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

Illusion Magic
- #TDIL-EN058

Tribute 1 Spellcaster-Type monster; add up to 2 copies of "Dark Magician" from your Deck and/or Graveyard to your hand. You can only activate 1 "Illusion Magic" per turn.

Card Rating
Advanced: 3.00 

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


Date Reviewed: Aug. 24, 2016

Back to the main COTD Page

 

RCG

Illusion Magic 

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. 

Advanced: 4/5

Future Potential: 5/5 


Baneful

Illusion_Magic

  • You can use it on a Dark Magician monster that would be destroyed anyway.
  • It's an overall versatile card, as a quick play Spell, that's good for graveyard recovery.
  • When used correctly, it will be a +1, though I'm not sure why you'd often want high level monsters in hand.
  • 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.

2.5/5


Kingof
Lullaby

Hello Pojo Fans,
 
Illusion Magic is like having two Summoner's Art for Dark Magician.
 
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 needed.
 
Advanced-3/5
Art-4.5/5
 
Until Next Time


Warlockblitz
YouTube

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. 
 
-WarlockBlitz


Dark

Paladin

Wednesday
 
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.
 
Rating:  2.5/5 
Art:  5/5


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