Special Summon 1 "Dark Magician" from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck. If you control "Dark Magician", except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponent controls; it has its effects negated until the end of this turn.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: Aug. 25, 2016
If Dark Magical Circle was the equivalent of a
million dollars, Magician Navigation would be the
supermodel wife. You probably want the former, but
man it looks sexy all the same. This is what
Magician’s Rod searches for when you already have
Circle, and having it early grants the player a far
greater chance of success, no matter what deck
you’re up against.
In effect, the trap card is a potential +2 that
thins the deck by 1. Uh…. yes please? For his first
effect, 98% of the time, you’re going to summon
Magician of Dark Illusion, but I’ve seen plays
making use of tech cards like Endymion, Summoner
Monk, Magical Something, etc. but usually it will be
MoDI. However, here’s hoping Apprentice Illusion
Magician will be an even better target! There’s very
little doubt about Navigation’s graveyard effect.
Dark Magician is so easy to summon that Navigation
will get his time in the sun. And as I’ve mentioned
with prior Dark Magician cards this week,
Navigation’s true potential lies in its ability to
do its thing while also setting up the chaining
effects of Magician’s Rod, Magician’s Robe and MoDI.
Once Eternal Soul is released for the TCG, you’re
most likely going to want to wait until you have it
before using Navigation’s graveyard effect. When
Soul stays on the field for extended periods of
time, you win. It’s that simple. Don’t waste
Navigation on the simple stuff, even if it costs you
life points. Wait for the Twin Twister.
Overall, Navigation is a great card and has
fantastic future potential, not just because Dark
Magician is getting so much support, but because of
his ambiguous summon effect. Any level 7 or lower
dark spellcaster is a very wide net. In the future,
the pool of possible cards will only grow larger
until something comes along that breaks it wide open
and might require the ban hammer.
Future Potential: 5/5
Hello Pojo Fans,
Illusion Magic helped pull your Dark Magician(s)
from the deck or grave, Magician Navigation will now
bring one of those Dark Magicians to the field, with
an added twist.
Special Summon a Dark Magician from your hand with
this trap is a good way to get it to the field, but
then you Special Summon a Level 7 or lower DARK
Spellcaster from your deck. There are too many DARK
Spellcasters that fall under the seven star limit,
Dark Magician Girl coming immediately to mind. You
could pull the final Dark Magician from your deck
and then go into an Xyz Summon with the first one
you just summoned. Magician of Dark Illusion is
another good option. The first effect gives you a +1
which is what Dark Magician support had a hard time
doing for years. Not only that, but Sorcerer of Dark
Magic somehow looks more playable just off of this
card. You could have Dark Magician, a Level 7 DARK
Spellcaster, and Magician of Dark Illusion off of
this one card.
Banish this card while you have a “Dark Magician” on
the field to negate a face-up spell/trap until the
End Phase. You can do it the turn you use Magician
Navigation, but with the benefit to have a monster
imitate “Dark Magician” is an added bonus. Classic
E-Hero Prisma play to set up the negation, or
Magician of Dark Illusion Special Summon off a
spell/trap, then banish this to negate a Pendulum
Zone card, which would be the #1 focus of this cards
Another great deck-thinning, resource-grabbing card
for the ever-growing support for Dark Magician.
Where was this support when I was main decking DM's
back in the day?
Art-5/5- Best pairing in all of Yu-Gi-Oh forever.
Magician Navigation...now this IS a good card.
A Normal Trap, that lets you Special Summon Dark
Magician from your Hand AND a Level 7 or lower Dark
Spellcaster from the Deck...like another Dark
Magician...or a Dark Magician Girl as illustrated in
the picture. First, in terms of advantage,
this is a +1. You're giving up a trap, to
bring out two high level Spellcasters.
Amazing. No cost or anything like that either,
which only strengthens the card. And as long
as it isn't the turn this card went to the
Graveyard, you can remove this card from play to
negate the effect of a face up Magic/Trap card your
opponent controls for a turn. If you pull that
off, this card is like a +1.5. This you're
running two of in your Dark Magician Deck, maybe
4.25/5 Just remember you have to have a Dark
Magician IN HAND, or it's going to be sitting in
your Hand/ on the Field.
Here's the money card. Magician
Navigation is Normal Trap Card that Special Summons
a Dark Magician from the hand. Then it Special
Summons any Dark Spellcaster-type monster from the
deck so long as it is Level 7 or lower. Instead of
having a cost, this card needs to have Dark Magician
in hand to activate. The other monster summoned is a
bonus to maintain advantage. As a trap, this card
can fail, but Summoning core monsters fro free is
Magician Navigation also has a
grave effect. It banishes itself to target and
negate an opponent's face-up Spell or Trap Card
until the end of the turn. Dark Magician has to be
on your side of the field, and Magician Navigation
can't be banished the turn it was sent to the grave.
It's useful, but more situational. It also doesn't
destroy anything. The main effect is better because
it puts monsters on the field for any Dark Magician
Score: 4/5 Only works in Dark
Art: 4/5 Dark Magician Girl is
a nice option, but another DM is better.
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