it like never before.
“Here I go, Marik! Dark Magicians’ Joint Attack! Dark Burning Magic!”
This is where our new fusion, The Dark Magicians, enters the picture, with a simple yet powerful way to interact with the theme’s “Destiny Draw” (stacking) mechanic. Triggering The Dark Magicians lets you draw, set, then play any Quick-Play Spell or Trap card from the top of your deck. That is, instead of having to wait a turn to play your Eternal Soul or Magician Navigation, you can activate them right away by stacking them with Dark Magical Circle or Soul Servant, and triggering The Dark Magicians. You can then flood the field for attacks during the Battle Phase or make Link, Xyz, and/or Timaeus plays that you just couldn’t do before without passing a turn to your opponent. This works for any Trap/Quick-Play Spell, meaning a drawn Super Polymerization or Solemn Judgment is fair game. Things will get even better when Master Rule 2020 kicks in, allowing you to control both Dark Magician the Dragon Knight and The Dark Magicians together at once without jumping through hoops. Your opponent will be trying to tear through your Soul-Circle combination during their turn, and so the speed and floating this card gives you can really help you stay in the game.
You can summon The Dark Magicians with our new hybrid Fusion-Ritual (Quick-Play) Spell, Secrets of Dark Magic, fusing a Dark Magician with any Spellcaster. Magician’s Rod can search it too, so it’s fairly easy to summon early game. While the Soul-Knight or the Soul-Chaos combos are on the extremes of defense and offense, The Dark Magicians strikes a nice middle ground while being the easiest of our bosses to summon. Do note however that Dark Magician the Dragon Knight and Magician of Chaos can be treated as a Dark Magician for this Fusion summon while they’re in play, to then be revived later with Eternal Soul, etc.
“Not so Fast! You’ve activated my Trap card!”
Finally, this brings us to Magician Combination, and the thing I appreciate most about this latest wave of support, and I hope you will as well. It all gets back to the core appeal of using Dark Magician with Dark Magician Girl to control an opponent’s plays. You aren’t really penalized if you don’t use Dark Magician Girl, but there’s sufficient reward if you do. Including Dark Magician Girl in your deck, means that The Dark Magicians can use its floating effect if it’s destroyed (by Eternal Soul, etc.). This also sets up Soul Servant to be able to draw an extra card each time you use its effect from the grave. It also lets you run Magician Combination, which lets Girl and Magician tag in and out, dodging and negating your opponent’s card effects (while triggering your Dark Magical Circle to banish cards). Note that our Fusion plays also let you use Dark Magician Girl in the place of Dark Magician as material too. These are all really fun ways to make Dark Magician Girl “work” in a Dark Magician deck.
I encourage you to try using her at least once for some nice nostalgia, especially now that Bond Between Teacher and Student exists, letting you more actively summon Dark Magician Girl for some unexpected burst damage and/or field clearing. One new trick you can do is stack Dark Burning Magic when your opponent targets Eternal Soul with removal. The chain resolves, destroying Eternal Soul, but you use The Dark Magicians to draw and set Dark Burning Magic. Eternal Soul destroys the fusion monster, triggering its ability to summon both Dark Magician and Dark Magician Girl at once, fulfilling Dark Burning Magic‘s requirements and allowing you to obliterate your opponent’s entire field whenever you wish! Next turn, you’ll also be able to draw 2 cards with Soul Servant‘s effect from the graveyard to continue your counter attack!
Here’s a sample decklist you can use to start with. I’ve added a few “flex and/or fun” options for you to consider, but feel free to adjust to your tastes (…or what you’re prepared to pay for).
“From the darkest depths of chaos, show yourself!”
“My honorable sacrifice, become the wind of this ritual!”
Arise, Timaeus! Now I combine my dragon with my Dark Magician!
Many of these 1-of cards might be difficult to use if you open with them, but they’re here if you want to live a little and enjoy life. They’re also convenient placeholders for more “normal and/or meta” tech choices, like whatever “hand trap(s)” you prefer. I do at least recommend a Dark Magic Attack in your back pocket since Eternal Soul can grab it at any time with its other effect (and note that searching it shuffles the deck if you don’t like what Circle stacked there). In defense of using a lot of these 1-of “flex/fun” options, the more cards Dark Magical Circle can hit, the better, generally speaking. Magicians’ Souls also helps replace cards you can’t play with cards you can, while also improving your ability to play Dark Magic Inheritance.
“My ancient name has been revealed…I am King Atem!”
For more cards not listed here, and if you’re feeling extra adventurous, you can try increasing the amount of cards you can draw with Soul Servant by fitting in a Palladium Oracle Mahad. He summons himself when drawn, so you can stack him with Soul servant, draw him with The Dark Magicians, and play him immediately for more attacks in the Battle Phase. You could draw as many as 4 cards from your Soul Servant if you include Palladium Oracle Mana as well! Dark Magic Expanded is an interesting card I can’t help but mention. It’s arguably easier to use than The Eye of Timaeus, and has effect similar to Dark Magician the Dragon Knight, but you might sooner consider cards that help you get to Dragon Knight than this temporary (if more nuanced) protection effect. When in doubt though, you can always rely on traps like Solemn Judgment to keep you safe.
“The souls of light and darkness intertwine, opening the gateway to chaos!”
Since Dark Magician has a wide variety of monsters he can fuse with, Super Polymerization can put in some serious work in dismantling your opponent’s field. The Dragon Knights take any Dragon, Dark Cavalry takes a Warrior, The Dark Magicians of course with a Spellcaster, and everyone’s favorite Starving Venom Fusion Dragon is an option too. The Eye of Timaeus can bring out more than just Dragon Knights! Dark Paladin remains a solid defense against decks that rely on spells, and you could opt for summoning it if you don’t have your Soul-Knight combo ready. First of the Dragons can be summoned by fusing 2 Dark Magician, and can be a useful wall when Eternal Soul is inactive. Meanwhile, Quintet Magician can turn the tides with Magicalized Fusion in your deck (or even with Super Poly against an unsuspecting Altergeist player). If all else fails, you can go for retrains of iconic monsters, like Black Luster Soldier – Soldier of Chaos, Day-Breaker, the Shining Magical Warrior, and Linkuriboh.
The Dark Horizon
I hope you all enjoyed the article. The Dark Magician has a special place in many a Yu-Gi-Oh! players’ hearts, and I hope this piece does him justice. As you might be able to tell, the deck relies heavily on decent opening hands, which can be a challenge for a deck focused around a high level normal monster. That said, the new support is truly excellent, and for the first time since the game’s inception, it feels like a Dark Magician deck can actually hold its own in the modern era.
Thank you for reading! Feel free to follow and comment on our Twitter/Facebook pages about what you think about this Dark Magician guide, and tell us what your favorite Dark Magic Tricks are! Until next time, happy dueling!
Dark Mage (5e Class)
From D&D Wiki
Contents
Dark Mage [ edit ]
A dwarf stands crouched in the shadows of the night, waiting for the right moment to finish the spell. He mutters in a language only he can understand underneath his breath for several minutes, not appearing to breathe. Suddenly, his eyes snap open, pitch black, and takes off into the night, flying away with a pair of black wings on his back.
A tiefling leans against the corner in the tavern, waiting for her target to arrive. When they walk in, she looks up and smiles. As they order a flagon of ale from the bar, she pulls out a dagger and throws it, wisps of black smoke emanating from it. It hits them right in their back, and they collapse on the floor. Pandemonium ensues, and in the chaos, she smiles and vanishes.
A Dragonborn stands in front of an incoming orc horde. Sworn to protect his village, he raises his sword and bangs it on his shield. It ignites with shadow, and he charges into battle, disappearing and reappearing in seemingly random places, slaughtering the orcs who have trespassed upon his home territory.
These are all dark mages- individuals who manipulate shadow magic to create mystical effects and defend the world around them.
The Darkness Inside [ edit ]
Dark mages are almost paradoxical. They use the primal forces of dark magic around them to do their bidding, which may include a lot of good deeds. They take these forces in stride and manipulate them to their will, holding the forces of evil at bay with their magic. However, not all dark mages use dark magic. Instead, sometimes dark magic uses the dark mage. Dark mages have to be careful not to be consumed by the raw power they tap into, as it can corrupt a human easily with its power.
Outcasts From Society [ edit ]
Dark mages are often thrown out of civilization for their tampering with the dark forces. Many people are afraid of this kind of magic and do not understand its potential. Because of this, dark mages are seen as heathens and are cast out of society. Some dark mages aren’t thrown out of society, but instead, choose to leave it to protect others. Shadow magic is dangerous, and if dark mages are in society, people could get hurt. Dark magic changes a person, mentally and physically. Most people who tampers with this magic becomes distant, cold, and detached from others. They can’t go back to their normal life after they start channeling this dark power. Most dark mages have a few quirks of some sort, both mentally and physically.
Creating a Dark Mage [ edit ]
When you are making a dark mage, think about why you have started tampering with shadow magic. Were you in the Shadowfell and saw others channeling this power, so you were inspired to do so yourself? Were you visited by an immortal being, who granted you your power? Were you possessed by a demon, who innately gave you these abilities? These are just a few reasons why you could have become a dark mage. Also, think about what physical and mental quirks you could have. Do you bleed very little? Are your eyes black with swirling white? Is it always dark around you? These are just a few physical traits you could have. Do you have any concept of emotion? Are you ever surprised? Do you forget to think before you act? Is your solution to everything to blast it? these are a few mental characteristics that would enhance your roleplaying experience.
You can make a dark mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose the Shadow Hand and Night Blast Dark Talents.
Class Features
As a Dark Mage you gain the following class features.
Hit Dice: 1d8 per Dark Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dark Mage level after 1st
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
Table: The Dark Mage
Bonus
Shadow Magic [ edit ]
You have learned the ways of tampering with the dark forces that are all around us, giving you the ability to make mystical effects. Shadow magic is similar to arcane and divine magic, with a few key differences. Instead of spell slots, you have shadow points, which allow you to cast shadow spells. Each spell costs a certain number of shadow points. The maximum number of shadow points you can use on a shadow spell is described in the shadow score column. You can use more shadow points to cast a spell than the spell requires, which enhances the ability of the spell. You regain all of your shadow points on a long rest. You have a number of shadow spells equal to your Charisma modifier + your level. You can change these shadow spells on a long rest. You also have a select number of dark talents. The number of dark talents you have is shown in the Dark Talents Known column. You can cast these as many times as you want. Charisma is your spellcasting ability for your dark mage spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dark mage spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Charisma modifier Spell attack modifier= your proficiency bonus + your Charisma modifier
Altered Body [ edit ]
Your connection to the dark forces has warped your body, making it resistant to many effects that effect most mortal bodies. You no longer need to eat, drink, sleep or breathe. In addition, you have resistance to poison damage, and you have advantage on Constitution saving throws against being poisoned.
Night Form [ edit ]
At 2nd level, your training with the dark forces has become honed enough that you learn how to transform into the night. As an action, you can turn into a piece of the night. This form is a black, shapeless orb dotted with stars, which has the following stats:
The transformation lasts for up to an hour. You can use your bonus action to transform back into your normal form. All your gear is melded into your night form, and it cannot be used while you are in your night form. Once you use this ability, you can’t use it again until you finish a long rest.
Dark Discipline [ edit ]
At 3rd level, you choose a Dark Discipline. Choose between Gloom Master, Night King, and Shadow Knight, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement [ edit ]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Shadow Leap [ edit ]
At 5th level, you learn how to use shadow magic to teleport. As part of your turn, you can use a bonus action to teleport to a place up to 30 feet away from you. The spot you choose must be in dim or dark light. You do not provoke opportunity attacks with this movement. You may use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses on a long rest. When you reach 11th level, the distance you can teleport extends to 60 feet.
Umbral Sight [ edit ]
At 6nd level, you gain a supernaturally powerful ability to see in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, this extends its radius by 60 feet. In addition, your darkvision is magical. You can see through magical darkness as if it was normal darkness.
Dark Restoration [ edit ]
At 14th level, you can get back a number of shadow points when you finish a short rest equal to your level.
Shadow Soul [ edit ]
At 20th level, you no longer manipulate shadow magic, you are shadow magic. As an action, you can expend 7 shadow points to suffuse an area in shadow magic. Choose a point within 60 feet of you. Everywhere within 30 feet of this point becomes coated in magical darkness. This magical darkness cannot be seen through by any means, including truesight and similar abilities. You and a number of creatures of your choice equal to your Charisma modifier to be able to see through this darkness as if it were not there, however. While in this darkness, you have advantage on attack rolls, and other creatures have disadvantage on attack rolls against you. This darkness disappears after 5 minutes, or if you dismiss it as a bonus action.
Disciplines [ edit ]
Gloom Master [ edit ]
Gloom Masters are dark mages who specialize in the craft of illusions and the minds of others. They use shadow magic to manipulate the perceptions and minds of those around them, creating fear in their enemies. They can also weave strands of their life into their illusion, giving them a much more realistic appearance.
At 3rd level, you gain the ability to weave illusory duplicates using your shadow magic. As an action, you can spend 3 shadow points to duplicate yourself using shadow magic. This duplicate of yourself is identical to you in every way. While this duplicate is manifested, attack rolls against you have disadvantage. The duplicate lasts one full hour.
At 3rd level, you learn how to make your illusions much more realistic than the typical one. If you cast a spell that creates an illusion, you can spend one shadow point to give any person that tries to do an Investigation check on it to tell if it’s an illusion disadvantage.
Cloak of Shadows
At 7th level, you learn how to make an illusory cloak made of shadows around you. As an action, you can create a shadowy cloak around yourself. While using this feature, you give off dim light in a 10-foot radius, and you can use your Shadow Leap even if you are in bright light. You gain resistance to necrotic and force damage while you have this cloak. When you manifest this cloak, all creatures within 30 feet of you must make a DC 15 Charisma saving throw or be frightened. They can repeat their saving throw at the end of each of their turns, ending the effect on a success. This transformation lasts for 1 minute, or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
At 10th level, you can use the fear in the heart of your enemies to your advantage. As an action, you can force a creature to make a Charisma saving throw against your spell save DC. If they fail, they see an illusion of the thing they are most afraid of all around them. They become frightened, and they cannot attack or cast spells on any creature around them until they become no longer frightened. They can repeat the saving throw at the end of each of their turns, ending on a success. Once you use this feature, you can’t use it again until you finish a long rest.
Strength in Numbers
At 15th level, you can make your illusory duplicates much stronger and make them much more real. When you use your Dark Duplicate feature to create duplicates of a creature, you can make that creature real, if only temporarily. When you make your illusory duplicates, you can expend up to your level in hitpoints. However many hitpoints you spend times three is however many hitpoints your duplicate gets. If you make multiple duplicates, divide them up amongst the duplicates. For example, if you spend 5 hitpoints and make two copies, one duplicate could get 10 hitpoints while the other gets five. The duplicates no longer disappear when they get hit. Instead, they disappear when they run out of hitpoints. They still cannot deal damage, but while at least one of them is within five feet of a creature, you get advantage on all attack rolls against that creature. You can not get these hitpoints back in any way until your duplicate disappears and you take a long rest.
At 18th level, your understanding of the brains of your enemies is so honed, you can infiltrate and control the minds of someone to a limited degree. On your turn, you can blast the mind of someone. They must make a Charisma saving throw against your spell save DC. On a failure, they take 10d6 psychic damage, or half as much on a success. If they fail, they get a random condition. Roll on the table below to see what condition they get.
d4 | Condition |
---|---|
1 | The creature becomes charmed by you. |
2 | The creature becomes frightened of you. |
3 | The creature becomes paralyzed. |
4 | The creature becomes stunned. |
Once you use this feature, you can’t use it again until you finish a long rest.
Night King [ edit ]
Night Kings are the bane of the light. They manipulate and create darkness all around them, benefitting in the dark. They extinguish the light in the world around them and replace it with shadow. By becoming a dark mage, they forfeited the light inside of them, and now they are getting rid of it everywhere else in the world.
Night King proficiency
When you become a night king, you gain proficiency in the Stealth skill. You add 1.5 times your proficiency bonus, rounded down, to you Stealth skill instead of just your normal proficiency bonus. When you are in dim light, you add 2.5 times your proficiency bonus, rounded down, to your Stealth skill.
At 3rd level, you learn how to cloak yourself to hide in darkness. If you are in dim light or darkness, you can use your bonus action to cloak yourself in shadows. While you are in dim light or darkness, you reroll 1’s on attack rolls, ability checks, or saving throws, and you can hide as a bonus action. These benefits last for 1 minute, or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Extinguish the Light
At 7rd level, you learn how to eliminate all sources of light around you. As a bonus action, you can create a field of antilight around you. All nonmagical sources of light within a 15-foot radius of you are extinguished, along with all sources of magical light that is less than 2nd level. This does not apply to sunlight, however. Once you use this feature, you can’t use it again until you finish a short or long rest. At 15th level, the radius extends to 30 feet, and it extinguishes all magical light less than 4th level.
Spread the Darkness
At 10th level, you learn how to channel your shadow magic to let your inner darkness emanate from you. As an action, you can create an aura of magical darkness around you. All light within a 60-foot radius of you becomes one step darker (bright light to dim light, dim light to darkness), and all light within a 30-foot radius of you becomes darkness. This magical darkness lasts for 1 minute, or until you choose to dispel it as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.
Become the Darkness
At 18th level, your soul becomes so dark you can briefly become a shadow. As an action, you can become a shadow. While in this shadow form, you are invisible when you are in dim light or darkness, and have advantage on Stealth checks while in bright light. You gain resistance to all damage except for radiant damage, and you have immunity to necrotic damage. Your weapon attacks do an extra 1d6 necrotic damage, and creatures-even if they can see you- have disadvantage on attack rolls against you. This transformation lasts for 1 minute, or until you end it as a bonus action. once you use this feature, you can’t use it again until you finish a long rest.
Shadow Knight [ edit ]
Shadow Knights delve into the technique of using their shadow magic to enhance their weapon attacks and defense. They boost their attacks with dark forces, dealing extra damage and slaying all foes who come in their path.
Shadow Knight Proficiencies
When you become a Shadow Knight, you gain proficiency in medium armor, shields, and martial weapons.
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style more than once, even if something in the game lets you choose again. Archery You gain a +2 to attack rolls you make with ranged weapons. Critical Strike Your weapon attacks gain a critical hit on a 19 or 20. Defense While you are wearing armor, you gain a +1 to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon. Great weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
At 3rd level, you learn how to imbue your weapon with dark energy, dealing extra damage on a strike. When you hit a creature with a weapon attack, you can spend one shadow point to deal an extra 1d8 necrotic damage to it. At 15th level, this damage becomes 2d8.
Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, you learn how to strike true when you are in your element. Whenever you make a weapon attack in dim light or darkness, you have advantage on the attack roll.
At 10th level, you learn how to imbue your weapons and armor with dark magic to make them more powerful for you. When you finish a long rest, choose one martial weapon or one set of armor you are proficient in. If you choose a weapon, you may add half your Charisma modifier to the attack and damage rolls for that weapon. If you choose a set of armor, you may add half your Charisma modifier to your Armor Class while wearing that armor. Whatever you choose, that weapon is considered magical for the duration. These benefits last until you choose another weapon or set of armor as part of a long rest.
At 15th level, you learn how to find the weaknesses in your opponent’s fighting style. As an action, you can study your opponent. You gain three of the following insights upon your opponent, chosen by your DM:
Once you use this feature, you can’t use it again until you finish a long rest.
Avatar of Darkness
At 18th level, your connection to your combat dark magic deepens to the point where you can become an avatar of dark combat. As a bonus action, you can go into your Shadow Avatar form. While in this form, you gain the following benefits:
This transformation lasts for 1 minute, or until you decide to end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Shadow Spells [ edit ]
Black Candle, Dark Display, Dark Hand, Gloom Strike, Illusory Item, Shadow Bolt, Umber Wave
Anilla’s Wondrous Sphere, Booster, Creation, Destruction, Explosion of Shadows, Manipulate Perception, Nullify, Xenophobia
Entomb, Guardian, Invisible Spirit, Metamorphosis, Negative Energy Sphere, Open Wounds, Spy, Wave of Chaos
Anilla’s Awesome Axe, Brutoro’s Bloody Box, Chain Enervation, Killing Gaze, Linni’s Longsword
Drain Power, Hardness, Queer Blast, Mind Control, Shadow Body
Dagger of Hopelessness, Dark Mind, Evil Eye, Shadow Manor, Tower of Darkness
Bone Melt, Capture Soul, Mind Shatter, Time Freeze, Reality Warp
Shadow spells are organized differently than normal spells. They are organized in order of spell level, starting with Dark Talents and going up to 9-point spells. They do not require material components, so you do not need a component pouch or a focus to cast the spells. They are not organized based on their school of magic.
Dark Talent Descriptions [ edit ]
Casting Time: 1 action
Duration: 1 hour
You conjure a small, black flame. It gives off bright light in a 10-foot radius and dim light in a 30-foot radius. It does not burn like a normal flame, and it is cool to the touch. You can place it on an item, and it absorbs into the item. Until the spell ends, that item gives off bright light in a 10-foot radius and dim light in a 30-foot radius.
Casting Time: 1 action
You conjure a minor sign of shadow magic. Below are a few examples:
At your DM’s discretion, you can do other things with this spell as well. Anything you can think of and your DM approves, you can do with this spell.
Casting Time: 1 action
Duration: 1 hour
You create a spectral, shadowy hand. This hand can help you do certain things. It can lift up to 10 pounds, can deal up to 15 pounds of force, and it can throw something up to 30 feet. It cannot, however, wield a weapon or deal damage to a creature directly. You can use your bonus action to move the hand up to 30 feet. If it ever gets more than 300 feet away from you, it disappears in a flash of smoke. You can only have one of these hands at a time.
Casting Time: 1 action
You briefly strike someone with a blade of darkness you conjure. Make a melee spell attack roll. On a hit, you deal 1d8 necrotic damage to your target, and they must succeed on a Constitution saving throw or be blinded for 1 round. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting time: 1 minute
Duration: 1 hour
You use your shadow magic to build a small, illusory item. This item has to be able to fit in a 5-foot cube. A person can do a Intelligence (Investigation) check to tell if the item is real or fake. The item cannot deal damage, and if it ever strikes a surface hard, it vanishes. It cannot appear organic in any way, and if a creature touches the item to see if it’s real, then it vanishes. This item lasts for 1 hour or until you decide to dispel it as a bonus action.
Casting time: 1 action
You build a small bolt out of shadow magic and fling it at your target. Make a ranged spell attack roll. On a hit, they take 1d12 force damage. The damage increases by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Casting Time: 1 action
You clap your hands together, and a wave of negative energy spreads out from you. All creatures within 30 feet of you must make a Constitution saving throw. On a failed save, they take 1d10 necrotic damage, or half as much on a successful one.
Multiclassing [ edit ]
Prerequisites. To qualify for multiclassing into the Dark Mage class, you must meet these prerequisites: A Charisma score of 13 or higher.
Proficiencies. When you multiclass into the Dark Mage class, you gain the following proficiencies: Light armor, simple weapons
Building on a Budget: Dark Magician
For competitive players spending a couple hundred euros on a deck is nothing out of the ordinary, but not everyone has the ability to do so. Still that shouldn’t stop them from aiming for the best possible results. I firmly believe you should play a deck you like, and for many people that’s Dark Magician!
When I started attending locals for the first time, I wasn’t exactly swimming in cash. I was still in secondary school, and my primary source of income was my weekly allowance. Besides having no knowledge of how to play the actual game, I also had no idea of how deck building worked, and for a while I made do with Paladin of White Dragon turbo. When I finally did pick up on how the game was played outside the playground, one thing that prevented me from building something like Lightsworn or Gladiator Beast was the high price of some of those deck’s cards. Building a Lightsworn deck based on Gragonith, Lightsworn Dragon might not have been the best idea young me ever had, but I had to use what I could afford.
Fastforward to now. While I haven’t been very involved in playing meta strategies since selling off my Eldlich core a few months back, I have been loving my Dark Magician deck and discussing with fellow players to see how competent we can make the ultimate wizard. Gameplay-wise the deck has a lot to offer and can teach new players valuable lessons in terms of resource management and knowing when to activate effects.
A high-level competitive version of the deck probably can’t be built for the price of a fancy hamburger—unlike an all-common strategy such as Deskbots or Gouki. But I figured I could definitely cut a lot of the expensive cards from the deck and still have something that can serve as a starting point for players who are on a budget. So our goal for today will be to build a deck that’s under triple digits.
The Basic Core
United We Stand
Let’s Make It Consistent
Almost all of our monsters we’ll be playing are dark, so opting for Allure of Darkness is an easy pick. In a Dragoon-less deck without budgetary restrictions I would opt for Pot of Extravagance instead, but our goal here is to avoid cards like that.
Let’s Bully the Opponent
For those counting along, right now we have 44 cards in our shopping basket, and the cost of the articles is sitting at about two thirds of our planned budget. With the 40 cards for the main deck already picked, we just need to wrap up one more thing.
Filling Up the Extra Deck
I:P Masquerena received a reprint earlier this year, which puts her just within our range. In order to be able to use her effect to its fullest potential, let’s add Knightmare Phoenix and Knightmare Unicorn too. Speaking of other powerful link combos, Selene, Queen of the Master Magicians is an absolute powerhouse. She’s a link 3 monster that lets you go into a link 4 monster, and for that purpose we’ll be playing Topologic Zeroboros as well, which also combos nicely with I:P.
The Final Verdict
With all 55 cards listed above added to my basket, I ran the Shopping Wizard and saw that the total value of all the cards was a bit under the triple digits, not including the shipping costs of €2 each for the twelve shipments.
The main goal of this article was to think outside the deck box for a bit. Which cards are inaccessible under the hypothetical budget constraint, and how can their absence be compensated for? This thought process is one that competitive players don’t always go through, but I like the idea of considering unconventional cards. Being able to build your deck to your own liking is one of the defining features of this genre of card games, and I hope this way of thinking can inspire players on a budget to strive for enjoyment in deck building.
What are some cards you would add to a deck like this? Let us know in the comments!
Opinions expressed in this article are those of the author and not necessarily Cardmarket.
6 Comments
Good guide and very informative! As a new player I am trying to build a Dark Magician deck as I find the archetype pretty cool. Will use this as a template to expand upon my Yugi Reloaded Deck that my friend basically gifted me. Also I’m glad its a budget one as I do not want to spend a ton of money on a single deck. Thanks!
Or you can buy better deck than dark magician for price of most overpriced darkmagician cards ; p Like salamangreats that are way better deck and cost like nothing.
Skystriker; Definitely true, but there were already so many guides on budget Salamangreat, so I wanted to do something different.
RyanAtlus what about budget Galaxy or budget ABC?
Thanks for this deck, sounds inspiring to me! I currently play a Dark Magician deck with the wind witch engine, so that I can summon my Crystal Wing quite easily. What’s your pick on that?
Thanks and cheers!
MaelShanti; That’s really cool, I’m a big fan of Wind Witches but getting locked into Wind monsters seems a bit harsh sometimes. But if it works, it works!