I underestimated the importance of this spell. I
initially thought cards like Summoner’s Art, E-Hero
Prisma, and Dwarf Star Dragon Planeter would be just
as good, but I was dead wrong. This spell is mega
important for the Dark Magician theme for four
reasons: 1.) it can be searched by Magician’s Rod
and Dark Magic Successor, 2.) it can be used to
start the chaining effects of Magician of Dark
Illusion and Rod, 3.) it can chain to opponent plays
for plusses or reset the deck when Dark Magical
Circle informed you of a bad future, and 4.) it
recycles Dark Magicians in the grave to set up the
all-important Navigation play.
Now, despite its importance, Illusion Magic should
probably never be run in 3’s – that’s too much. You
still have to tribute a spellcaster after all and
Dark Magicians have to deal with bricky hands more
than most decks. But there’s no excuse to not run
this card. It thins the deck, it makes food out of
used up Rods and Chocos, it ensures Dark Magician’s
presence at all times, and it’s a chainable,
zero-sum spell card that can be searched from the
deck. And this will stay true for most likely the
rest of this game’s existence. On the long chart of
Dark Magician’s ebbs and flows, Illusion Magic will
always accompany his theme.
You can use it on a Dark Magician
monster that would be destroyed
It's an overall versatile card, as a
quick play Spell, that's good for
When used correctly, it will be a
+1, though I'm not sure why you'd
often want high level monsters in
Since it's dependent on controlling
a LV7 monster with a specific name,
it's not easy to activate.
For this reason, Dark Magicians
should only use 1. Using any more
than that could clog hands.
Hello Pojo Fans,
Illusion Magic is like having two Summoner's Art for
Tribute a caster to gather up to 2 Dark Magicians
from your deck and/or grave. A +1, this will thin
out your deck and get the original master of
spellcasters to your hand as soon as turn one.
Doesn't matter if it is a Spellcaster token, if the
caster goes to the grave, or if it even goes back to
your deck, as long as you fulfill the cost, you are
getting your spellcasters. You likely will want to
pull from the deck, but with the option to pull from
the grave makes it even less likely that this will
be a dead draw. There are monsters like Nefarious
Archfiend Eater of Nefariousness that can help keep
your advantage on the field.
For the archetype this is the searching card they
Illusion Magic is a QuickPlay Spell Card that has
a fairly steep cost and can only be activated once
per turn. Tributing a Spellcaster-type monster puts
2 Dark Magician from the Deck or grave to the hand.
That's it. I saw this and thought of Polymerization
for First of the Dragons. Or The Eye of Timaeus
could become more useful if either of those Dark
Magicians get summoned. At the very least this is
another Spell/Trap card that lists Dark Magician to
add to the hand with yesterday's card.
Score: 3/5 Fuel for Sacred Sword of Seven Stars.
Art: 4/5 Borrowing DBZ afterimage.
Illusion Magic is a Quickplay Magic card, which is
good. It's a very simple card people.
You activate this, Tribute a Spellcaster you
control, and add up to two copies of Dark Magician
from your Deck and/or Graveyard to your Hand.
You can only activate one Illusion Magic per turn.
Hmm...so you lose this card, and a Monster, to add
two Level 7 Monsters to your Hand. In a way,
this is a break even, at least in cards lost vs
cards gained, although it's a -2 from the Field.
Even if you traded in your Monster and a Dark
Magician came to the Field, you'd still be at -1.
It's a combo card, it gives you the pieces you need
to bring out something bigger and better, and gives
you some speed to make it faster. Just, it's
not quite fast enough.
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