Yu Yu Hakusho
Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
Magician of Dark Illusion
This card's name becomes "Dark Magician" while it is on the field. You can only use each of these effects of "Magician of Dark Illusion" once per turn.
● During your opponent's turn, if you activate a Spell/Trap Card or effect (except during the Damage Step): You can Special Summon this card from your hand.
● If you activate a Spell/Trap Card or effect while this card is face-up on your field (except during the Damage Step): You can target 1 "Dark Magician" in your Graveyard; Special Summon it. This effect can only be used once while this card is face-up on the field.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: Aug. 22, 2016
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Welcome to my Dark Illusion
week. Magician of Dark Illusion is a Level 7 Dark
Spellcaster-type monster with 2100 Atk and 2500 Def.
Those are horrible stats for a Level 7 monster. Even
original Dark Magician did better. Fortunately, this
monster has an alternate summoning method from the
hand, but even that isn't enough to be great.
Magician of Dark Illusion can
Special Summon itself from the hand when you
activate a Spell or Trap during your opponent's
turn. No spamming here, even if you have multiple in
the hand. It is good that the card or effect does
not need to be on the field. If you're able to
activate a trap from the hand, this can summon. If
there is a quickplay in the grave that can activate
during the opponent's turn, this can summon. Then,
while it's on the field, Magician of Dark Illusion
becomes Dark Magician in name. This would have been
way better if it became Dark Magician in other
zones, particularly the grave or hand. Or maybe it
could be treated as a Normal monster in the grave or
hand. Being treated as both would have been
overpowered. Having access to a Dark Magician with
an effect on the opponent's turn will have to do.
Hopefully it will survive long enough to use Dark
Magician support during your turn.
The final effect can only be
used once while Magician of Dark Illusion is face up
on the field. This one gains the benefit of being
able to activate during either player's turn. After
applying the same activating conditions as the last
effect, Magician of Dark Illusion can target to
Special Summon a Dark Magician from the grave. So if
you can imagine a scenario, activate a Call of the
Haunted during the End Phase of your opponent's turn
to bring back some Level 7 monster, say Dark
Magician. That activation would trigger this monster
to summon itself. Then on the next turn, you could
activate Monster Reborn (banned=sad) to get another
Dark Magician from the grave, triggering this effect
to get the last Dark Magician from the grave. There
would be 4 Dark Magicians on the field. That appeals
to me. This monster appeals to me, but it is not
splashable in any deck but Dark Magician, and even
there, you'd probably run 2 at most.
Score: 3/5 Better than no
support at all.
Art: 4.5/5 way more dark than
Magician of Dark Illusion
We start Dark Magician week with a monster that
isn’t necessarily the best new Dark Magician support
card to come out in the Dark Illusion set, but is
very much the “flavor” of it. The new support
surrounds The Magician of Dark Illusion and makes
him crucial to the theme’s success. Now when I say
success, I say that half-heartedly, because
unfortunately, the TCG doesn’t yet have two very
important cards: Eternal Soul (October 7) and Dark
Magic Successor (unknown). And that’s not to mention
Apprentice Illusion Magician (the Dark Magician Girl
to Magician of Dark Illusion that’s going to be
released in the OCG in September). Once Eternal Soul
comes, however, Dark Magician will be mostly at full
On to the effect. It’s really good, albeit unique.
It takes time to really understand how good he can
be and the chains that truly empower him. His
ability to summon himself from the hand is very
good, especially when you have Circle out, but his
best feature is the ability to summon the Dark
Magician at any time while on the field. By using
timely spells and traps, preferably Magician’s
Navigation, you can chain his effect to summon a
Dark Magician and hopefully trigger Circle. It’s
important to realize the power in the chaining
effects of monsters like Rod and MoDI. You don’t
activate them upon resolution - instead you chain
their effects to the activation, making them even
more powerful in conjunction with your other cards.
And since he is afforded the protection of Eternal
Soul by being a Dark Magician on the field, that
grants him a great two-card combo: Activate Soul,
Chain MoDI, and now you have three Dark Magicians on
the field in an instant. And of course, I don’t
think I have to mention that MoDI will be the second
target of Navigation 98% of the time. This alone
makes him a 3x-must in all Dark Magician decks.
The new Dark Magician deck is stacked for enormous
combos. The goal is to banish the field and blow
away the opponent in one single turn or maybe two.
While Dark Magician’s not quite consistent enough to
compete with tier 1 decks at the moment, even with
Eternal Soul, he’s definitely a theme now that must
be respected. Dark Magician is easily one of the
fastest decks in the game. And here’s to hoping that
Apprentice Illusion Magician or other new support
puts him over the top for a while. He deserves it!
It has Dark Magician's stats in
reverse, which isn't very
It can summon itself without Tribute
(so it's not a minus), but only on
the opponent's turn.
You can summon it defensively, but
if you want it to stay alive, you
should wait till the opponent's End
The 2nd effect gives you a 2500
beater (only once), can combo well
with Dark Magical Circle.
The OPT limits don't hurt the card,
since you use the first effect on
the opponent's turn and the 2nd on
Its effects are good but are slow
and somewhat situational to
It's a new week, and even better, it's Magician
week! Not even picked by me. How lucky
for me that I have time to review this week, as I
am, except for the Pharoh himself, the Master of
Magicians of course. Magician of Dark Illusion
mirrors Dark Magician in attribute, type, Level,
although his attack and defense have been swapped
(2100-2500). This card becomes Dark Magician
while on the Field, and he has two effects, each
which can be activated once a turn. During
your opponent's turn (save the Damage Step) if you
activate a Magic or Trap card, or effect, you can
Special Summon this card from your Hand. In
either position too, so if you want to sit on that
2500 defense, go right ahead. Secondly, if you
activate any of the above effects mentioned while
this card is face-up, (again save the Damage Step)
you get to Special Summon a Dark Magician from your
Graveyard. That effect can only be used once
while face-up however. I like him. He
can Special Summon himself, as well as the original
Dark Magician. The prior being during your
opponent's turn no less. He's not game
breaking, but he adds some speed. It's a
useful enough Monster.