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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Dark Magical Circle
- #TDIL-EN057

When this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 "Dark Magician" or 1 Spell/Trap Card that specifically lists the card "Dark Magician", among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. If "Dark Magician" is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls; banish it. You can only use each effect of "Dark Magical Circle" once per turn.

Card Rating
Advanced: 4.10 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed: Aug. 23, 2016

Back to the main COTD Page

 

RCG

Dark Magical Circle 

This is the prize. The goal. The key. In Dark Magician decks, this is the card that matters. It’s Magician’s Rod’s first search, and maybe his second. Unfortunately, the TCG won’t have Dark Magic Successor for a while so Rod is the only hope to search the deck for it.  

What I like about Dark Magical Circle is that even though there’s a good chance it won’t net you the plus you hope for, it still is useful as only a trigger card, which is saying a lot for a continuous spell. Not only that, but because it lets you stack the cards you looked at, you can set up Mahad and Choco plays. But for obvious reasons, you want Circle so you can start banishing opponent cards like a rabid animal. Since it can be used on either turn and the Dark Magician can get summoned upwards of fifteen times a duel, there’s a lot to make the opponent nervous. And then to top it all off, Circle’s instant activation can be used as the chain starter for Rod, Magician of Dark Illusion, and even Robe, if you’re happening to tech it. In fact, Circle doesn’t reach its ultimate potential until its user learns how to make use of Circle’s activation this way nearly every time it starts up. Activate Circle, then chain MoDI or Rod to set up future plays – that’s the kind of trickery Dark Magician would be proud of. 

This is the future of the Dark Magician. He’s bound to get even more support through the years including in just a month for the OCG, and Dark Magical Circle will still be the key card. It has a great future ahead. 

Advanced: 4.5/5

Future Potential: 5/5


Baneful

Dark_Magical_Circle

  • This is exactly the powerful support that Dark Magician decks needed.
  • The first Pot of Duality like effect often makes this card a fast searcher.
  • All the banishing you do after that effect, as well as the opponent needing to use removal on this card, only adds to the card advantage.
  • The removal effect is excellent since it banishes: it deals with monsters, spells, traps and pendulums alike.
  • If you can use the banishing effect several times, you have a significant advantage in the duel.
  • Even if you are only able to use it once, this card could be worth its space.
  • We might see more people siding Mystical Space Typhoon, since it can negate this card's effects because it's a Continuous Spell
  • Overall, this card is versatile and powerful and has very few weaknesses if any.  
  • At the very worst, it's a 1 for 1.

4.5/5


Kingof
Lullaby

Hello Pojo Fans, 

Dark Magical Circle is a card among others coming out that fans of Dark Magician wished had come out years ago.  

A Continuous Spell that when you play it you get to look at the top 3 cards of your deck, and if there's a card with “Dark Magician” in its title or description, you can add it to your hand, then put the other two back in any order. A 1-for-1 on the first effect mostly likely already makes this Continuous Spell good.  This will be only played in a Dark Magician-based strategy, so there will be plenty of cards to add to your hand. 

Banish a card once per turn if you summon a “Dark Magician” during the turn has game-changing potential. Revive a DM from your grave during your opponents turn and banish a card, or just wait for your turn and get rid of one of their cards off a Normal or Special Summon of Dark Magician. With Master of Dark Illusions out you can Special Summon a “Dark Magician” during your opponents turn off of a spell/trap activation, then banish using Dark Magical Circle's effect.  

This card is great for the archetype, and would be even better if it could add a monster that has “Dark Magician” somewhere in its effect, but it is still very good.

Advanced-4/5
Art-4/5 

Until Next Time


Warlockblitz
YouTube

This card has advantage written all over it. Dark Magical Circle is a Continuous Spell Card that should replace itself in hand advantage once activated. You look at the next 3 cards in your Deck and add 1 that is Dark Magician or a Spell or Trap that lists Dark Magician to your hand. Then the other 2 (or 3 if nothing) go back to the top in any order. Palladium Oracle Mahad comes to mind as something to place on the top of the Deck and add something else to the hand. The second effect is the continuous one. While it's on the field, Dark Magical Circle targets to banish one opponent's card when Dark Magician is Normal or Special Summoned. Not destroying before banishing is very good. A lot of Dark Magician Support is good and this card keeps that advantage chain going. Unfortunately, the effects can only be activated once per turn. Still worth the deck space. 
 
Score: 4.5/5 You can add Dark Magical Circle to the hand with the first effect. 
Art: 1/5 Seems unfinished. 
 
-WarlockBlitz


Dark

Paladin

Tuesday
 
Dark Magical Circle...this card is fun, but I'm not sure if this is an essentially piece to a Dark Magician Deck.  The Continuous Magic aspect is troublesome, and I'm not sure you get enough of a payoff for using this.  When you activate this card, you look at the top three cards of your Deck.  If you Draw a Dark Magician, or Magic/Trap card specifically with his name, you can reveal one of those cards, and add it to your Hand.  The cards are then returned to your Deck in the order you so choose.  If Dark Magician is Normal or Special Summoned to your Field (continuing to ignore during the Damage Step) you can target and remove one of your opponent's cards from play.  Each effect can only be used once per turn.  I mean, in short, if you're successful in removing a card before this gets destroyed, this is a 1-for-1.  This card lost for you, and whatever you remove of your opponents.  If you gain a card to your Hand via the first effect (the prior sentence assumes you didn't), AND remove a card before this gets destroyed, you +1.  If you gain nothing via the first effect, and lose this before you remove a card, it's a -1.  That, statistically, makes this card average.  Much like yesterday, fitting the good enough to not be bad category, but not game breaking.
 
Rating:  2.99/5
 
Art:  4/5


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