- Artikel veröffentlicht unter:
- Autor des Artikels: SUPPORTTCGCORNER
- Artikel-Tag: RespectYGO
- Kommentare zum Artikel zählen: 0
Menü Schublade
Explore the Divine Synergy of “Artmage” | Archetype Starter Guide
Looking for a Fusion deck that rewards smart play and scales into the grind game? Artmage from Duelist’s Advance might be exactly what you’ve been waiting for. It blends magical lore with competitive mechanics, offering a flexible strategy that’s both rewarding and refreshing in today’s format.
To understand what makes this deck tick, we need to start with its setting, characters, and the divine power behind it.

The Theme: Magic, Lore, and Power

Artmage (called Artmegia in the OCG) is set in a magical academy powered by the divine being Nerva. The story follows Medius the Pure, a student chosen to inherit Nerva’s power and become Artmage Diactorus, the archetype’s boss Fusion monster.
The whole archetype feels like a mix of Sky Striker and Dogmatika, but with a more combo-oriented backbone and a magical school aesthetic that’s easy to fall in love with.
Core Cards: What You’re Working With
Let’s review the cards from DUELIST ADVANCE!
Medius the Pure

Your main starter. When summoned, he searches a “Power Patron” monster. From the GY, he can shuffle an Artmage monster from hand or field to your Deck to Special Summon himself, but he banishes himself when he leaves the field. He’s your engine starter and extender rolled into one.
Artmage Power Patron

Your walking Fusion Spell. It lets you Fusion Summon during either Main Phase and searches an Artmage Spell/Trap when sent to the GY (as long as there’s no duplicate in your GY). It locks you into Fusion Summons while on the field, but the flexibility it gives is worth it.
Artmage Finmel

Level 7 Warrior. If you control another Artmage card, you can Special Summon her from your hand and draw 1 card. During either Main Phase, if you control 3 or more different Monster Types, she negates all your opponent’s face-up monster effects and halves their ATK. She also protects your Level 6 or lower Artmage monsters from being targeted by effects.
Artmage Graflare

Level 5 Dragon. If you control another Artmage card, he Special Summons himself from the hand. He also has a Quick Effect to destroy a Spell/Trap your opponent controls.
Artmage Litera

Level 3 Spellcaster. If you control another Artmage card, she Special Summons herself and lets you add an Artmage card from your GY to your hand. During your opponent’s Main Phase, she can Special Summon an Artmage monster from your hand or GY, then bounce herself back to your hand.
Artmage Diactorus

The main fusion monster of the archetype. Diactorus is your go-to boss monster that can help negate threats on the field for as long as your have 3 or more different monster types on the field. It also floats to 1 Medius the Pure when destroyed.
Nerva the Power Patron of Creation

The archetype’s boss monster that requires 3 Artmage monsters to Fusion summon or by simply tributing any 3 monsters with different types. With the help of an activating Artmage monster effects, you can wipe your opponent’s entire board.
Artmage Academic Arcane Arts Acropolis

The Field Spell. It boosts consistency and grants protection. You’ll want to see this early.
Artmage Varnish -Alteration-

Your field spell or Artmage card searcher in one. It also has a handy effect that negates an opponent’s attack.
Artmage Masterwork -Succession-

A Quick-Play Fusion Spell that gives you reactive plays and combo flexibility. It also lets your recycle 3 Artmage cards helping you in the grind games.
Artmage Vandalism -Assault-

This spell card searches your “Medius the Pure” when activated making it a good search for Artmage Graflare. It can help turning your monster into Artmage so it can be used as a Fusion material and acts as a protection to your field spell.
Theorealize

This Spell card mainly supports Medius the Pure by sending it from your Deck to the GY as a cost to look at your opponent’s top Deck. The main issue is that Artmage wants to see more Spell/Trap to feed Acropolis’ search effect so you may not have the monster to offer so Medius can revive. It is still a decent starter nonetheless.
Artmage Pact -Awakening-

It’s another consistency piece when you are halted by hand traps on your turn or a disruption tool. It can also help fulfill the 3 different type monster requirement of most of your Artmage’s additional effects.
New Support from Doom of Dimensions
Three new cards just revealed in Doom of Dimensions give Artmage even more tools to work with:
Theorealize Overdrive

Quick-Play Spell
You can only use the (1)st and (2)nd effect of this card’s name each once per turn.
(1) Target 1 “Medius the Pure” in your GY or banishment; Special Summon it.
(2) During your Main Phase: You can banish this card from your GY, then target 1 face-up monster you control and declare a Level from 1 to 10; its Level becomes the declared Level until the end of this turn.
===
A decent late-game extender for Medius. The level-changing effect doesn’t do much in pure Artmage, but it could matter in hybrid builds.
Artmage Movement -Lineage-

Normal Spell Card
You can only use the (1)st and (2)nd effect of this card’s name each once per turn. You cannot Special Summon from the Extra Deck the turn you activate either of this card’s effects, except Fusion Monsters.
(1) If your opponent controls more monsters than you do: Special Summon 1 “Artmage” monster from your Deck in Defense Position, with a different name from the cards you control.
(2) If this card is sent to the GY to activate the effect of “Artmage Academic Arcane Arts Acropolis”: You can add 1 “Artmage” Trap from your GY or banishment to your hand.
===
The first effect is solid for going second, but only works best going second. The second effect is more reliable—recycling Traps like Pact -Awakening- or Turmoil gives you more staying power.
Artmage Peripeteia -Turmoil-

Normal Trap Card
You can only use the (1)st and (2)nd effect of this card’s name each once per turn. You cannot Special Summon from the Extra Deck the turn you activate either of this card’s effects, except Fusion Monsters.
(1) Target 1 monster in your opponent’s GY; return 1 “Artmage” monster you control to the hand/Extra Deck, and if you do, Special Summon the targeted monster to your field, but its effects are negated.
(2) If this card is sent to the GY to activate the effect of “Artmage Academic Arcane Arts Acropolis”: You can add 1 “Artmage” Spell from your GY or banishment to your hand.
===
Easily the best of the three. It disrupts your opponent’s graveyard and helps you hit the 3-monster-type requirement for your boss monsters. The second effect gives you free Spell recursion, which is huge in grind games.
Strengths and Weaknesses

What It Does Well:
What to Watch Out For:
Sample Decklist (OCG)

Final Thoughts
Artmage is one of those decks that rewards smart play without being overly punishing. It’s not autopilot, but it’s not a brick-fest either. You’ve got combo lines, disruption, recursion, and a theme that actually feels cohesive.
If you’re a returning player looking for something new, or a competitive duelist scouting the next rogue sleeper, this deck is worth your time. It’s not just a Fusion deck—it’s a flexible, flavorful strategy that can hold its own.
🗓️ Artmage officially drops in the Asian English release of Duelist’s Advance on Saturday, July 19, 2025. This has been ArcKnight of RespectYGO. Happy Dueling!