

⦁ Cat Knight in High Boots - The Magia keyword starter. His generation break 2 skill allows you to call a rear guard from the soul when he attacks, thus enabling multi attack shenanigans late game when you are unable to stride.

⦁ Masked Magician, Harri - Your Grade 3 of choice, Harri's Magia skill allows you to superior call a unit from your soul and give it +5k power in exchange for 1 counter blast and soul charging 1 card, enabling combos to fill your field to begin early.

⦁ Not riding Harri means you lose access to Paratrooper and have a hard time calling full fields. ⦁Ĝan easily deck out due to many Magia skills having a soul charge cost to use. ⦁ Lack of specific soul charging means relying on luck or over usage of skills to funnel combo pieces into the soul. ⦁ The Magia keyword is reliant on Generation Break, being unable to stride means most, if not all your units do not have access to their effects. ⦁ Primary strides of the deck (Mephisto and Milward) are very cohesive and flexible due to not having a Persona Flip as a cost, yet gain abilities for having multiple copies face up, allowing you to look ahead and adjust your strategy to suit your needs. ⦁Ĝan immediately call a whole field off 1 counter blast.

⦁Ĝan easily hit power benchmarks due to the staple Magia units granting additional power. ⦁Ĝalls from the soul thus conserves resources in hand. This deck is all about hitting hard and fast without committing resources from your hand. Magia decks focuses on using the soul to call rearguards from the soul every turn for minimal cost in exchange for returning them there at the end of the turn. These benefits can range from increasing your resources to increasing the power of the unit called. Magia allows you to call units from the soul with reduced costs and/or added bonuses in return for placing them back in the soul at the end of the turn. "Magia" is the keyword of the Pale Moons, introduced in G Trial Deck 7: Illusionist of the Cresent Moon. This ranges from swarming the field without having to invest resources from your hand to swapping units to enable multiple attacks. Pale Moon is focused on superior calling units from the soul. Pale Moons, like Genesis and Dark Irregulars, specialize in using the soul. The Pale Moon Circus is a group of assassins that hail from the Dark Zone on the planet of Cray that were introduced in Booster Set 3: Demonic Lord Invasion.
