[Spellcaster/Effect]
ATK/700 DEF/2,000
During your opponent’s turn (Quick Effect): You can discard 1 Spell/Trap; Special Summon 1 “Dark Magician” from your Deck. During your opponent’s turn, if you activate a Spell/Trap Card or effect while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Magician’s Robe” once per turn.
Magician’s Robe is one of the many supportive cards for the Dark Magician. It has the theme of being an article of clothing like some cards in the archetype. The effect monster is a piece of the Dark Magician’s attire. This effect monster has two effects, and it has a method to special summon the Dark Magician.
First Effect:
Magician’s Robe discards a spell or trap from your hand, and you may special summon Dark Magician from your deck during the opponent’s turn. You may activate this effect at any moment during the opponent’s turn. The effect provides a quick method to play the Dark Magician.
The best moment for the activation of this effect is before the end phase of the opponent’s turn. You will have a Dark Magician on your field at the start of your turn. It is the safest time to activate this effect.
In addition, Magician’s Robe has great chemistry with Piercing the Darkness. Piercing the Darkness allows you to draw one card when you normal or special summon a normal monster. Dark Magician is a normal monster, and you are able to draw a card during the opponent’s turn. This continuous spell replaces the spell or trap for the cost of this effect.
Second Effect:
Magician’s Robe special summons itself from the graveyard if you activate a spell or trap during the opponent’s turn. The only condition of this effect is you must banish this effect monster when it leaves the field. The effect does not have a cost. The condition of this card’s banishment is not a dealbreaker.
Furthermore, the Dark Magician (archetype) has many quick-play spell and trap cards. You may consistently and easily meet the conditions for this effect. The archetype has many useful spells and traps to activate during the opponent’s turn.
For example, Magician Navigation is an effective trap. Magician Navigation special summons Dark Magician and another level seven or lower spellcaster from the deck. The activation of this trap enables Magician’s Robe to special summon itself rom the graveyard.
Support:
Magician’s Rob is excellent support for the Dark Magician and many cards in the archetype have chemistry with this effect monster. Generic support for spellcasters is also a good fit with this card. You can consistently search for this card from the deck. Many cards may add this effect monster to your hand or special summon this effect monster to the field.
Lemon Magician Girl and Spellbook Star Hall may add Magician’s Rob from the deck to your hand. These cards add consistency to this effect monster. You will have this effect monster in your hand to play it.
In addition, many cards from the Dark Magician (archetype) may special summon this card. Dark Renewal, Ebon High Magician, and Magician Navigation may special summon Magician’s Rob from the deck. These cards provide a consistent method to play this effect monster.
Play these cards with Magician’s Robe!
- Dark Magician
- Dark Renewal
- Ebon High Magician
- Lemon Magician Girl
- Magician Navigation
- Piercing the Darkness
- Spellbook Star Hall
Card Rating:
Overall, Magician’s Robe is an useful card for the Dark Magician. This effect monster offers consistency to the deck. It provides an additional method to special summon the Dark Magician. You may activate this effect at any time during the opponent’s turn. Therefore, I recommend playing at least one copy of Magician’s Robe in your deck.
Card Rating: 3.0 out of 5.0 stars