Rival deck · Fusion and Pendulum combo
Practice against Artmage Ars Magna
Artmage combines Fusion monsters with the Power Patron Pendulums, Medius and Ars Magna. Its board has several different kinds of interaction. Learn which piece answers your play, and which resource can bring it back.
On this page
What this version plays
This is the October Artmage Ars Magna list: 43 cards in the Main Deck, 15 in the Extra Deck and 15 in the Side Deck. It has one Droll & Lock Bird and omits Charmer Quartet in Bloom, Varudras, Called by the Grave and Triple Tactics Talent. The decklist below is the Rival's inventory; the Side Deck is shown for reference and is not part of its opening hand.
The Artmage cards provide Fusion summons, direct sets from the Deck and recovery. Power Patrons supply Pendulum bodies and access to other parts of the engine. Medius connects those cards, while Ars Magna offers additional bodies and removal. The order matters because some effects restrict which monsters can be summoned afterward.
Different interruptions answer different plays
A large board is easier to understand one effect at a time. Artmage Diactorus can negate an activation on the field while its controller has three different Monster Types. An effect activated in the hand or GY is a different problem. Artmage Impasto -Recapture- answers monster effects and temporarily banishes one of its controller's Fusion Monsters. Removing that Fusion can also change which other effects remain live.
Superdreadnought Rail Cannon Gustav Rocket answers monster effects while it has material. It is not the omni negate that Varudras supplied in earlier lists. Rocket has an alternate summon using Gustav Max and a discard, so its printed three-Level-10 requirement is not the only way to summon it. Mercurium the Living Quicksilver instead restricts opposing GY monster effects according to the Attributes present in its controller's GY. Check those Attributes before treating it as a particular answer.
The Power Patron Link Monster gains effects according to how many monsters it points to. Changing the pointed monsters can change its protection or available disruption. Litera can bring an Artmage back, while S:P Little Knight can temporarily remove monsters. Count the actual remaining bodies, Types, zones and spent effects after each exchange.
Playing into its setup
Start by identifying what has already resolved. A completed search is not undone by a later Droll, and a direct set from the Deck is not a search. Medius can choose to add a monster or summon it from the Deck; draw effects can make that choice matter. An opponent with several independent engine cards may have another way to continue after the first starter is stopped.
The small Artmage Power Patron restricts its controller's Extra Deck summons to Fusions while its continuous effect applies. Beyond the Pendulum's search also has a restriction that depends on completing a Pendulum Summon afterward. Scale removal can therefore affect more than one summon. Use the live card text and resolved restrictions to understand the position rather than assuming every interrupted hand ends in the same place.
Draw effects reward attention to summon locations. Fuwalos and Meowls do not cover identical summons. A short Artmage line can give a different number of draws from a long Pendulum and Link sequence. Practice both the draw-effect exchange and the board it leaves behind.
Follow-up matters
Litera can recover an Artmage card and return itself to hand after its opponent-turn revival. Acropolis can turn Spell/Trap cards into different Artmage names, but its search applies a summon restriction. A banished Ars Magna monster only returns under its own qualifying summon condition, with space and permission to summon it.
When planning your second turn, note which Fusion was properly summoned, which trap effects were used, and which key cards remain in the GY or face-up banishment. A card banished facedown is not an ordinary face-up banished revival target. Breaking the first board and removing its recovery resources are separate exchanges.
A practice routine
Play the matchup from both seats. Going first, record which opposing card interrupted your setup and what you could still establish afterward. Going second, identify the first effect you needed to draw out, the removal that opened a zone, and the follow-up you left available.
Repeat with a different opening hand and draw order. A demonstrated sequence proves its shown resources and decisions, while a different draw can move a search target into the hand or change the available discard. Use those differences to practice adapting a line. A few opening examples do not measure a matchup win rate or establish the strongest possible play in every position.
Decklist
Main Deck 43
Monsters 27
- 2Medius the Pure
- 1Theorealize Medius
- 2Nervedo the Shadebeast Power Patron
- 1Jupredo the Shademachine Power Patron
- 1Junoldo the Shadespirit Power Patron
- 2Vidolium the Unstable Power Patron of Unity
- 1Artmage Finmel
- 1Artmage Graflare
- 1Artmage Litera
- 1Artmage Power Patron
- 1Ars Magna the Finite and the Infinite
- 1Ars Magna of Purification and Corruption
- 1Ars Magna of Unification and Separation
- 1Droll & Lock Bird
- 3Multiplying Kuriboh!
- 3Mulcharmy Fuwalos
- 1Ghost Ogre & Snow Rabbit
- 3Ash Blossom & Joyous Spring
Spells 11
- 1Prohibited Power Patron Portal - Terminus
- 1Artmage Academic Arcane Arts Acropolis
- 1Artmage Varnish -Alteration-
- 1Artmage Vandalism -Assault-
- 1Plundered Power Patron Plane - Vidolia
- 3Pendulum Treasure
- 2Ars Magna - "Citrinitas"
- 1Theorealize Past Lull
Traps 5
- 1Artmage Pact -Awakening-
- 1Artmage Impasto -Recapture-
- 3Infinite Impermanence
Extra Deck 15
- 1Artmage Diactorus
- 2Artmage Non-Finito
- 1Nerva the Power Patron of Creation
- 1Predaplant Dragostapelia
- 1Junora the Power Patron of Tuning
- 1Jupiter the Power Patron of Destruction
- 1Number 90: Galaxy-Eyes Photon Lord
- 1Mercurium the Living Quicksilver
- 1Beyond the Pendulum
- 1Superdreadnought Rail Cannon Gustav Rocket
- 1Superdreadnought Rail Cannon Gustav Max
- 1Medicurius the Power Patron of Illusions
- 1Purification Power Patron
- 1S:P Little Knight
Side Deck 15
- 2Mulcharmy Meowls
- 2Nibiru, the Primal Being
- 1Medius the Pure
- 2Cosmic Cyclone
- 1Ars Magna - "Philosophirum"
- 3Typhoon
- 2Pot of Sloth
- 2Spatial Trunade