Spellcasters have always been one of the most varied types of monsters in Yu-Gi-Oh.
Nothing beats a well-built spellcaster deck, whether we’re talking about old-school Spellcaster beat down or more current Pendulum Magicians.
Spellcasters may have a lot of strong monsters, but if you want to win at Yu-Gi-Oh!, you’ll need more than just strong monsters.
You’ll need cards to help you with those monsters.
But which spells and traps will help your spellcaster tactics the most? And how should you play them?
Let’s look at some of the best ones that can make your deck a powerful magical force.
16. Double Iris Magician
Double Iris used to be banned, but now you can use it as much as you want. This is probably the biggest reason to try the pendulum Magicians.
He has a useful scale 8 that lets him destroy himself to double the battle damage your dark spellcaster does that turn.
He also has an amazing destruction effect that searches a Pendulumgraph card for either Star (a spell that finds Magicians when one leaves your field) or Time (a trap that destroys your Magicians to destroy enemy cards).
This doesn’t happen once per turn, and because Double Iris always counts as a “pendulum dragon,” the spell Duelist Alliance can even search for him.
You can also kill him with Sky Iris, Performapal Pendulum Sorcerer, or Luster Pendulum the Dracoslayer, in addition to the effect of his scales.
15. Magicat
This guy is only really useful in spellcaster decks that can do synchro summoning, so you’ll need a few tuners in your deck to really make use of this card.
If you send Magicat to the graveyard to synchro summon a spellcaster monster, you can put any spell card from your graveyard on top of your deck. This means you can use it again on your next turn. (As long as your cards don’t get mixed up, of course.)
There are a lot of great spellcaster synchro monsters to choose from. There’s really one for every kind of plan.
Spellcaster decks use spells to do most of their magic.
The key to winning is to have a card that lets you reuse your best spells. This makes sure that you can use that winning combination again and again.
14. Jigabyte
You may have seen Jigabyte before in another Yu-Gi-Oh story.
This card is a Gagagigo monster, and it also shows up on the artwork for Familiar Possessed-Eria.
The result of Jigabyte is based on this close link to the Charmer archetype.
You can special call this guy from your hand whenever you control a monster that casts spells.
This is great if you want to add summoning from the extra deck to your plan.
Jigabyte gives you the extra materials you need to be able to call.
For example, if you control another level 4 monster, this action sets you up for an XYZ summon right away.
Or, you might have a tuner on the field that you can use with Jigabyte to make a powerful combo monster.
13. Magic Gate of Miracles
It’s great that you can summon more monsters so you can call them from the extra deck, but…
What’s better, though? Taking your opponent’s monsters and using them to call your own!
So, you’ll not only get an insanely powerful monster in your extra deck, but you’ll also be able to steal your opponent’s best monsters.
You can also use this card to steal a monster from your opponent that has a good defense number. The Magic Gate of Miracles puts the stolen monster in a defensive position where it can’t be killed in battle.
This means that every turn, no matter how strong your opponent’s monsters are, you’ll have a monster that saves you from direct LP damage.
12. Spell Wall
Negate cards are the most common type of card in Modern Yu-Gi-Oh.
With cards like Solemn Judgement back at 3 copies per deck and monsters getting stronger with each new set, it’s no wonder that so many decks now choose to include cards that stop calls.
Spell Wall is a great way to keep this from happening.
When this card is played, Spellcaster monster summons can’t be stopped, and your opponent can’t do anything in answer to a Spellcaster monster summon.
This makes sure that you can safely put your monsters on the board without having to worry about them being blown up right away.
The bad thing about this card is that when you use it, your opponent doesn’t take any damage.
But it’s a pretty good price to pay to keep your monsters safe, even if it can get in the way of your game plan if you don’t plan ahead.
11. Magical Blast
Most of the damage you do in Yu-Gi-Oh will be done in battle.
Sometimes this isn’t enough, and you need that little bit of extra damage to really screw your opponent over!
The damage done by Magical Blast is 200 for each Spellcaster you control.
If there are a lot of monsters on the field, you’ll take about 1,000 points of damage.
This might not seem like much, and it isn’t much.
But this is where the second affect of Magical Blast comes into play.
During your turn’s draw step, you can skip that step and add this card from your graveyard to your hand instead.
This means you can hurt your opponent over and over again.
And games can be won quickly with this kind of repeated burn damage.
10. Spellbook of Power
Spellbooks are a great way for any wizard to boost the power of their deck.
They are a set of spell cards that each have a different way of making your Spellcasters stronger:
Some of them will help you attack more, while others will protect you from the effects of other cards. They are all important.
This book gives your Spellcaster a huge attack boost of 1000 points.
Also, for each monster it kills in battle, you can search your deck for a Spellbook card and add it to your hand.
When you use this with cards that let you hit more than once in a turn (see #7), you have a lot of power.
9. Magical Dimension
It’s a great way to get rid of useless cards.
In Yu-Gi-Oh, you will always have monsters on the board that don’t do anything.
Even if you have the best deck in the world, there will always be a time when a monster is just a little too good.
With Magical Dimension, you can turn these guys into better cards.
Here’s how it works: You can sacrifice a monster you control to special summon a Spellcaster from your hand, and then quickly destroy a monster on the field.
So you’re not only getting better monsters, but you’re also getting rid of your opponent’s monsters at the same time.
8. Magicians Unite
Magicians Unite shows that there is real strength in numbers.
If you have two spellcasters under your control, you can give one of them a huge hit of 3000.
That is a White Dragon with Blue Eyes.
But for the rest of the turn, it makes sense that your other Spellcaster monsters can’t attack.
I mean, it would be almost too much at that point.
This effect doesn’t stop your monsters that don’t cast spells from hitting, though.
This means that your opponent might take a lot of damage if you can use your other spellcasters to call any other kind of monster.
7. Diffusion Wave Motion
Fun fact:
On newer versions of this card, there has to be a sentence saying that it is not a “Fusion” card.
Many years after this card came out, cards came out that could look for Fusion cards to make Fusion decks a little more consistent, even though the word “Fusion” is in the name of this card.
This card is a great way to win games if you have high-level Spellcaster monsters in your deck.
You can pick a Spellcaster you control that is level 7 or higher and have it attack all of your opponent’s monsters this turn.
If your opponent has a lot of weak monsters, this can wipe out everything on their board and do a lot of damage.
The best part about this effect is that the effects of the monsters that are killed can’t be used anymore because they’ve been destroyed.
This means that your opponent can’t stop your attack streak with something like Man-Eater Bug. Instead, they’ll have to come up with a different way to beat your Spellcasters.
6. Dwimmered Path
In Yu-Gi-Oh, it’s very important to bring back cards from the dead.
Your opponent probably has a lot of cards in their deck that can kill your monsters, or they might have some monsters with very high attack that you didn’t expect.
In either case, you’ll be one step closer to winning if you can just bring back your Spellcasters as if nothing happened.
Dwimmered Path is great for that because it lets you add one Spellcaster monster from your graveyard that has an effect to your hand.
Normal monsters can’t be added, though. But in Modern Yu-Gi-Oh!, normal monsters are very rare. The Dark Magician is the only exception.
So, this limit won’t affect most Spellcaster builds very much.
5. Gagagashield
It’s fine to use your tools to bring out the best monsters.
All of that doesn’t matter, though, if your opponent kills them right away.
Spellcasters have a lot of ways to protect themselves from monsters, but Gagagashield is one of the best.
It works like an equip spell, but it’s a trap card, so you can use it when your opponent isn’t ready during their fight phase!
And while this card is attached to a Spellcaster, it stops your monster from being killed up to twice per turn by battle or card effects.
This means that your opponent will have to beat your Spellcaster monster three times if they want to get rid of it.
4. Bound Wand
Bound Wand gives your Spellcaster monsters a great boost to their attack and doubles what you can get from them.
As long as it’s on your Spellcaster, its damage is equal to its level times 100.
Even though a few hundred attack points may not seem like much, this kind of attack boost can make the difference between winning and losing a fight. So it’s always a good idea to have these kinds of cards in your deck.
When the equipped monster is killed and this equip spell is sent to the graveyard, you can special summon that equipped monster back from the grave.
If you want to get the most out of this card, add it to a Spellcaster whose effect happens when it is summoned.
So, if you have the Bound Wand equipped, you can use it twice.
3. Wonder Wand
It shouldn’t come as a surprise that draw power is a key part of winning at Yu-Gi-Oh.
Why else would Pot of Greed be against the rules?
The Wonder Wand gives your Spellcaster monster 500 attack while it is equipped. This isn’t a big attack boost, but it could make the difference sometimes.
But the second benefit of this card is what makes it useful:
You can send both this trick and the equipped monster from the field to the graveyard to draw two cards.
In Yu-Gi-Oh, it is very rare to be able to draw two cards in such a general way.
And if you’re running a Spellcaster deck, you should definitely use this one.
2. Magician’s Souls
Even though Magician’s Souls is also a Spellcaster, it helps Spellcaster decks so much that I couldn’t leave it off a list of support cards.
It’s ridiculously easy to call when you have it in your hand:
All you have to do is send a Spellcaster monster from your deck that is level 6 or higher to the graveyard.
This lets you put a great Spellcaster monster in your graveyard, so you can just call it back with some other effects.
You can also send two spells or traps from your hand, field, or graveyard to draw two cards while it’s on the field.
This is a great way to replace used spells and traps with better ones from your deck. It’s also probably the best way for a Spellcaster deck to draw more cards.
1. Secret Village of the Spellcasters
In this list, we’ve talked about draw power, defense, bringing back monsters, and a lot more.
But if you really want to get the upper hand on your opponent, there’s one thing you should do:
Floodgates.
Floodgates are cards that stop one player or both players from doing certain things in the game. There are a lot of them.
In this case, Secret Village of the Spellcasters stops your opponent from using spell cards as long as they don’t control a Spellcaster monster.
Spell cards are a big part of a lot of popular strategies, so this result can be very bad for your opponent.
There is a very small chance that your opponent is also using a Spellcaster deck. This is especially true in the current format, where many of the best decks focus on Dragons. This could shut down your opponent 99 times out of 100.
If you’re playing a deck that regularly calls out Spellcaster monsters, you should definitely play three copies of this card.
When you can lock your opponent down so hard, it’s hard to turn down the chance.