The Dark Magicians
“Dark Magician” or “Dark Magician Girl” + 1 Spellcaster monster
Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or a Quick-Play Spell, you can activate it this turn. If this card is destroyed: You can Special Summon both 1 “Dark Magician” and 1 “Dark Magician Girl” from your hand, Deck, and/or GY.
March 20th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
We end the week with a card I’m shocked took 20 years to become a thing, though probably for the best since in the early days the materials would of been more specific. We have The Dark Magicians.
The Dark Magicians are a Level 8 DARK Spellcaster Fusion with 2800 ATK and 2300 DEF. Fairly solid stats overall, and DARK Spellcaster is a plus. The materials needed are a choice of Dark Magician or Dark Magician Girl and any other Spellcaster. Appreciate the room to use either Dark Magician or Dark Magician Girl while also letting you use any other Spellcaster, if this was printed years ago it would of made you use both Dark Magician and Dark Magician Girl instead of a Spellcaster. It has a soft once per turn effect (meaning multiple The Dark Magicians can trigger this effect in a turn) if a Spell/Trap Card or effect is activated to let you draw a card and then you can set it if you drew a Spell/Trap and then you can activate it that turn if it was a Trap or Quick-Play Spell. Drawing cards for minimal effort is great, and this draw effect is easy to trigger in a Deck that focuses on Spell/Trap support to try and win mostly. I like how it lets you use the card still if you drew and set a Trap or Quick-Play Spell, though no Spells of other kinds on the opponent’s turn still. Upon this card’s destruction, you can summon both a Dark Magician and Dark Magician Girl from the hand, Deck, or graveyard. Another reason they’re giving you to play Dark Magician Girl alongside Bond Between Teacher and Student. I’d still play 1 Dark Magician Girl for this, you’re already playing 3 Dark Magicians in his own Deck, so that isn’t an issue. Two monsters for one’s destruction is good, even if the destroyed monster is a Fusion. The Dark Magicians is a good card that’s easy to use in Dark Magician variants and has the option to be summoned with The Eye of Timaeus if not via normal Fusion Summoning. No hard once per turns on its effects is another good benefit as well, I’d say only 1 in the Extra Deck still since space is tight.
Advanced Rating: 4.25/5
Art: 5/5 It’s Dark Magician and Dark Magician Girl, of course it’s a 5. It’s freaking amazing!
What a fun card this is to close the week. The Dark Magicians is a Fusion, Level 8, Dark/Spellcaster with 2800 attack and 2300 defense. Fusion requirements here are Dark Magician/Dark Magician Girl, as well as one other Spellcaster Monster. Needing one of the two core Magicians and leaving the other requirement open is fun, they easily could’ve made it DM and DMG.
So, once a turn if a Magic or Trap is activated, (save the Damage Step) you can Draw one card. If it’s a Magic or Trap, you can immediately Set the card, and if it’s a Trap or Quickplay Magic, you can activate it in this turn. While it doesn’t negate whatever Magic or Trap was played to trigger this effect, since you don’t have to show the player what you Drew, this is still a surprise to them.
And since you can trigger the effect to Draw and use said card (if applicable) it keeps things more interesting and reliable for you. If this card is destroyed (no regulation as to how or by either player) you CAN (note can) Special Summon Dark Magician and Dark Magician Girl from your Hand, Deck, or Graveyard. Two Monsters for one is good, and getting them from anywhere is better. Not a perfect card, but still pretty good.
Art: 4/5 Meh, it is DM and DMG, the seal being Dark is fun, but the rest of the art is kinda lazy here, if not vibrant.
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