
Artmage is an Aggro deck in Yu-Gi-Oh Master Duel featuring Fairies and Spellcasters being fused for Extra Deck monsters. See the core deck list, key combos, strategies how to play & beat as well as free-to-play (F2P), budget and alternate options here!
| Main Deck: 41 cards |
Ash Blossom & Joyous Spring Effect: When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn. ATK: 0 | DEF: 1800
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Ghost Belle & Haunted Mansion Effect: When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn. ATK: 0 | DEF: 1800
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Medius the Pure Effect: If this card is Normal or Special Summoned: You can add to your hand, or Special Summon, 1 “Power Patron” monster from your Deck. If this card is in your GY: You can shuffle 1 monster from your hand or face-up field into the Deck, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Medius the Pure” once per turn. ATK: 1800 | DEF: 1800
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Artmage Power Patron Effect: You cannot Special Summon from the Extra Deck, except Fusion Monsters. You can only use each of the following effects of “Artmage Power Patron” once per turn. During the Main Phase (Quick Effect): You can Fusion Summon 1 “Artmage” Fusion Monster or 1 “Nerva the Power Patron of Creation” from your Extra Deck, using this card you control and monsters from your hand or field. If this card is sent from the hand or field to the GY: You can add 1 “Artmage” Spell/Trap from your Deck to your hand, with a different name from the cards in your GY. ATK: 300 | DEF: 200
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Droll & Lock Bird Effect: If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand. ATK: 0 | DEF: 0
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Maxx "C" Effect: During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C" per turn. ATK: 500 | DEF: 200
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Artmage Litera Effect: You take no damage from battles involving this card. You can only use each of the following effects of “Artmage Litera” once per turn. If you control an “Artmage” card: You can Special Summon this card from your hand, then you can add 1 “Artmage” card from your GY to your hand. During your opponent's Main Phase (Quick Effect): You can Special Summon 1 “Artmage” monster from your hand or GY, except “Artmage Litera”, then return this card from the field to the hand. ATK: 400 | DEF: 1800
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Artmage Graflare Effect: The first time this card would be destroyed by battle each turn, it is not destroyed. You can only use each of the following effects of “Artmage Graflare” once per turn. If you control an “Artmage” card: You can Special Summon this card from your hand, then you can Set 1 “Artmage” Spell from your Deck. You can target 1 Spell/Trap your opponent controls; destroy it. This is a Quick Effect if you have 3 or more different Monster Types on your field. ATK: 2100 | DEF: 1500
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Blazing Cartesia, the Virtuous Effect: If you control "Fallen of Albaz" or it is in your GY: You can Special Summon this card from your hand. During the Main Phase (Quick Effect): You can Fusion Summon 1 Level 8 or higher Fusion Monster from your Extra Deck, using monsters from your hand or field as material. During the End Phase, if a Fusion Monster(s) was sent to your GY this turn: You can add this card from the GY to your hand. You can only use each effect of "Blazing Cartesia, the Virtuous" once per turn. ATK: 1500 | DEF: 1500
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Artmage Finmel Effect: Your opponent cannot target Level 6 or lower “Artmage” monsters you control with card effects. You can only use each of the following effects of “Artmage Finmel” once per turn. If you control an “Artmage” card: You can Special Summon this card from your hand, then you can draw 1 card. During the Main Phase, if you have 3 or more different Monster Types on your field (Quick Effect): You can negate the effects of all face-up monsters your opponent currently controls, also until the end of this turn, their ATK's become halved. ATK: 2400 | DEF: 1500
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Nibiru, the Primal Being Effect: During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token” (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being” once per turn. ATK: 3000 | DEF: 600
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Artmage Academic Arcane Arts Acropolis Type: Field Spell Effect: During your Main Phase, you can Normal Summon 1 “Medius the Pure”, in addition to your Normal Summon/Set (you can only gain this effect once per turn). You can discard 1 Spell/Trap, and declare 1 “Artmage” Monster Card name that is not among the monsters you control and has not been declared for “Artmage Academic Arcane Arts Acropolis” this turn; add that monster from your Deck to your hand, also you cannot Special Summon for the rest of this turn, except “Artmage” monsters, “Medius the Pure”, or from the Extra Deck.
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Artmage Vandalism -Assault- Type: Continuous Spell Effect: When this card is activated: You can add 1 “Medius the Pure” from your Deck to your hand. You can target 1 face-up monster you control; if that face-up monster would be used as Fusion Material this turn, it can be treated as an “Artmage” monster. You can only use this effect of “Artmage Vandalism -Assault-” once per turn. If “Artmage Academic Arcane Arts Acropolis” you control would be destroyed by card effect, you can send this card you control to the GY instead. You can only activate 1 “Artmage Vandalism -Assault-” per turn.
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Artmage Varnish -Alteration- Type: Normal Spell Effect: Place 1 “Artmage Academic Arcane Arts Acropolis” from your Deck or GY, face-up in your Field Zone, or if you control "Artmage Academic Arcane Arts Acropolis", add 1 “Artmage” card from your Deck to your hand instead, except “Artmage Varnish -Alteration-”. When your “Artmage” monster is targeted for an attack: You can banish this card from your GY; negate that attack, then you can Special Summon 1 “Medius the Pure” from your hand. You can only use each effect of “Artmage Varnish -Alteration-” once per turn.
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Fusion Deployment Type: Normal Spell Effect: Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is specifically listed on that card, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Fusion Deployment" per turn.
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Super Polymerization Type: Quick-Play Spell Effect: Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.
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Artmage Masterwork -Succession- Type: Quick-Play Spell Effect: During the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including an “Artmage” monster, and if a card is in the Field Zone, that monster gains 500 ATK. During your Main Phase: You can banish this card from your GY, then target 3 “Artmage” cards with different names in your GY; shuffle them into the Deck. You can only use each effect of “Artmage Masterwork -Succession-” once per turn.
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Called by the Grave Type: Quick-Play Spell Effect: Target 1 monster in your opponent's GY: banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.
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Crossout Designator Type: Quick-Play Spell Effect: Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
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Artmage Pact -Awakening- Type: Normal Trap Effect: Special Summon 1 “Artmage” monster or 1 “Medius the Pure” from your Deck, also for the rest of this turn, the activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent cannot activate cards or effects when a monster is Fusion Summoned this way. You can banish this card from your GY, then target 1 “Artmage” monster you control; return that monster to the hand/Extra Deck, and if you do, destroy 1 card your opponent controls. You can only use 1 “Artmage Pact -Awakening-” effect per turn, and only once that turn.
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| Extra Deck: 15 cards |
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Artmage Movement -Pedigree-
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Artmage Movement -Pedigree- is meant to be used as a "going second" card, as it checks if the opponent control more monsters than you do before this Spell Card can be activated. It can Special Summon an Artmage monster that is different from the ones you control. When sent to the GY by the discard effect of Acropolis, it searches out an Artmage Trap, which would definitely be Artmage Pact -Awakening-. |
Red Reboot
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Red Reboot is the perfect counter for Traps in a Deck that does not run a lot of Trap Cards. This can be activated from the hand by paying half your current LP as tribute, but in turn the Trap Card it is responding to is negated, and the opponent cannot activate any more Trap Cards until the end of the turn. |
Theorealize
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Theorealize can make a strong case of being an addition ot the Main Deck. By sending Medius the Pure from Deck to GY, it can take a look at the top card of the opponent's Deck and place it to either the top or bottom of the Deck to solidify their next card next turn. Banishing this card for its effect allows it to change the Attribute and Type of 1 monster you control; this effect is mostly use to go into the Fiendsmith combo line. |
Theorealize Overdrive
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Theorealize Overdrive Special Summons a copy of Medius the Pure from the GY or Banishment, which is perfect considering the effect of the original Theorealize. Afterwards, it can change the level of a monster you control between Levels 1 to 10; this is perfect for Decks looking to utilize more options in Xyz Summoning in the Artmage Deck. |
| Fiendsmith Engine |
Players would be hard pressed to not run a Fiendsmith Engine on an Artmage Deck, especially with the combo lines it features does not impede Artmage's own combos in any way. If anything, getting extra monsters with different types will make it easier for Artmage Diactorus to activate its effect. A combo line can even turn this monster into a LIGHT Fiend, which automatically becomes a full Fiendsmith combo like it usually does with Fabled Lurrie.
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Medius the Pure Effect: If this card is Normal or Special Summoned: You can add to your hand, or Special Summon, 1 “Power Patron” monster from your Deck. If this card is in your GY: You can shuffle 1 monster from your hand or face-up field into the Deck, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Medius the Pure” once per turn. ATK: 1800 | DEF: 1800
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Artmage Power Patron Effect: You cannot Special Summon from the Extra Deck, except Fusion Monsters. You can only use each of the following effects of “Artmage Power Patron” once per turn. During the Main Phase (Quick Effect): You can Fusion Summon 1 “Artmage” Fusion Monster or 1 “Nerva the Power Patron of Creation” from your Extra Deck, using this card you control and monsters from your hand or field. If this card is sent from the hand or field to the GY: You can add 1 “Artmage” Spell/Trap from your Deck to your hand, with a different name from the cards in your GY. ATK: 300 | DEF: 200
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Artmage Diactorus Effect: “Medius the Pure” + 1 “Artmage” monster You can target 1 monster on the field; change its battle position. When your opponent activates a card or effect on the field, if you have 3 or more different Monster Types on your field (Quick Effect): You can negate the activation, and if you do, destroy that card. If this Fusion Summoned card is destroyed: You can Special Summon 1 “Medius the Pure” from your hand, Deck, or banishment. You can only use each effect of “Artmage Diactorus” once per turn. ATK: 2800 | DEF: 2500
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The staple combo for Artmage Decks involves two cards in particular: Medius the Pure and Artmage Power Patron. Medius's effect allows it to add or Special Summon Artmage Power Patron straight from the Deck, which can then use its effect ot Fusion Summon using those two monsters as materials.
These monsters are enough to get Artmage Diactorus on the field as the first move of a combo line. Keep in mind that Power Patron will lock you into only Fusion Summons from the Extra Deck, and through its effect it can only Fusion Summon Artmage Fusion Monsters or Nerva the Power Patron of Creation.
Artmage Academic Arcane Arts Acropolis Type: Field Spell Effect: During your Main Phase, you can Normal Summon 1 “Medius the Pure”, in addition to your Normal Summon/Set (you can only gain this effect once per turn). You can discard 1 Spell/Trap, and declare 1 “Artmage” Monster Card name that is not among the monsters you control and has not been declared for “Artmage Academic Arcane Arts Acropolis” this turn; add that monster from your Deck to your hand, also you cannot Special Summon for the rest of this turn, except “Artmage” monsters, “Medius the Pure”, or from the Extra Deck.
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Artmage Varnish -Alteration- Type: Normal Spell Effect: Place 1 “Artmage Academic Arcane Arts Acropolis” from your Deck or GY, face-up in your Field Zone, or if you control "Artmage Academic Arcane Arts Acropolis", add 1 “Artmage” card from your Deck to your hand instead, except “Artmage Varnish -Alteration-”. When your “Artmage” monster is targeted for an attack: You can banish this card from your GY; negate that attack, then you can Special Summon 1 “Medius the Pure” from your hand. You can only use each effect of “Artmage Varnish -Alteration-” once per turn.
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Artmage Vandalism -Assault- Type: Continuous Spell Effect: When this card is activated: You can add 1 “Medius the Pure” from your Deck to your hand. You can target 1 face-up monster you control; if that face-up monster would be used as Fusion Material this turn, it can be treated as an “Artmage” monster. You can only use this effect of “Artmage Vandalism -Assault-” once per turn. If “Artmage Academic Arcane Arts Acropolis” you control would be destroyed by card effect, you can send this card you control to the GY instead. You can only activate 1 “Artmage Vandalism -Assault-” per turn.
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Artmage Academic Arcane Arts Acropolis is the Field Spell of the archetype, and is quintessential in getting combos run on the field. It provides an exclusive additional Normal Summon for Medius the Pure, and by discarding a Spell/Trap it can add back a declared Artmage monster that you do not currently control.
Making this easy to set up is Artmage Varnish -Alteration-, automatically placing it face-up on your Field Spell zone. Protecting it is Artmage Vandalism -Assault-, letting it survive by sending itself from the field face-up to the GY.
Medius the Pure Effect: If this card is Normal or Special Summoned: You can add to your hand, or Special Summon, 1 “Power Patron” monster from your Deck. If this card is in your GY: You can shuffle 1 monster from your hand or face-up field into the Deck, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Medius the Pure” once per turn. ATK: 1800 | DEF: 1800
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Blazing Cartesia, the Virtuous Effect: If you control "Fallen of Albaz" or it is in your GY: You can Special Summon this card from your hand. During the Main Phase (Quick Effect): You can Fusion Summon 1 Level 8 or higher Fusion Monster from your Extra Deck, using monsters from your hand or field as material. During the End Phase, if a Fusion Monster(s) was sent to your GY this turn: You can add this card from the GY to your hand. You can only use each effect of "Blazing Cartesia, the Virtuous" once per turn. ATK: 1500 | DEF: 1500
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Fusion Deployment Type: Normal Spell Effect: Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is specifically listed on that card, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Fusion Deployment" per turn.
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Medius the Pure and Blazing Cartesia, the Virtuous are the two monsters specificially labeled in the Extra Deck as materials, which qualifies them to be summoned with the help of Fusion Deployment.
It becomes a full combo for Medius once it searches out Artmage Power Patron. Meanwhile, Blazing Cartesia can use its effect to conduct Fusion Summons without even using itself as material. The latter is also a Tuner, meaning it has a chance to be used as a direct Synchro Summon into Despian Luluwalilith without having to rely to Granguignol the Dusk Dragon's effect.
Nerva the Power Patron of Creation Effect: 3 “Artmage” monsters Must first be either Fusion Summoned, or Special Summoned (from your Extra Deck) in Defense Position by Tributing 3 monsters with different Types. You can only Special Summon “Nerva the Power Patron of Creation(s)” once per turn. While a card is in the Field Zone, this card cannot be destroyed by card effects. Once per turn, when you activate an “Artmage” monster's effect (Quick Effect): You can make the activated effect become “Destroy all cards your opponent controls”. ATK: 3300 | DEF: 3300
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Artmage Graflare Effect: The first time this card would be destroyed by battle each turn, it is not destroyed. You can only use each of the following effects of “Artmage Graflare” once per turn. If you control an “Artmage” card: You can Special Summon this card from your hand, then you can Set 1 “Artmage” Spell from your Deck. You can target 1 Spell/Trap your opponent controls; destroy it. This is a Quick Effect if you have 3 or more different Monster Types on your field. ATK: 2100 | DEF: 1500
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Artmage Litera Effect: You take no damage from battles involving this card. You can only use each of the following effects of “Artmage Litera” once per turn. If you control an “Artmage” card: You can Special Summon this card from your hand, then you can add 1 “Artmage” card from your GY to your hand. During your opponent's Main Phase (Quick Effect): You can Special Summon 1 “Artmage” monster from your hand or GY, except “Artmage Litera”, then return this card from the field to the hand. ATK: 400 | DEF: 1800
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Nerva the Power Patron of Creation is the end boss you want to summon on the field while having a field full of monsters. It cannot be destroyed by card effects if a card is face-up and active in the Field Spell Zone, and has the unique ability to change an Artmage's effect into a simpler effect: Destroy all cards the opponent controls.
As the Fusion Monster requires 3 Artmage monsters or 3 monsters with different Types, this is where the other Artmage Monsters come into play. Key monsters include Artmage Graflare and Artmage Litera; both monsters that can Special Summon itself from the hand if you control an Artmage monster.
Super Polymerization Type: Quick-Play Spell Effect: Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.
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Despite the wide variety of monster types in the Deck amongst the Artmage monsters, Super Polymerization is still a valid option for the Deck for both offensive and defensive uses. It can be used to fuse away boss monsters for utility monsters like Mudragon of the Swamp, Garura or Denial Deity Dotan. Defensively, it can use your own monsters to avoid targeted card effects, getting Secreterion Dragon or Granguignol the Dusk Dragon without interruption.
Make sure to asses the field first on which materials are viable to be used before using the Quick-Play Spell. Do not worry about it getting negated; there are only a small handful of game states that can negate its activation.
Maxx "C" Effect: During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C" per turn. ATK: 500 | DEF: 200
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Retaliating "C" Effect: During either player's turn, when your opponent activates a Spell Card that includes an effect that Special Summons a monster(s): You can Special Summon this card from your hand. If Summoned this way, while this card is face-up on the field, any card sent to the Graveyard is banished instead. If this card is sent from the field to the Graveyard: You can add 1 EARTH Insect-Type monster with 1500 or less ATK from your Deck to your hand, except "Retaliating "C". ATK: 1400 | DEF: 1400
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Nibiru, the Primal Being Effect: During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token” (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being” once per turn. ATK: 3000 | DEF: 600
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Artmage liks swarming the field with as many monsters as they can, as they need a certain number of monsters of different types on the field to activate additional effects. Among these, Maxx “C” and Nibiru, the Primal Being are great punishes against multiple Special Summons; providing additional card advantage to the opponent or having their entire field wiped are both worst case scenarios for the archetype.
Rising in popularity as a hand trap is Retaliating “C”, which acts as a pseudo-Macro Cosmos that can be summoned from the hand when the opponent uses a Spell Card that has the effect to Special Summon a monster.
Droll & Lock Bird Effect: If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand. ATK: 0 | DEF: 0
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Ash Blossom & Joyous Spring Effect: When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn. ATK: 0 | DEF: 1800
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El Shaddoll Winda Effect: 1 "Shaddoll" monster + 1 DARK monster Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand. ATK: 2200 | DEF: 800
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The Artmages are pretty reliant in having certain key monsters on the hand or field in order to get to their key cards and monsters and set up properly. Droll & Lock Bird and Ash Blossom & Joyous Spring are the two best counters to search effects; one negates the activation of the search, and the latter prevents any further additions until the current turn ends.
El Shaddoll Winda is a great floodgate to consider as well, if your Deck runs a small Shaddoll Deck Engine. While on the field, this Fusion Monster bottlenecks both players into a single Special Summon every turn.
Secret Village of the Spellcasters Type: Field Spell Effect: If only you control a Spellcaster monster, your opponent cannot activate Spell Cards. If you control no Spellcaster monsters, you cannot activate Spell Cards.
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Dominus Impulse Type: Normal Trap Effect: If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that Special Summons a monster(s): Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of LIGHT, EARTH, and WIND monsters for the rest of this Duel. You can only activate 1 “Dominus Impulse” per turn.
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Solemn Judgment Type: Counter Trap Effect: When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.
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If you happen to run a Deck that only makes use of Spellcasters, consider running a copy or two of Secret Village of the Spellcasters. While active, this Field Spell restricts them from making use of Spell Cards unless they also control a Spellcaster monster on their side of the field.
Other than that, try to prepare any good counters against their bevy of Spell Cards full of searches and summons. Dominus Impulse is a great card to consider here, as one of the best Trap Cards currently in the game to stop searches.
Solemn Judgment is currently Semi-Limited, but paying half your LP to stop a Spell Card activation with a Counter Trap is a fine trade-off.
| Dracotail |
Dracotail is one of the best Decks in the current meta due to their interactivity even early into the game. A match between Dracotail and Artmage all comes down to who manages to get their key monsters on the field as soon as possible. Artmage can have an advantage over Dracotail thanks to having Super Polymerization and access to Secreterion Dragon, but Dracotail could have a response in prep for such a counter.
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| Mitsurugi Ryzeal |
When it comes to building a powerful field that can pick apart their opponent's every move, there is currently none better than Mitsurugi Ryzeal. Ext Ryzeal and Sword Ryzeal are now down to Limited status, but the entire Mitsurugi line is currently untouched. One combo line after summoning Ame no Murakumo and Ame no Habakiri lets it summon two Level 4 monsters, which instantly goes into King of the Feral Imps and add the latter Ritual Monster for full combo.
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| Jurrac |
Jurrac is an interesting counter against Artmages by virtue of their number of board-wiping effects that removes all of their cards on the field. Their strategy is simple; set up the field in such a way that they can use Jurrac Astero and other effects to cheat out Jurrac Meteor, which will nuke the entire field. This is on top of the Dinosaur's signature support Miscellaneousaurus which makes the Dinosaur monsters' combos uninterruptable.
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| Ice Barrier |
Pray that you manage to find a way to go first against an Ice Barrier Deck. The moment they can get Lancea, Ancestral Dragon of the Ice Mountain on the field, each time you Special Summon they get to do the same for an Ice Barrier, and they usually come with floodgate effects. Examples include General Raiho forcing them to discard to resolve effects, Georgius disabling their monster effects in the GY, and Warlock has literally the same effect as Anti-Spell Fragrance.
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| Gimmick Puppet |
If the Gimmick Puppet player gets their better cards on hand during the first game, and you do not have any of the hand traps on hand to stop them, consider the Duel as good as lost. Their strategy involves burning the opponent with effect damage using various Gimmick Puppet Xyz Monsters. Key cards here includes Number 15: Gimmick Puppet Giant Grinder, Number 40: Gimmick Puppet of Strings and Number C40: Gimmick Puppet of Dark Strings.
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El Shaddoll Winda
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El Shaddoll Winda restricts both players to only one Special Summon each turn. This means that the only advantage on summons Artmage has is the additional Normal Summon coming from the Field Spell for Medius the Pure. Expect this card to pop up if you catch even a single Shaddoll monster card that looks out of place in another Deck. |
Nibiru, the Primal Being
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Nibiru, the Primal Being can be used the moment the opponent manages to summon 5 monsters in a single turn. It can only be used during the Main Phases, but tributes all monsters on the field upon activation. This avoids effects that trigger upon destruction, and removes the various monsters with different Types off the field. |
Droll & Lock Bird
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Droll & Lock Bird can be used after the opponent has added a card from Deck to hand outside of the Draw Phase. Once this resolves, both players cannot add any further cards from the Deck to hand for the rest of the turn. This turns off the Mulcharmy and Maxx "C" hand traps, and disables any further search effects Artmages could have. |

Yu-Gi-Oh Master Duel Deck Archetypes
Deck Tier List: Best Decks for Season 48