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