Magical Musket Deck #765446 — Yu-Gi-Oh! Master Duel

43 Main, 15 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos x3. Created Oct 14, 2026 by YGO Mod.

Deck Magical Musket Master Duel

Created by: YGO Mod (20517634)

Created On: 10/14/2026

 
 


Official AI Deck Power Analysis
StunConfidence: MediumEvaluated Oct 17, 2026
64± 6/ 100
Power Score
Structural 67
Reliability 66
Going First 64
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 64/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 67
Going First 64
Going Second 70
Meta Power provisional
Tournament Reliability 66
  • Primary strategy: Stun
  • Secondary strategies: Control, Toolbox
  • Format: master-duel

Legality

Main 43 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fiendsmith and link/fusion Extra Deck threats (Luce, Rextremende, Caesar, Desirae) converted after the hand-trap and backrow layer has stripped the opponent's answers or board; Magical Musket column plays (Starfire, Caspar, Doc) that re-add Musket Spell/Traps and recur material
  • Turn 1 (going first): Open with Ash Blossom, Infinite Impermanence or Effect Veiler up, use Fiendsmith's Tract/Sanct to start the Fiendsmith line, and keep Musket backrow ready to answer the first summon
  • Turn 2 (going second): Hold a hand trap (11 in deck, P>=1 in six cards 0.85) to stop the opponent's first board, then Dominus Spark or Purge and Musket backrow to clear the field before committing Extra Deck threats
  • Recovery: Fiendsmith Engraver and Lacrima recursion from the GY, Musket Caspar searches, and Fiendsmith's Tract to rebuild the Fiendsmith monster and equip loop
  • After siding: Not applicable: Master Duel decks carry no Side Deck (side 0), so there is no post-side adjustment

Why it scores here

The deck reliably opens interaction: 11 hand traps and 14 negation-text cards mean most hands have a live answer on the opponent's first play, and the core archetype cards are present in about 96% of opening five-card hands (Inferred hypergeometric estimate). Its conversion is carried by the Fiendsmith and Musket Extra Deck threats, but no recorded boards exist, so the ceiling and median are text-based inference rather than observed output. Layered backrow removal (Dominus Spark and Purge, Last Stand, Desperado, Dancing Needle) gives the board-breaking and end-board strength that earns most of the score, especially going second. The structural score comes from consistency, interaction and resilience on the system as a whole, not from averaging individual card scores. Archetype popularity and usage stats confirm the list is real but earn no points on their own, and the three-way engine split (Musket, Fiendsmith, Dominus) costs some coherence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Archetype core group (19 copies) gives P(at least one in opening 5) 0.956; each 3-of hand trap or starter has P 0.32 (Inferred)
D2 Opening-Hand Quality & Brick Management 66 Generic hand traps are live without a board; 5 conditional cards (4 Musket Spell/Traps, Fiendsmith in Paradise) can brick; P(full brick) approx 0.04 (Inferred)
D3 Combo Conversion & Ceiling 62 No parseable boards; ceiling inferred from text: Tract to Sanct to Engraver recursion and Extra link/fusion access (Inferred)
D4 Combo Floor & Median Output 55 No recorded boards, so median output is unknown; hand-trap-heavy lists usually floor reasonably but with low threat density (Inferred)
D5 Interruption Resilience & Route Redundancy 72 11 hand traps, 14 negation-text cards and Musket backrow give layered answers after one disruption; GY recursion adds a second line (Inferred)
D6 Resource Economy, Recovery & Grind 68 Searcher text on 11 cards (P at least one in hand5 0.79), Fiendsmith GY recursion and Caspar searches (Inferred)
D7 End-Board & Interaction Quality 78 14 removal/negate-text cards plus Dominus Spark and Purge, Last Stand, Desperado; Desirae and Caesar negation on the Extra side (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 74 Hand-trap P at least one in six cards (going second) 0.85; Dominus backrow answers an established board; no going-second win data (Inferred)
D9 Offensive Pressure & Closing Power 66 Extra Deck top end: Luce 3500 ATK, Rextremende 3000, Caesar and Desirae 2800 (Verified stat; access Inferred)
D10 Main Deck Efficiency & Flexibility 70 43 main with 12 singleton slots and 20 Spell/Trap slots; compact and within size rules (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 68 15 Extra cards; 14 are Fiendsmith, Musket or generic link/fusion/Xyz; a few generic picks (Aerial Eater, Necroquip) have no visible engine tie (Verified, Inferred)
D12 Side Deck Adaptability 45 No Side Deck (side 0); no post-side plan to score, so placed at a neutral-low value (Provisional)
D13 Matchup Coverage & Format Fit 55 No tournament link and no dated meta sample; archetype meta-share unavailable; placeholder value (Provisional)
D14 Pilotability & Error Tolerance 60 Hand-trap and backrow responses are simple, but Musket column timing and three-archetype routing add decision points; no step counts recorded (Inferred)

How the score was computed

Strategy profile: Stun, meta-neutral (D13 dropped and renormalised over remaining 86 weight). Structural ≈ 67, Going First ≈ 64, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 66. Modifiers: engine conflict / three-way archetype split (-2); conditional dead-card risk (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*67 + 0.20*66 = 66.8, then -3 modifiers = 63.8, rounded to 64

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense interaction: 11 hand traps and 14 negation-text cards give a live answer on most turns
  • Layered backrow removal (Dominus Spark, Dominus Purge, Last Stand, Desperado, Dancing Needle) for board breaking, especially going second
  • High opening-hand reliability for the core archetype (P at least one in opening 5 approx 0.96)
  • Compact 43-card main with 3-of starters and a 15-card Extra Deck that uses every slot
  • Extra Deck top end (Luce, Rextremende, Caesar, Desirae) gives closing power once the board is clear

Weaknesses

  • No recorded boards, so the combo ceiling and median are text-based inference only
  • Three-way engine split (Musket, Fiendsmith, Dominus) with 22% exact-name purity weakens coherence
  • Several conditional cards (Fiendsmith in Paradise, four Musket Spell/Traps) can dead-draw
  • No Side Deck, so no post-side adaptation
  • Heavy reliance on hand traps and backrow means low pressure when interaction is absent

Critical choke points

  • A Musket monster on the field is needed for the Musket Spell/Traps; without it, several backrow answers go dead
  • Fiendsmith lines need LIGHT Fiend monsters and a Level 7+ target for Fiendsmith in Paradise; losing Starfire or Caspar weakens both engines
  • Extra Deck access depends on Fiendsmith GY recursion; one blown Fiendsmith monster can leave the link/fusion plan without material
Priority Remove Add Reason
1 Fiendsmith in Paradise (1 copy) A generic 1-copy interaction card that works without a Level 7+ LIGHT Fiend on the field Its condition is rarely met by the main deck alone, so it is the most likely dead card in hand
2 Magical Musket - Dancing Needle (1 copy) A generic 1-copy hand trap or backrow answer Its activation needs a Musket monster on the field and it only banishes GY cards, which lowers its value against a non-GY board

Evidence & confidence

  • Verified: Legal in Master Duel: 43 main (40-60), 15 extra (0-15), 0 side (0-15), no violations; Crossout Designator and Maxx C are Limited at 1 copy each, both legal; 11 hand traps, 14 negation-text cards, 14 removal-text cards, 11 searcher-text cards from the card pool; Archetype spread: Fiendsmith 16, Magical Musket 13, Dominus 4, Mulcharmy 3, generic 18; Usage statistics: 25 core cards; all 11 Main Deck core cards are present
  • Observed: Deck is real and accessible: guides describe Magical Musket as a Spell/Trap control build with Fiendsmith as the third engine
  • Inferred: Opening-hand consistency: P at least one archetype core card in opening 5 approx 0.96; Full-brick estimate approx 0.04, driven by 5 conditional cards; Stun primary strategy from hand-trap and negation density plus backrow removal; Ceiling and median from text only (Fiendsmith recursion, Extra link/fusion access); Going-second hand-trap coverage P at least one in six cards approx 0.85
  • Provisional: Meta Power: no dated metagame sample supplied; Matchup and format fit (D13): no tournament link or meta-share context; Side Deck adaptability (D12): no Side Deck in Master Duel
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry exists in YGOVN; going-first/second, matchup, brick and starter rates are Inferred or Unknown Meta Power is Provisional: no dated metagame sample supplied Usage-statistics data quality: in_this_deck is false for all 14 Extra Deck core cards that this deck runs (Lacrima, Aerial Eater, Necroquip, Luce, Desirae, Caesar, Agnumday, Max, Requiem, S:P Little Knight, Sequence, Mastermind Caspar, Rextremende, Fancy Ball), so core_present_pct 44 understates the true 25 of 25; the preprocessor appears to match Main Deck only Master Duel has no Side Deck: post-side plan and D12 are not applicable Deck title is null in the export

More Master Duel Info

Magical Musket

Magical Musket Breakdown

 
 

 

 

 

 

 

 
 

 

 
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