Empower your Ultimate Wizard!
Replays:
Strategic Summary:
Welcome to another off-cycle CDP, this time celebrating the reveal of the new Primoredial archetype, designed to support any and all Normal Monsters, and for its first appearance on my channel, we’re covering it with the Dark Magician theme! The Dark Magician theme revolves around using the existing Spell/Trap support for Yugi’s iconic ace to win the duel through the efficient use of Fusion Monsters, and this theme has a few great options. For example, The Dark Magicians gives you a free draw once per turn when a Spell/Trap card or effect is activated, then letting you set it if it’s a Trap or Quick-Play Spell to use that turn. The big boss remains Red-Eyes Dark Dragoon, a Spellcaster that carries an omni-negate effect as well as an effect to destroy an opponent’s monster and burn. Lastly, Master of Chaos gives you a free LIGHT or DARK Special Summon from your GY, allowing you to extend your plays. You can even summon any of these Fusions with The Eye of Timeaus and just one copy of Dark Magician, reducing the typical investment of most Fusion themes. Or, as I’ve shown an expanded version of in a prior video, you can also leverage Shining Sarcophagus with Dark Magician the Ebon Sorcerer (YGOrg Translation) to cheat out a faux-version of Dark Magician quite easily. You can check out that video here: https://www.youtube.com/watch?v=rG3wMwbER7Q .
Now to the new stuff – let me introduce you to the Primoredial theme. Right now, it includes only one Level 6 Dragon: Imperial Dragon the Primoredial Dragon (YGOrg Translation). It must use a Normal Monster Tribute to Normal Summon and can do so during the opponent’s Main Phase via its own Quick Effect, but when it is Tribute Summoned, it negates the effects of all face-up monsters your opponent controls then banishes all monsters with the same Type/Attribute as a Normal Monster in your GY. In here, since you’ll be using Dark Magician as Tribute, you’ll then be banishing all DARK and/or Spellcasters from the opponent’s board. While this is definitely a big power move offering even more interaction for the Dark Magician strategy, the other Primoredial support cards is where the true synergy lies. I’ll start with Primoredial Tremors (YGOrg Translation), a Quick-Play Spell that lets you declare a Normal Monster’s name, then if you control no monsters, Special Summon a Normal Monster with that name from your Deck. Yes, that’s right – this offers unparalleled access to Dark Magician, straight from your deck. Then there’s also Primoredial Imperialode (YGOrg Translation), a Continuous Spell that tutors any Primoredial card on activation, then carries a similar effect to name a Normal Monster then Special Summon one with that name from your hand/Deck/GY. This carries a minute drawback of preventing Special Summoned effect monsters from activating their effects from the rest of the turn, but it still gets you your Dark Magician. Rounding out the Spells, the theme also brings Primoredial Schiller (YGOrg Translation), another Quick-Play Spell that can negate the effects of a card on the field then banish it, for the small cost of revealing Dark Magician or a Primoredial monster… Or for no cost if you control one. The last new card I’m employing is Primoredial Opener (YGOrg Translation), a Trap Card with the same name-then-Special Summon effect, except it can grab Dark Magician from the Deck or GY.
If all of this access to Dark Magician wasn’t sweet enough, the Primoredial cards have one extra surprise – they offer additional effects from the GY. The simplest is Primoredial Schiller, which can set itself from the GY if you control a Primoredial monster. Next we have Primoredial Tremors, which can banish itself from the GY when your opponent Normal Summons to banish 1 monster on the field with lower ATK than your Dark Magician. Then we have Primoredial Opener, which can banish itself during the opponent’s turn to gain control of a monster your opponent controls with higher ATK than your Dark Magician. All of these effects augment the natural strength of the Dark Magician theme, leveraging its waves of legacy support and enhancing access to the original Normal Monster itself. What more could you really ask for with this Magicians’ Combination? Enjoy the deck, and catch you next time!
Provided Decklist:
Monsters: 15
||| Dark Magician
| Gandora-G the Dragon of Destruction
| Dark Magician the Ebon Sorcerer
||| Imperial Dragon the Primoredial Dragon
| Dark Magician Girl
| Magician’s Rod
| Magikuriboh
|| Magicians’ Souls
|| Illusion of ChaosSpells: 23
||| The Eye of Timaeus
|| Magicalized Fusion
| Bond Between Teacher and Student
|| Soul Servant
| Secrets of Dark Magic
| Dark Burning Magic
||| Primoredial Tremors
|| Primoredial Schiller
| Dark Magical Circle
||| Shining Sarcophagus
||| Primoredial Imperialode
| Magician’s SalvationTraps: 4
| Destined Rivals
| Primoredial Opener
| Eternal Soul
| Magicians’ CombinationExtra Deck:
| Red-Eyes Dark Dragoon
| Dark Magician the Dragon Knight
| Master of Chaos
|| The Dark Magicians
| Number 11: Big Eye
| Ebon Illusion Magician
| Underworld Goddess of the Closed World
| Accesscode Talker
| Selene, Queen of the Master Magicians
| Dharc the Dark Charmer, Gloomy
| S:P Little Knight
| I:P Masquerena
| Cross-Sheep
| Relinquished Anima
Note: This is continuing the style of Creative Deck Profile articles, designed to showcase a build through replays and an attached summary. If you wish to see a CDP for an archetype, theme, or strategy you love, feel free to private message me on the YGOrg Discord server, the comments section of any of my YouTube videos, or just post a comment in response to this article on our Facebook page or through the site with your ideas for me to keep under consideration! On most YGO-related communities my username is Quincymccoy, so feel free to reach out. Current pending requested profiles include: Fluffal, Valkyrie, Lunalight, Illusion, Shark, Clear World, FA, Dragunity
Coming Soon:
4 Comments
Too bad, Dragoon is still banned in MD
The only thing I’ll say, about this deck (and Yugioh OCG/TCG in general) is that it needs something for retrieving banished Spell/Trap cards.
Some decks have good banish recovery, i.e. Voiceless Voice or Centur-Ion, but im fine with it being specialized and not widespread. Otherwise they’ll have to tap back into the gamespace of banishing facedown to ensure a card is gone for good.
There is this very under rated tech card, Mask Change 2, as it can convert any dark monster into Dark Law. And has some good options for Water and wind monsters, while working a a quick-play to dodge imperm and veiler.
Turning your left over monsters into a boss or dodging negates like imperm, it works incredibly well. Yet doesn’t seem to see play.