The Future of Magician Dimension in Yugioh: Predictions and Speculations

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Yugioh Magician Dimension is a powerful strategy that revolves around using spellcasters and their abilities to control the game. This archetype is centered around the Dark Magician and its variations, such as Dark Magician Girl and Dark Magician of Chaos. The goal of the Magician Dimension deck is to summon multiple spellcasters onto the field and potentially fuse or Xyz summon them into even stronger monsters. The deck has a range of support cards that allow for easy summoning and protection, making it a versatile and formidable strategy. One of the key cards in this archetype is the Dark Magician, a powerful spellcaster monster with high ATK and DEF points. The Dark Magician has multiple support cards designed specifically for it, such as Dark Magic Attack and Dark Burning Magic.


All of which are extremely useful and extremely flavorful. And they would make for perfect feats in PF2.

cold and scaling resistance is actually already in the game via the Heritage that was basically made to replicate Winter Witches, Wintertouched Human. Plus, there is a 4th level Rogue feat that lets you combine Sneak Attack with spells, which was one of the biggest draws to the Arcane Trickster for magically-inclined Rogues.

Witch archetype in Pathfinder 2e

The Dark Magician has multiple support cards designed specifically for it, such as Dark Magic Attack and Dark Burning Magic. These cards provide additional effects and power-ups when the Dark Magician is on the field, making it a force to be reckoned with. The Magician Dimension deck also includes other powerful spellcasters, such as Dark Magician Girl and Magician of Black Chaos.

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What gives me some optimism about PF2 in comparison to PF1 on that front, IMHO, is that it looks like a more robust foundation for expanding new character options than what Paizo was previously using. PF1 had alternate class features (i.e., archetypes), prestige classes, multiclassing, and hybrid classes, but if PF2 is able to condense all of that into a singular Archetype system, that's potentially a huge step forward in design space that this opens. It's similar to what 5e achieved with its subclass system. PF2 may partially even achieve what some people had wanted for 5e: cross-class archetypes/subclasses.

This is exactly what I least like about PF2. By making archetypes, multi-classing, and prestige classing all a single universal silo, there is a great homogenized feeling of the game. The worst part is making all three custom options compete for the same resource (class feats). The designer's have created a customization bottle neck and even admitted so during the playtest process.

Perhaps its simply poor execution of a good idea? Im not sure, but I'll be curious to see what Paizo drops in August to address the issue.

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Kurviak

Explorer

This is exactly what I least like about PF2. By making archetypes, multi-classing, and prestige classing all a single universal silo, there is a great homogenized feeling of the game. The worst part is making all three custom options compete for the same resource (class feats). The designer's have created a customization bottle neck and even admitted so during the playtest process.

Perhaps its simply poor execution of a good idea? Im not sure, but I'll be curious to see what Paizo drops in August to address the issue.

Different folks different strokes. this is one of the things I like the most about PF2.

In general the only thing so far I dislike about PF2 based on the little pieces of information I have is that magic items giving mathematical bonuses are still part of the game

payn

He'll flip ya. Flip ya for real.
Different folks different strokes. this is one of the things I like the most about PF2.

Yeah I think a lot of folks do, or dont care enough to let it get in the way of them enjoying PF2. Im probably an outlier on this.

In general the only thing so far I dislike about PF2 based on the little pieces of information I have is that magic items giving mathematical bonuses are still part of the game


Yeap, I was pretty sad to see the "big six" turned into the essential three.

Aldarc

Legend

I think it is a glaring omission because: a) The witch is important in Golarion (the most common non-divine caster) and b) the witch is an obvious primary occult caster, by not having it the bard was square pegged into the tradition and as a primary caster at the expense of other stuff. (IMO primal or arcane fitted better for the bard)

I get that you have a zealous appreciation of the Witch class, but I don't think you can make a strong argument that the Alchemist doesn't have a more compelling case for most deserving of the coveted 12th class spot. This survey data from d20PFSRD, for example, has the Alchemist ranked 11th as the most played class, with the Druid coming in at 14th and the Witch coming in at 15th, with a whopping 1.2% difference between the Alchemist and Witch. (And yes, that is fairly large difference when you consider the sheer number of classes.) Plus, both the Oracle and the Magus outperform the Witch on this list too.

Also, I'm skeptical the changes made to the Bard that you mention are in anyway remotely connected to the absence of the Witch. The Bard (and other 6th level casters) was notoriously underpowered in 3e and almost a joke class. There was also a lot of positive feedback about the Mesmer, which was almost like an occult Bard, in their Occult Adventures lineup. And as it turns out, according to Paizo, their decision to switch the Bard to Occult magic was met with HUGE praise by playtesters. If people had been upset about this, then the Bard likely would have switched to Arcane.* So did it happen? Nope. And when I look through the Occult spell list, then it seems to fit well with the Bard. Will it fit well with the Witch too? Of course.

This is exactly what I least like about PF2. By making archetypes, multi-classing, and prestige classing all a single universal silo, there is a great homogenized feeling of the game. The worst part is making all three custom options compete for the same resource (class feats). The designer's have created a customization bottle neck and even admitted so during the playtest process.

I like what I have seen, though I understand that opinions will vary. I was a bit taken aback by this myself, but when I thought more deeply about it, I don't think it's that big of a deal.

Do these things compete with class feats? Of course, but how is this necessarily all that different from the prior system apart from how it is structured? If you were multiclassing or going into a prestige class, for example, then you would be relinquishing a level from your primary class where you likely would have gained a class feature or more spells so that you could get another (PrC) class feature instead. (And you likely would have screwed up the progression of your saves, BAB, or spells too.) Here you are continuing with your class but opting to choose essentially alternate class features from another class or an archetype. It's basically a more streamlined, efficient way of doing the same thing but without costing as much of a huge dip or loss in your class efficiency.

You can even do some things better this way than you could with PF1. Let's say that you wanted to be a Rogue/Wizard hybrid. I don't know what's optimal, but let's say Rogue 10 / Wizard 10. You are looking at having BAB, 10d8+10d6 HD, and 5th level spells. If you start as a Rogue in PF2 and go full monty with wizard multiclassing, then you will still have 20d8 HD, probably more competitive class combat proficiencies, and up to 8th level spells. Plus, there is a 4th level Rogue feat that lets you combine Sneak Attack with spells, which was one of the biggest draws to the Arcane Trickster for magically-inclined Rogues.

payn

He'll flip ya. Flip ya for real.

I like what I have seen, though I understand that opinions will vary. I was a bit taken aback by this myself, but when I thought more deeply about it, I don't think it's that big of a deal.

Do these things compete with class feats? Of course, but how is this necessarily all that different from the prior system apart from how it is structured? If you were multiclassing or going into a prestige class, for example, then you would be relinquishing a level from your primary class where you likely would have gained a class feature or more spells so that you could get another (PrC) class feature instead. (And you likely would have screwed up the progression of your saves, BAB, or spells too.) Here you are continuing with your class but opting to choose essentially alternate class features from another class or an archetype. It's basically a more streamlined, efficient way of doing the same thing but without costing as much of a huge dip or loss in your class efficiency.

You can even do some things better this way than you could with PF1. Let's say that you wanted to be a Rogue/Wizard hybrid. I don't know what's optimal, but let's say Rogue 10 / Wizard 10. You are looking at having BAB, 10d8+10d6 HD, and 5th level spells. If you start as a Rogue in PF2 and go full monty with wizard multiclassing, then you will still have 20d8 HD, probably more competitive class combat proficiencies, and up to 8th level spells. Plus, there is a 4th level Rogue feat that lets you combine Sneak Attack with spells, which was one of the biggest draws to the Arcane Trickster for magically-inclined Rogues.

One thing to consider is that, yes they do now compete with one another. You cannot, for instance, choose an archetype and multiclass by level 2. Nor can you achieve a prestige class by level 6. The dedication system locks you into paths and limits choices. Dedication only works with class feats which come every even level. Also, this is more of hybrid/feat classing (4E) which isnt what most folks think of when they choose to multiclass (3E/PF). Its quite stifling from what came before.

Admittedly, this new system does make multiclassing caster classes possible, which was disastrous in 3E/PF. It is definitely different than what came before. Few like myself will not enjoy it, a few others will really enjoy it, and most folks wont care.

I disagree. The original Winter Witch prestige class had that very ability (aka to generate ice so utterly cold it freezes enemies normally immune to it).
Yugioh magician dimensioj

These spellcasters have their own unique abilities and support cards, allowing for various strategies and combos. Dark Magician Girl, for example, has the ability to boost the ATK and DEF points of other spellcaster-type monsters on the field, making her a valuable asset in battle. In addition to spellcasters, the Magician Dimension deck also utilizes a range of spell and trap cards to control the game. Cards like Eternal Soul and Magicians' Souls provide protection and card advantage, while cards like Magician Navigation allow for easy summoning and disruption of the opponent's strategy. Overall, the Yugioh Magician Dimension is a versatile and powerful archetype that revolves around utilizing spellcasters and their abilities to control and dominate the game. With a wide range of support cards and strategies, this archetype offers a lot of flexibility and potential for creative deck building. Whether you're a fan of the Dark Magician or simply enjoy playing as spellcasters, the Magician Dimension archetype is definitely worth exploring and incorporating into your deck..

Reviews for "Deck Profile: A Competitive Magician Dimension Build for Yugioh Tournaments"

1. John - 2 stars - I found "Yugioh magician dimension" to be extremely disappointing. The storyline lacked depth and coherence, making it difficult to engage with the characters. Additionally, the animation quality was subpar, with blurry and poorly rendered visuals. The pacing of the show was also off; it felt rushed in some parts and dragged on in others. Overall, I was unimpressed with this installment of the Yugioh franchise and would not recommend it to fans or newcomers.
2. Samantha - 1 star - I have been a fan of Yugioh for years, but "Yugioh magician dimension" was a major letdown. The plot felt convoluted and confusing, leaving me scratching my head more often than being entertained. The character development was also lacking, with one-dimensional personalities and predictable interactions. The dialogue seemed forced and unnatural, making it difficult to connect with the story. Furthermore, the animation appeared cheap and rushed, lacking the crispness and detail found in previous Yugioh series. This installment was a disappointment, and I hope future releases can recapture the magic of the earlier seasons.
3. Lisa - 2.5 stars - "Yugioh magician dimension" had the potential to be a great addition to the Yugioh franchise, but it fell short in several areas. The plot was overly complicated and difficult to follow, requiring excessive exposition to understand the game mechanics and lore. The animation quality was inconsistent, with some scenes looking impressive while others felt rushed. The character development was lackluster, as the main characters lacked depth and their motivations were poorly explained. While there were a few entertaining moments, overall, this series failed to live up to its potential and left me wanting more.
4. Kevin - 3 stars - As a longtime fan of Yugioh, I had high hopes for "Yugioh magician dimension," but it failed to meet my expectations. The story felt disjointed and rushed, with important plot points being glossed over and never fully explored. The action scenes lacked excitement and tension, making it difficult to become invested in the outcome. The character designs were also underwhelming, lacking the unique and memorable designs found in previous Yugioh series. Although "Yugioh magician dimension" had its moments, it ultimately fell short and did not deliver on the promise of a thrilling Yugioh adventure.

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