Magical Musket Deck #751645 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos x3.

Created by: YGO Mod (20517634)

Created On: 09/15/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: Medium
59± 6/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (Confidence: Medium)

  • Primary strategy: Control
  • Secondary strategies: Midrange, Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Spell/Trap-column engine (Magical Musketeer Starfire, Caspar, Doc) puts LIGHT Fiend bodies on board, then Fiendsmith Extra Deck Fusion/Link pressure (Fiendsmith's Lacrima, Requiem, Agnumday) closes the game; Fiendsmith Engraver recursion from the GY into Fiendsmith search and Extra Deck access; Magical Musket Mastermind Caspar and Magical Musketeer Max as Link follow-ups
  • Turn 1 (going first): Open with Fiendsmith's Tract (or Engraver) to search a LIGHT Fiend, set Magical Musket Trap/Spell backrow, and hold Ash Blossom and Infinite Impermanence for the opponent's first activation; Starfire or Caspar then enable Musket Spell/Trap activations in the column
  • Turn 2 (going second): Use the 6-card hand to present hand traps (Ash Blossom, Infinite Impermanence, Dominus Spark, Dominus Purge) against the opponent's starter, then rebuild the column with Musket monsters and Fiendsmith Extra Deck summons
  • Recovery: Engraver and Caspar/Doc in the GY are recycled through Fiendsmith Lacrima and Magical Musket searches; Fabled Lurrie and Engraver supply extra bodies when the board is cleared
  • After siding: Not applicable: Master Duel is a single-game format with no side deck, so there is no post-side plan to evaluate

Why it scores here

The deck reliably opens a functional plan at the 16-copy archetype core level (P(at least one core card in a 5-card opening hand) ~0.94 per the usage group), but the actual two-card bootstrap that turns on the Spell/Trap-column engine is less certain, so D1 sits in the low 60s (Inferred). Its real strength is the density of interaction: six hand traps, Dominus Spark and Purge, plus Last Stand, Desperado, Dancing Needle and Cross-Domination, which together earn the top interaction score (D7 ~76, Inferred from card text), and the deck keeps several recursion routes (Engraver, Caspar, Doc, Lacrima) so it can rebuild after a disruption (D5 and D6). Conversion is weaker: there are no recorded boards, so the ceiling and median are text-only inferences and the score does not reward a high ceiling as typical output. Popularity and the archetype's usage stats confirm the list is real, but they did not earn points; no card scores were averaged, and Meta Power stays provisional with no dated metagame sample. The score is a Control-weighted structural read with a 0.20 tournament-reliability blend, giving 59 +/-6 at Medium confidence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one Tract/Engraver/Sanct searcher-starter in 5) ~0.74 for searchers and ~0.94 for the 16-copy archetype core; a two-card bootstrap is not measured (Inferred)
D2 Opening-Hand Quality & Brick Management 48 Nine Trap/Spell cards need a Musket or Fiendsmith monster on board, and only 13 of 40 main cards match the exact archetype name, so dead or conflicting hands are likely (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; the ceiling is inferred from the text of Starfire/Caspar/Doc, Engraver and Fiendsmith Extra Deck summons (Inferred, text-only)
D4 Combo Floor & Median Output 48 No recorded boards, so the median is unknown; the floor is inferred from a control-leaning guide and the hypergeometric draw odds (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Four hand traps plus Engraver and Caspar/Doc GY recursion give several independent answers to a single disruption (Inferred from card text)
D6 Resource Economy, Recovery & Grind 72 Nine searcher-text cards (P at least one in hand5 ~0.74), Musketeer Max and Mulcharmy Fuwalos draws, and GY recursion give strong card economy (Inferred)
D7 End-Board & Interaction Quality 76 Eleven negation-text cards, six hand traps, and multiple removal traps give broad, layered end-board interaction (Inferred from card text; IsHandTrap flags observed)
D8 Going-Second & Board-Breaking Power 70 Hand-trap group has P(at least one in a 6-card hand) ~0.65 for going second, and Dominus Spark and Purge answer a board on the opponent's turn (Inferred)
D9 Offensive Pressure & Closing Power 58 Closing power comes mainly from Fiendsmith Extra Deck summons such as Rextremende (3000 ATK) and Lacrima (2400 ATK) plus Link Monsters; no recorded boards (Inferred)
D10 Main Deck Efficiency & Flexibility 62 40 cards and 20 distinct main deck cards with 23 level-0 Spell/Traps; nine tech cards and 42 off-exact-archetype copies lower compactness (Observed composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 52 15 Extra Deck cards across 13 distinct names mixes Fiendsmith, Musket, and off-theme cards such as Chaos Angel, Caesar and TY-PHON; 7 Link and 5 Fusion (Observed composition)
D12 Side Deck Adaptability 25 Master Duel is a single-game format with no side deck, so no post-side performance or side list exists (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated metagame sample; archetype meta-share and per-pilot records are absent (Provisional)
D14 Pilotability & Error Tolerance 42 Multi-step engine across two archetypes with many activation timings (Spell/Trap column, Fusion and Link summons from the GY); high decision density (Inferred)

How the score was computed

Strategy profile: Control profile (primary) with Midrange as the secondary read; no separate weighting applied for the secondary. Modifiers: none.


More Master Duel Info

Magical Musket

Magical Musket Breakdown

 
 

 

 

 

 

 

 
 

 

 
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