Mystic Plasma Zone - it works like Gaia Power, Umiiruka, Molten Destruction, Rising Air Current, and Luminous Spark.
It increases the attack by 500 points and decreases the defense by 400 points.
Mystic Plasma Zone increases all Dark monsters' attack by 500 while decreasing their defense by 400.
Yami could also be used for your fiend types, but only adds 200 attack and defense, while also decreasing Fairy monsters' attack and defense by 200.
I would recommend 20 Spell and Trap Cards, and 20 monster cards, or if not, you can have any amount of Spell Cards, as long as there are 40 or under, because 40 cards are the number of an official deck
I cant really tell what your asking but it seems that your asking how to make a good dark magician deck build up. Id suggest including cards like Dark magician,dark magician girl,Magicians Valkyrie,Dark paladin,and card ejector. The magic/spell cards all depend on how you build you deck _ Actually, the monster cards listed above make great monsters for a Dark Magician deck. You'll definitely want 3 dark magicians, and if you wish, you could use 3 dark magician girls. There are some useful combos with dark magician and dark magician girl like getting DMG (dark magician girl) on the field and activating sage's stone and simply bring out a dark magician, or even the basic effect of if dark magician is destroyed, DMG gets 300 atk bonus. Cards like breaker the magical warrior, magical exemplar, defender the magical warrior, and skilled dark magician can prove to be invaluable for a dark magician deck. When it comes to magic and traps, if you want an all spellcaster deck, I highly recommend getting hidden village of the spellcasters, magicians circle, and maybe some basic trap cards like sakuretsu or magic cylinder. There's a website dedicated to yugioh with wikis full of information specifically on the game/anime/manga. just google it and it will be an easy find! I only have 1 dark magician and 1 dark magician girl im trying to make a deck based around dark magician dark magician girl and magician's Valkyrie. Deoxysdeoxys
Giant trunade. It is a spell or a magic that will return all spell and trap cards or all the magic or trap cards on the field
A field spell card is a sub-class of Spell card that has a symbol similar to a compass. Field Spell cards generally have effects that affect both players, or can be activated by both players (Examples include Molten Destruction, Necrovalley and Mausoleum of the Emperor), and are played in the space to the left of the monster card zones, above the Extra Deck, instead of in the regular Spell/Trap zones. Only one Field Spell can be face-up on the field. If you have an active field spell and wish to activate or set a new field spell, you destroy the active field spell before playing your own. If your opponent controls a field spell, you can set a field spell without destroying the active field spell, and when you activate your new field spell, your opponent's field spell is destroyed after the activation resolves, which means that they can save their field spell by activating cards like Mystical Space Typhoon and Dust Tornado.
I would start by buying the Dark World Deck. Then build it up with plenty of fiend monsters.
Easy get the field spell Mausoleom of The Empereor.
no you have to have a field spell in your deck otherwise it would say you may or you can add a field spell to your hand from your deck You are obliged to know the content of your own deck, and know what cards are left in it (by looking at what has been drawn already). You cannot activate an effect that tries to search for a card that you know it will not be able to find.
I would recommend 20 Spell and Trap Cards, and 20 monster cards, or if not, you can have any amount of Spell Cards, as long as there are 40 or under, because 40 cards are the number of an official deck
When Dark Sage is summoned, choose any Spell Card from deck, and add it to hand.
all of the archfiend set (that includes the field spell card so that you dont have to pay lifepoints)
There realy isn't a best but here are some cards you should consider adding...*Jarrasic world (field spell) *Super conductor tyranno (monster/effect)*Black tyranno (monster effect)*Big evolution pill (normal spell)*Dark driceratops (monster/effect)
yes, it actually is a very good deck especially the field spell card and the great magician on the front cover i got it yesterday and it is awesome it even comes with a mat and a rulebook
The only card that is affected by Skilled Dark Magician is Dark Magician due to Skilled Dark Magicians Effect which is: "Each time a Spell Card is activated, place 1 Spell Counter on this card (max. 3). You can Tribute this card with 3 Spell Counters on it toSpecial Summon 1 "Dark Magician" from your hand, Deck, orGraveyard."
'Tech' deck.
The card "Zombie World" is only available in the Zombie World structure deck.
try implementing zombie type monsters in your dark deck, this is because zombies almost always come back to the field and are great tribute monsters.
A deck centered on Spell Counters can be defeated by using a "Skill Drain" deck since "Skill Drain" would get rid of and prevent any monsters from holding Spell Counters. A Counter Fairy deck is another alternative since it utilizes Counter-Trap cards (such as "Magic Jammer", "Dark Bribe", etc.) with Fairy-Type monsters that have effect in conjunction with Counter-Traps. You can use your cards to negate Spells and thus prevent Spell Counter from being added to monsters. A negation deck is another good deck. In a deck that centers on negating your opponent's Spells and Traps (and sometimes Monsters, too), "Horus LV8", "Spell Canceler", and/ or "Imperial Order" can negate Spells and stop the main method of adding Spell Counters to monsters.