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.
Created by: YGO Mod (20517634)
Created On: 02/27/2026
Main Deck (56)
- Abominable Unchained Soul x1
- Buio the Dawn's Light x1
- Fabled Lurrie x1
- Fiendsmith Engraver x3
- Lacrima the Crimson Tears x1
- Magical Musketeer Calamity x1
- Magical Musketeer Caspar x1
- Magical Musketeer Starfire x3
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Nibiru, the Primal Being x2
- Retaliating "C" x3
- Unchained Soul of Sharvara x2
- Unchained Soul of Shyama x1
- Unchained Twins - Aruha x2
- Unchained Twins - Rakea x1
- Unchained Twins - Sarama x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- Abomination's Prison x3
- Called by the Grave x1
- Fiendsmith's Sanct x1
- Fiendsmith's Tract x2
- Forbidden Droplet x2
- Harpie's Feather Duster x1
- Magical Musket - Cross-Domination x1
- Mutiny in the Sky x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x2
- Wailing of the Unchained Souls x1
- Abominable Chamber of the Unchained x1
- Escape of the Unchained x1
- Fiendsmith in Paradise x1
- Magical Musket - Dancing Needle x1
- Magical Musket - Desperado x1
- The Black Goat Laughs x1
Extra Deck (16)
- Aerial Eater x1
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Luce the Dusk's Dark x1
- A Bao A Qu, the Lightless Shadow x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Magical Musketeer Max x1
- S:P Little Knight x1
- Unchained Abomination x1
- Unchained Soul Lord of Yama x2
- Unchained Soul of Rage x1
- D/D/D Wave High King Caesar x1
- Melomelody the Brass Djinn x1
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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.
Recommended changes
| 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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