Introduction to the "Artmegia" Archetype
With the release of Duelist’s Advance, a powerful new archetype emerges to challenge duelists: Artmegia!
Inspired by an otherworldly magic academy—as if pulled straight from an isekai—this deck blends Fusion Summons, resource recovery, and disruptive control into what appears to be a cohesive and relentless strategy.
More than just a simple combo deck, Artmegia operates as a versatile midrange engine, rewarding strategic play, adapting well to protect its cards, and dropping an absurdly powerful boss monster onto the field.
Aesthetically, while the cards depict a school of mages, their monsters boast varied types—explained by their need for different types on the field to activate their effects.
Prepare to enrol at the Artmegia Academy, where every card is a lesson in advanced magic.
Cards Breakdown
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All card effect texts are simplified adaptations by the author.
Medius the Innocent see
DARK|Level 4| Fairy/Effect
Each of these effects can be used once per turn.
When Summoned (Normal or Special): Search your Deck for 1 “Imprisoned Deity” monster and either: Add it to your hand, or Special Summon it directly.
If in the GY: Shuffle 1 monster from your hand or field into the Deck. Then, Special Summon “Medius” from the GY
If Medius leaves the field later, banish it instead.
Artmegia Finemelt see
LIGHT|Level 7|Warrior/Effect
Effects (1) & (3) are once per turn.
Special Summon + Draw: If you control an “Artmegia” card, you can: Special Summon this card from your hand. Then, draw 1 card(optional).
Built-in Protection (Passive): Your opponent cannot target your Level 6 or lower “Artmegia” monsters with any card effects.
Board Disruption (Quick Effect): During Main Phase(yours or opponent’s), if you control 3+ different Monster Types: Negate all effects of your opponent’s face-up monsters. Halve their ATK until end of turn.
Artmegia Graphlare see
LIGHT|Level 5|Dragon/Effect Monster
Effects (1) & (3) are once per turn.
Special Summon + Set Spell: If you control an “Artmegia” card: Special Summon this card from your hand. Then, you may Set 1 “Artmegia” Spell directly from your Deck (optional).
Built-in Battle Protection (Passive): First time this card would be destroyed by battle each turn, it survives instead.
Spell/Trap Removal: Target 1 Spell/Trap your opponent controls and destroy it. Bonus: If you control 3+ Monster Types, this becomes a Quick Effect.
Artmegia Litera see
LIGHT|Level 3|Spellcaster/Effect
Effects (1) & (3) are once per turn.
Summon from hand: If you control another “Artmegia”, Special Summon this, then optionally add 1 “Artmegia” from GY to hand.
No battle damage from battles with this card.
(Quick): During opponent’s Main Phase, Special Summon 1 “Artmegia” (not self) from hand/GY, then bounce this card to hand.
Imprisoned Deity Beast of Artmegia see
EARTH|Level 1|Illusion/Effect
(2) & (3) once per turn.
Restriction: You can only Special Summon Fusion Monsters from the Extra Deck.
Main phase (Quick): Fusion Summon 1 “Artmegia” Fusion Monster or “Nerva the Imprisoned Deity of Creation” using materials from hand/field (including this card you Control).
GY Search: If sent to GY (hand/field), add 1 “Artmegia” Spell/Trap from Deck (with a different name from your GY cards).
Artmegia Diaktoros see
LIGHT|Level 8|Fairy/Fusion/Effect
(“Medius the Innocent” + 1 “Artmegia” monster)
Each effect once per turn.
Reposition: Target 1 monster on field; change its battle position.
(Quick Effect) Negate: If you control 3+ Monster Types, negate and destroy any card/effect activated on field.
Floater: If this Fusion Summoned card is destroyed, Special Summon 1 “Medius the Innocent” from hand, Deck, or banished zone.
Nerva the Imprisoned Deity of Creation see
EARTH|Level 10|Illusion/Fusion/Effect
(3 “Artmegia” monsters)
Summoning Conditions: Must be Fusion Summoned, or Special Summoned (from Extra Deck) in Defense Position by Tributing 3 monsters with different Types. Hard once per turn Special Summon.
Effects (Once per turn each):
Indestructible: Immune to card destruction while a card is in the Field Zone.
(Quick) Wipe Option: When you activate an “Artmegia” monster’s effect, you can replace its effect with: “Destroy all cards your opponent controls.”
Artmegia the Academy City of Divine Arts see
Field Spell
Each once per turn
Extra Normal Summon: During your Main Phase, you get 1 additional Normal Summon for “Medius the Innocent”.
Search Engine: Discard 1 Spell/Trap; Declare an “Artmegia” monster you don’t control. Add it from Deck to hand.
Restriction: For the rest of the turn, you can only Special Summon “Artmegia” monsters or “Medius” (no other Extra Deck summons).
Limitation: Each monster name can be declared once per turn for this effect.
Theorealize see
Normal Spell
Each effect once per turn.
Deck Control: Send 1 “Medius the Innocent” from Deck to GY, Peek at opponent’s top card and place it on top or bottom of their Deck.
(GY) Type/Attribute Shift: Banish this card from GY, Target 1 face-up monster you control and Change its Type and Attribute to declared ones until end of opponent’s turn.
Artmegia Masterwork – Succession see
Quick-Play Spell
Each effect once per turn.
During Main Phase: Fusion Summon 1 monster using materials from hand/field (including 1 “Artmegia”). Bonus: If a Field Spell is active, the summoned monster gains +500 ATK.
During your Main Phase: banish this card, Shuffle 3 “Artmegia” cards with different names from GY into Deck.
Artmegia Vandalism – Assault see
Continuous Spell
Name once per turn. Effect (2) once per turn.
On Activation: Add 1 “Medius the Innocent” from Deck to hand (optional).
Fusion Material Flexibility: Target 1 face-up monster you control; Treat it as an “Artmegia” monster for Fusion Summons this turn.
Field Spell Protection: If “Artmegia the Academy City” would be destroyed by effect, you can send this card to GY instead.
Artmegia Banish – Change see
Normal Spell
Each effect once per turn.
Field Spell Setup or Search: Place “Artmegia the Academy City” from Deck/GY into your Field Zone, or If you already control it, add 1 “Artmegia” card (except itself) from Deck to hand.
(GY) Attack Negation + Summon: When an “Artmegia” monster is targeted for attack; Banish this card – Negate the attack, then optionally Special Summon “Medius the Innocent” from hand.
Artmegia Messena – Awakening see
Normal Trap
Choose 1 effect per turn, once per turn total.
Special Summon 1 “Artmegia” monster or “Medius the Innocent” from your Deck.
Protection: For the rest of the turn; Your Fusion Summon-related effects cannot be negated. (Opponent cannot respond to your Fusion Summons.)
(GY) Bounce + Removal: Banish this card; Return 1 “Artmegia” monster you control to hand/Extra Deck, Destroy 1 opponent’s card.
Artmegia Overview
Artmegia is a Fusion-based deck that efficiently combines field control and resource recovery. Its apparent goal revolves around summoning archetype monsters swiftly, maintaining pressure while using disruptive effects to limit the opponent’s plays.
Medius, the Innocent appears to be the linchpin, either searching for Imprisoned Deity Beast of Artmegia—a unique Quick-Play Polymerisation—or placing it directly onto the field. With it, the deck’s Fusions become far more agile.
Artmegia monsters trigger effects under simple conditions:
Finemelt negates opponent’s monsters and protects your own cards.
Gaphlare destroys Spells/Traps.
Litera sets cards from hand/graveyard and avoids battle damage.
The deck peaks when you control three different monster types, amplifying these effects.
And when the opponent’s field is built up and ripe for clearing, Nerva the Imprisoned Deity of Creation takes the stage to wipe the path clean.
Strengths
High Consistency – Multiple ways to search and recover cards.
Versatility – Can switch between control and offensive pressure through its Fusions.
Efficient Summoning – Many cards can enter play from the hand or graveyard.
Weaknesses
Extra Deck Reliance – Fusion locks can severely limit its options.
Vulnerable to Backrow Hate – Relies on fragile Continuous Spells and Traps.
Setup-Dependent – Requires multiple monster types on the field to perform at full power.
Artmegia - Deck Core & Build Guide
I’ll share what I consider to be an optimal decklist, disregarding banned cards, techs and any other staples and focusing solely on what the archetype offers. The selection criteria prioritise cards I deem essential to the deck’s core strategy.
Main Deck Essentials
3x Medius the Innocent – The primary starter. Searches Imprisoned Deity or places it directly on the field, enabling quick Fusions. Note that this card doesn’t have Artmegia in its name, nor does it count as an Artmegia card.
Maybe 3x Artmegia the Academy City of Divine Arts – The field spell and deck searcher. The sooner it’s played, the better—it boosts consistency by fetching other Artmegia monsters. Additionally, while any field spell is active, Nerva gains destruction immunity.
3x Artmegia Banish – Change – One of the deck’s best support cards. Searches Academy City or any Artmegia card, speeding up your setup.
3x Imprisoned Deity Beast of Artmegia – Though easily searchable, extra copies are wise in case the opponent banishes it.
2-3x Theorealize – Helps dump Medius into the graveyard (triggering its effects) while adjusting monster types on the field to meet effect conditions.
1-2-3x Artmegia Gaphlare – Also a good searcher, it can set any Artmegia Spell from the deck.
2-3x Artmegia Vandalism – Assault – Flexible and useful: treats any monster as Artmegia for Fusion Summons and recycles resources from the graveyard.
1-2x Artmegia Messena – Awakening – A versatile Trap: protects your cards, blocks Fusion Summon negations, and lets you disrupt the opponent’s turn.
Artmegia Core Strategy
The Central Combo
The deck’s core revolves around Medius the Innocent, which searches Imprisoned Deity (your “Quick Fusion”) to summon Artmegia Diaktoros—a monster with negation and a floating effect (triggering when it leaves the field).
With 9+ search cards (including Academy City and Banish – Change), the deck rarely runs out of options.
Finemelt might be the second-most important piece after Medius. Special Summonable if you already control an Artmegia, she protects your monsters and negates opponent’s monster effects. Litera also helps swarm the field and revives any Artmegia from the graveyard, including Finemelt herself.
Theorealize adjusts monster types on-field (to activate effects) and dumps Medius into the graveyard, where it can be reused. Meanwhile, Vandalism – Assault lets you use non-Artmegia monsters as Fusion material, salvaging poor hands.
Crucial note: Medius lacks “Artmegia” in its name and isn’t treated as an Artmegia card, so you may need type-changing effects to meet certain conditions.
Nerva’s Power Play (Turn 2+)
Ideally, you want:
3 different monster types (including Diaktoros)
Theorealize + Vandalism for type adjustment
Nerva offers two approaches:
Quick Fusion on the opponent’s turn to disrupt their plays
Waiting for your turn to wipe their field clean
Key Weaknesses to Consider
The deck faces several notable vulnerabilities:
Search Disruptors: Cards like Droll & Lock Bird that prevent bringing cards from the Deck can completely stall your search engine.
Type Manipulation: Effects that alter monster types (e.g., Zombie World) disrupt your core mechanics, as Artmegia relies on having multiple different types on field.
Backrow Vulnerability: Essential Spells/Traps are exposed to mass removal like Lightning Storm—a well-timed hit can cripple your setup.
Archetype Exclusivity: Most effects only work with “Artmegia” cards, making generic type-focused engines largely incompatible. Worse, the deck actively punishes you for controlling multiple Artmegia monsters of the same type.
Wrapping up
Artmegia emerges as a high-potential, remarkably consistent deck, perfect for players who enjoy strategic Fusion plays combined with field control. Its strength lies in its exceptional search power and resource recursion, allowing you to easily recover spent resources—a crucial advantage for Fusion-based decks that typically expend resources rapidly.
In my view, this archetype functions as a midrange deck that rewards matchup knowledge and decision-making skills. That said, it appears slightly more challenging to pilot effectively, particularly due to its setup requirements which may limit synergy with other engines. The deck also remains vulnerable to certain targeted disruptions.
I’m thoroughly excited to see it in action—it promises to bring both power and finesse to competitive play.
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