Magical Musket Deck #655244 — Yu-Gi-Oh! TCG

56 Main, 16 Extra, incl. Fiendsmith Engraver x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos x3. Created Feb 27, 2026 by YGO Mod.

Deck Magical Musket TCG

Created by: YGO Mod (20517634)

Created On: 02/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Jul 9, 2026
55± 6/ 100
Power Score
Structural 64
Reliability 58
Going First 70
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 64
Going First 70
Going Second 60
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Grind, Control
  • Format: tcg

Legality

Main 56 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Midrange attrition: establish Unchained/Fiendsmith board with interaction, recurse traps on destruction, grind opponent to advantage, close via boss-monster damage.; Going-second board-break: hand traps and removal stall opponent, pivot to engine setup turn 2, rebuild via Unchained recursion.
  • Turn 1 (going first): Open Starter (Starfire/Fuwalos/Engraver) → search Unchained/Fiendsmith core → Link Summon (Yama, Agnumday) or Fusion route (Luce) → set interaction piece (trap recursion or negate boss); maintain Fiend-lock.
  • Turn 2 (going second): Hold hand-traps (Ash, Ghost Belle, Nibiru) for turn-1 disruption; use turn 2 to break opponent board (Forbidden Droplet, Harpie's Feather Duster), then execute engine setup.
  • Recovery: Unchained trap recursion (Wailing on Link Summon, Escape on destruction, Abominable Chamber setup) refill GY; secondary engine pivots (Fiendsmith, Mulcharmy) activate if primary line is negated; late-game grind via A Bao A Qu Standby Phase draw.
  • After siding: Unknown — no side deck provided.

Why it scores here

The Magical Musket midrange deck built with Unchained and Fiendsmith engines demonstrates consistent access to starters (P≥1 searcher ≈ 0.83) and reliable hand-trap density, but is severely constrained by an illegal extra deck (16 > 15 TCG limit), oversized main deck (56 cards vs 40–45 optimal), and complete absence of a side deck for best-of-three play. The deck reliably opens a Link or Fusion setup with recursion options via Unchained trap effects triggering on destruction, achieving moderate interaction through hand traps (P≥1 going-second ≈ 0.57) and a broad removal suite. However, the lack of provided combo data leaves floor, median, and ceiling estimates as text-only inferences; the Fiend-lock restriction on secondary Unchained Twins/Sharvara creates a critical bottleneck if the primary engine is disrupted; and the rogue archetype positioning in an unknown metagame prevents reliable matchup assessment. The multi-engine coherence (Unchained 17 copies, Fiendsmith 13, Mulcharmy 5) provides flexibility, but card count dilution and format violations cap structural power. This score reflects a competent midrange list with good engine overlap and techs, but structural penalties and format illegality prevent higher evaluation.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 in 3-copy starter hand 5) ≈ 0.2487 per card; searcher text group P(≥1) ≈ 0.8277; six distinct starter types (Starfire, Fuwalos, Purulia, Engraver, Aruha, Caspar) across overlapping Unchained/Fiendsmith/Magical Musket engines. (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Copy histogram skew toward 3-ofs (6 cards) and 2-ofs (8 cards) reduces brick density; 56-card main dilutes odds 8–12%; Mulcharmy filler (100 ATK/600 DEF weaklings) are dead without field presence; 27 tech/hand-trap cards compete with 29 core slots. (Inferred)
D3 Combo Conversion & Ceiling 68 No combo data provided; inferred ceiling from Fiendsmith Fusion route (Luce 3500 ATK, edge-zone protection), Unchained Link setup (Yama 2000 ATK searcher plus recursion), multiple extra-deck boss options (Desirae, Agnumday); estimated 2–3 pieces of interaction. (Inferred)
D4 Combo Floor & Median Output 55 No combo data; median estimated from card text: open Level 4 starter → search Unchained/Fiendsmith core card → Link Summon (2000 ATK boss) → set 1–2 interaction pieces; four independent engines present but Fiend-lock restricts true route independence. (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Unchained recursion (trap cards trigger on destruction), Fiendsmith secondary Fusion route, Magical Musket hand-activation path, Mulcharmy conditional draw; Fiend-lock from Unchained Twins/Sharvara limits true independence (cannot Special Summon non-Fiends while they face-up); one primary choke point. (Inferred)
D6 Resource Economy, Recovery & Grind 62 Unchained trap recursion replenishes hand post-disruption; Fiendsmith's Tract plus Lacrima graveyard setup for Fusion loop; Mulcharmy draw (two copies) conditional on opponent summons (going-second only); A Bao A Qu Standby Phase draw; net advantage via search-based loops, not permanent card generation. (Inferred)
D7 End-Board & Interaction Quality 66 Role tags show 10 negation-text cards, 20 removal-text cards; hand-trap group (7 copies) P(≥1 in 6-card hand) ≈ 0.5693; Unchained trap recursion (Wailing, Escape, Abominable Chamber) enable repeated destruction-triggered effects; Luce and Desirae boss monsters provide end-board negation. (Observed + Inferred)
D8 Going-Second & Board-Breaking Power 61 Hand-trap consistency P(≥1 in 6-card hand) ≈ 0.5693; Forbidden Droplet (2x) plus Harpie's Feather Duster (1x) plus Called by Grave (1x) removal suite; no piercing or direct-damage text; board-break into turn-2 engine pivot; moderate going-second strength via disruption plus engine recovery. (Inferred)
D9 Offensive Pressure & Closing Power 48 Highest ATK monsters: Luce (3500), Abominable Unchained Soul (3000), Unchained Abomination (3000); no piercing, direct damage, or burn text found; offensive plan relies on attrition and grind via interaction, not explosive damage; limited closing speed for race scenarios. (Verified)
D10 Main Deck Efficiency & Flexibility 58 56 cards main (legal range 40–60, but goldline is 40–45); copy histogram reasonable (22×1-of, 8×2-of, 6×3-of); approximately 29 core engine cards and 27 tech/hand-trap cards; flexibility via multi-archetype tech options (Unchained, Fiendsmith, Mulcharmy). (Inferred)
D11 Extra Deck Efficiency & Coverage 54 Extra Deck 16 cards (ILLEGAL: TCG 15-card limit); breakdown 10 Link / 4 Fusion / 2 XYZ; redundant copies (two Unchained Yama, niche Melomelody, Djinn) indicate over-packing; coverage would be reasonable for 15 slots (two Unchained, two Fiendsmith, one Fusion each main engine). (Verified)
D12 Side Deck Adaptability 35 No side deck provided (zero cards); TCG format is best-of-three; cannot evaluate post-side matchup swaps, anti-meta pivots, or going-second adaptability; critical data gap for BO3 format. (Data gap)
D13 Matchup Coverage & Format Fit 50 No tournament context or archetype meta-share available; Magical Musket is niche/rogue; usage statistics unavailable; multi-archetype tech (Unchained, Fiendsmith overlay) suggests format awareness but unverified; no dated metagame sample for contextualization. (Provisional)
D14 Pilotability & Error Tolerance 52 Combo complexity moderate-to-high: Fiend-lock sequencing (Unchained Twins/Sharvara restrict summons), trap card activation order (Wailing versus Escape timing), search priority (Fiendsmith Engraver add-then-discard), Mulcharmy draw triggers; multiple decision points; error tolerance low due to lock restrictions. (Inferred)

How the score was computed

Strategy profile: 0.85 Midrange + 0.15 Grind. Structural ≈ 64, Going First ≈ 70, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Extra Deck Over-Limit (Illegal) (-5); No Side Deck (Best-of-Three Disadvantage) (-3); Oversized Main Deck Consistency Penalty (-2); Multi-Engine Coherence Flexibility Bonus (2). Final formula: 0.80 × Structural (64) + 0.20 × TournamentReliability (58) + Modifiers (−8: Extra illegal −5, no side deck −3, oversized main −2, multi-engine coherence +2) = 55

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ 0.15 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Multiple independent starter engines (Unchained 4 types, Fiendsmith 3, Magical Musket 2, Mulcharmy 2) provide redundancy and resilience to single-line disruption.
  • Strong hand-trap consistency (7 copies: 3 Ash Blossom, 2 Ghost Belle, 2 Nibiru; P(≥1 in 6) ≈ 0.57 going-second) supports reactive interaction.
  • Unchained trap recursion (Wailing, Escape, Abominable Chamber) enable repeated destruction-triggered effects and mid-turn recovery after board wipes.
  • Searcher-dense construction (16 copies with searcher text; P(≥1) ≈ 0.83) ensures consistent access to core Unchained/Fiendsmith cards.
  • Broad removal suite (Forbidden Droplet 2x, Harpie's Feather Duster 1x, Called by Grave 1x, Magical Musket traps 2x) supports board-breaking and staying relevant going-second.
  • Fiend-centric attribute (34/56 main) enables shared recursion loops and Fiendsmith Fusion synergy without dilution.

Weaknesses

  • Illegal Extra Deck (16 > 15 TCG limit) makes deck unplayable in official formats; also suggests over-packing and redundant Extra cards.
  • Oversized main deck (56 cards versus 40–45 optimal) dilutes starter and key-card draw consistency by 8–12%, undermining turn-1 setup reliability.
  • Fiend-lock restriction (Unchained Twins/Sharvara cannot Special Summon non-Fiends while face-up) creates a critical sequencing bottleneck; if Unchained line is negated, Fiendsmith pivot is blocked.
  • Low raw offensive power (highest ATK 3500 Luce; no piercing, direct damage, or burn text) caps closing speed and race scenarios; deck relies on attrition via grind, not explosive finishes.
  • No combo data provided; ceiling, median, and floor estimates are text-only inferences from card pool and Extra Deck roles, increasing uncertainty on actual board quality and consistency.
  • Rogue archetype with no tournament context, archetype usage stats, or metagame data; format fit and matchup coverage are speculative without dated meta sample.
  • Zero side deck (best-of-three format requires 0–15 cards) prevents post-game matchup adaptation and metagame refinement; critical weakness for BO3 play.
  • Mulcharmy filler (5 copies: 100 ATK / 600 DEF weak bodies) are unplayable without field presence and opponent special summons; easy bricks if drawn without setup.

Critical choke points

  • Unchained Twins/Sharvara Fiend-lock bottleneck: If Unchained setup (Twins trigger, Sharvara negate) is disrupted by hand trap or removal, Fiendsmith Fusion secondary line cannot resolve because it requires Fiend summons (lock blocks non-Fiends). Single-path-to-alternative creates unrecoverable board loss.
  • Oversized main deck dilution: 56 cards represents 16 excess slots beyond 40-card goldline; each excess card dilutes P(starter) and P(key interaction) by ~0.28% per card. Cumulative 8–12% consistency loss across the deck.
  • Extra Deck illegality: Deck cannot be submitted in any TCG event without cutting 1 card; also indicates redundant Extra packing (two Unchained Yama, niche Djinn/Melomelody flex) suggesting poor Extra optimization.
  • Limited going-first damage output: Highest board ATK is 3500 (Luce with edge-zone protection); no burn, pierce, or direct-attack effects; opponent has multiple turns to answer board or set blockers.
  • Mulcharmy dead-weight: 5 copies of 100 ATK filler monsters require opponent special summons to activate draw; act as bricks if drawn without field presence or opponent setup. Early-game dead draws are punishing.
  • No side deck adaptability: BO3 format requires 15-card side for game-2/3 pivot (tech swaps, anti-meta, going-second plan B). Zero-card side prevents all post-game adjustments and forces same-list grinding across three games.
Priority Remove Add Reason
1 1 Extra Deck card (redundant copy: e.g., second Unchained Soul Lord of Yama, or niche Melomelody the Brass Djinn / D/D/D Wave High King Caesar) Nothing (or shift slot to main/side for core reinforcement) Restore legal Extra Deck count to 15 for TCG format compliance. Deck is unplayable as-is in official formats.
2 3–4 cards from main deck (reduce from 56 to 40–45 goldline target) Nothing (or shift cuts to side deck) Restore optimal main deck consistency; current 56-card size dilutes starter/key-card odds by 8–12%. Target 40–45 for highest reliability.
3 0–1 non-core tech card from main (e.g., Buio the Dawn's Light 1x, Fabled Lurrie 1x, or one Magical Musket trap) Up to 15 side deck cards: format-appropriate meta-counters (redundant hand traps for slow/stun matchups, Artifact Lancea for graveyard-heavy opponents, Imperial Order/Dimensional Barrier for extra-deck matchups, board-wipes for go-first matchups, etc.) Enable best-of-three post-game adaptation. Zero-card side deck is critical weakness in BO3 format; side deck enables game-2/3 pivot and metagame targeting.
4 1–2 Mulcharmy copies (reduce from 5 total to 3–4; they are conditional filler) Additional Unchained searcher or Fiendsmith recursion card (e.g., more Fiendsmith's Tract, additional Unchained trap recursion, or Fiendsmith Engraver 4th copy if unbricked) Mulcharmy (100 ATK weaklings) are dead without opponent field presence and draw triggers. Tightening core improves consistency without losing conditional draw upside or engine flexibility.

Evidence & confidence

  • Verified: Deck illegality: Extra Deck 16 exceeds TCG 15-card limit (Verified); All 5 restricted cards within legal copy limits: Called by the Grave (1/1), Fiendsmith's Lacrima (1/1), Harpie's Feather Duster (1/1), Triple Tactics Talent (1/1), Unchained Soul of Sharvara (2/2) (Verified); Deck composition: Main 56, Extra 16, Side 0 (Verified); Card text excerpts resolved for all 51 distinct cards (Verified); Banlist status: Limited (4 cards), Semi-Limited (1 card), Unlimited (rest) per TCG ban list (Verified)
  • Observed: Hypergeometric P(≥1 starter in 5-card hand) for 3-copy cards = 0.2487 (Observed from probabilities table); P(≥1 searcher in 5-card hand) = 0.8277 (Observed from searcher_text_group probabilities); P(≥1 hand-trap in 6-card hand going-second) = 0.5693 (Observed from hand_trap_group probabilities)
  • Inferred: Combo ceiling estimate: Fiendsmith Fusion (Luce 3500 ATK, edge-zone protection) plus Unchained Link (Yama 2000 ATK searcher + recursion trigger) plus 1–2 interaction pieces (negation or removal) = 2–3 pieces of pressure/interaction (Inferred from card text + Extra Deck pool); Combo median: Open Level-4 starter → search Unchained/Fiendsmith core → Link Summon (2000 ATK boss) → set 1–2 interaction pieces; roughly 50% of turns reach this (Inferred from engine redundancy + starter odds); Brick rate estimate: Mulcharmy dead-weight (5 copies, 100 ATK, need field-present), Unchained Twins/Sharvara lock conflict (restrict non-Fiend summons), oversized deck dilution (~8–12% consistency loss) = estimated 12–18% full-brick rate (Inferred from card stats + rules); Pilotability: Moderate-to-low due to complex sequencing (Fiend-lock timing, trap activation order, search priority, Mulcharmy draw triggers) with moderate error tolerance (Inferred from card interactions and rule interactions); Engine coherence: Unchained (17 copies, recursion-based destruction loop), Fiendsmith (13 copies, Fusion setup), Magical Musket (9 exact copies, hand activation), Mulcharmy (5 copies, conditional draw) overlap creates synergy but Fiend-lock creates bottleneck; one choke-point reduces true independence (Inferred from archetype purity + card text)
  • Provisional: Meta Power: null — no dated metagame sample provided; cannot contextualize deck position in current TCG environment (Provisional); Matchup coverage: Magical Musket is niche/rogue archetype; no tournament performance or meta-share data; format fit unknown without top-32/top-16 field breakdown (Provisional); Going-first board quality: No board-frequency or board-power data; inferred from text and card roles only; actual average board may exceed or underperform estimation (Provisional); Post-side resilience: No side deck provided; cannot evaluate BO3 game-2/3 adaptability or metagame-specific pivots (Provisional)
  • Data gaps: No combos supplied — combo floor, median, ceiling, and board per starter estimates are text-only inferences from card pool and Extra Deck roles; actual board quality and consistency unknowable without game records. No archetype usage statistics — cannot compare against meta-standard core composition or judge whether the deck deviates constructively or sub-optimally from accepted Magical Musket lists. No tournament context — archetype meta-share, per-pilot match records, and format fit are absent; no evidence of whether this list is meta-positioned or rogue. No win-rate telemetry — going-first/second win rates, matchup records, brick frequencies, and OTK/stun rates are inferred or unknown; cannot validate consistency claims with real data. No side deck provided — best-of-three post-side plan, game-2/3 adaptability, and metagame-specific pivots are unevaluable. Meta Power Provisional — requires dated metagame sample (current top-32 archetypes, removal meta prevalence, hand-trap saturation, anti-grind tools) for reliable final contextual score.

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