Let's talk about the sassy queen herself. And no, I'm not referring to Emma Frost, but instead:
MagikCost: 3
Power: 2 (2 Below Par)
Ability: On Reveal - Change the location of this lane to Limbo (Extends the current game from 6 turns to 7 turns). This card loses its effect if played after Turn 5.
Ideal Turn to Play: 3-5. Obviously a dead card on 6. Magik's best time to be played will really come down to the deck and what you're planning. In combo heavy decks that have steep energy requirements and tough curves, Magik wants to be played as early as possible. For decks that appreciate her but it's not a death sentence if she doesn't come on to the board late, then it is better for her to be played late so an opponent has a reduced amount of time to play a follow up real estate agent and pull the rug from under you.
Archetype: Real Estate Agent / Combo Support
Uses:Magik is one of those cards that I feel a lot of people misuse. Players think "Add an additional Turn" and immediately think that let's them do all sort of crazy stuff or adding consistency...but completely forgetting the fact that this also applies to an opponent since SNAP requires 2 players. Having a potential for a Turn 7 game can be all kinds of wacky so it is often best to decide if your deck wants a Turn 7 to begin with BEFORE slotting Magik into your deck.
Let's get down to the basics. Magik doesn't "Add 1 turn to the game". Rather, she flips a lane's location to "Limbo" which reads, "There are now 7 turns this game". This wording is very important because it means if Limbo is changed to another location, the Turn 7 goes away. This proverbial "rug pull" is what keeps Magik from flying much higher in terms usability. She can be outright countered by real estate agents so the promise of a Turn 7 is only as strong as whatever safeguards you are using in place to keep it there. If she did the former of adding 1 turn for certain, she'll probably be a S rank or A rank card as once the turn is added, it would theoretically never go away. Although that does create some unending games if an opponent then plays Magik on Wong, so let's be thankful that the description is the latter.
Because Limbo can be flipped at any time, if your deck wants a Turn 7, you're best off running one of Magik's allies in the deck. The most common and easily accessible of these is Cosmo. For 3 Energy, you'll stop other On Reveals - which all Real Estate agents are and force an opponent to play a much higher cost if they are trying to catch you with your pants down. Luckily, Cosmo and Magik work in several decks together - most notably Shenaut - where Turn 7 is basically a wincon. So guarding Magik isn't terribly difficult, but you do need to pay an Energy cost to do it. The higher the cost you pay, the better the protection and sometimes this can be very worthwhile. If your plan on Turn 6 is basically to wait as in Shenaut decks, dropping Leech down on 5 makes perfect sense. Not only do you pretty much 100% guard Limbo, but you nuke your opponent's hand of all their abilities, which can be game ending on its own.
Determining whether Magik makes sense for the deck really comes down to how badly you need that extra turn. Like Wave, Armor and Cosmo, since her effect hits both players, you have to make sure your deck can play a potential Turn 7 better than an opponent. Some decks are rely on a Turn 7 to function. Shenaut has already been mentioned, but stuff such as Tribunal also pretty much rely on it. On the other hand, despite being 3 cost, Magik does less well in Surfer because Surfer decks tend to rely on options and teching to secure wins. Their point totals are often more middle of the road (high teens to low 20s) so adding a Turn 7 can be real problematic when your output is limited. Then there are decks where they don't need Turn 7 but having a turn 7 basically makes them explode. Generic Destroy and Mr. Negative both like having Magik but the lack of a Turn 7 doesn't kill them. They just scale up really well with an extra turn, so playing Magik against these decks is generally bad unless you have tech cards ready in the wings.
Ultimately, Magik is another support option which are better in combo heavy decks versus those that do not. Adding an extra turn isn't always beneficial but players should be aware of her increased frequency. At the time when I first started playing, Magik was actually 5 cost, giving her only a 1 turn window. This made her much more limited in most cases since she had to compete with other 5 drops. But at 3? She's much more flexible and being able to extend the game by 1 also means extending draws by 1. For that alone, a lot of players end up saving a slot for her, when the decision should really be more about overall deck objectives and cohesion.
Common Combos:Magik -> Cosmo: The first of the few combos that aims to guard your Limbo. Playing Cosmo prevents any other real estate agent from coming in and removing Limbo from under you. They can still do it, but it requires a lot more footwork or energy cost to do so.
Magik -> Legion: A more extreme version of the above. Playing Legion on your Magik turns all locations to Limbo. That stops the singular real estate agent from coming in to do damage. Like with Cosmo, an opponent can still theoretically get around it, but it isn't easy and much more complicated. Unlike Cosmo, Legion also relies on having priority. Cosmo being Ongoing means once you plop him down, you're good to go. With Legion, you need to ensure you are flipping first - otherwise an opponent can pre-empt you.
Magik -> Leech: The above two methods not satisfying enough for you at guaranteeing a Turn 7? Try Leech. Nuking your opponent's hand of their abilities will in 99% of cases, pretty much rip their ability to remove Limbo away from them. That 1% chance is obviously higher since you could theoretically top deck a real estate agent, but Leech is about as good as you can get.
Magik ->Storm/Rhino/SWitch: While this doesn't generate much power, it is definitely one of the few ways Magik can be used offensively. Fool your opponent into thinking a Turn 7 is coming, then pull the plug yourself. Best done with a bunch of high powered cards so you can get a lead going into Turn 6 when you snipe your own Limbo. For this reason, Surfer is great here as Magik, Rhino and Storm are all 3 costs.
Magik + Mr. Negative -> One of the major benefactors to Magik and the additional upside here is that Magik doesn't wreck Mr. Negative's curve. You could Turn 3 Magik into Turn 4 Mr. Negative or vice versa and both plays are still legit. Both get you an additional draw too, which as noted in Mr. Negative's write up, amps up how stupidly OP your endgame will be.
Rank/Tier: B tier. Magik certainly had a glow up from when she was first introduced. Adding an extra turn and 7 energy allows for more powerful combos and opens the doorway to new decks that otherwise wouldn't be possible. However, the ability to strip Limbo out from under you means you're sometimes playing a game of chicken more than a game of SNAP. She's not for every deck and decks and since the added turn also benefits the opponent, one has to be certain they will get more out of it then an opponent before putting her on to the field.
Most Used Decks:Shenaut
Generic Destroy
Hela Discard
Tribunal