Magical Musket Deck #765862 — Yu-Gi-Oh! Master Duel
43 Main, 15 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos x3. Created Oct 15, 2026 by YGO Mod.
Deck Magical Musket Master Duel
Created by: YGO Mod (20517634)
Created On: 10/15/2026
Main Deck (43)
- Buio the Dawn's Light x1
- Fabled Lurrie x1
- Fiendsmith Engraver x2
- Lacrima the Crimson Tears x1
- Magical Musketeer Caspar x3
- Magical Musketeer Doc x1
- Magical Musketeer Starfire x3
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x2
- Ghost Ogre & Snow Rabbit x2
- Crossout Designator x1
- Fiendsmith's Sanct x3
- Fiendsmith's Tract x3
- Magical Musket - Cross-Domination x1
- Mutiny in the Sky x1
- Dominus Purge x2
- Dominus Spark x2
- Fiendsmith in Paradise x1
- Infinite Impermanence x3
- Magical Musket - Dancing Needle x1
- Magical Musket - Desperado x1
- Magical Musket - Last Stand x1
Extra Deck (15)
- Aerial Eater x1
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Fiendsmith's Rextremende x1
- Luce the Dusk's Dark x1
- Necroquip Princess x1
- A Bao A Qu, the Lightless Shadow x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Magical Musket Mastermind Caspar x1
- Magical Musketeer Max x1
- S:P Little Knight x1
- W:P Fancy Ball x1
- D/D/D Wave High King Caesar x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 53/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 57 |
| Going First | 58 |
| Going Second | 62 |
| Meta Power | provisional |
| Tournament Reliability | 52 |
- Primary strategy: Control
- Secondary strategies: Midrange, Stun
- Format: master-duel
Legality
Main 43 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fiendsmith Extra Deck bosses (Rextremende, Desirae, Luce, Caesar) that land after the opponent's board has been negated or removed by hand traps and trap/spell interaction.; Magical Musket link boards (Mastermind Caspar, Max) built from Musket monsters and trap-column chains.
- Turn 1 (going first): Open with Fiendsmith's Tract or Sanct to start the Fiendsmith line, and hold Infinite Impermanence or Ash Blossom for the opponent's first play.
- Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Infinite Impermanence, Ghost Ogre, Effect Veiler, Maxx C) to stop the opponent's first board, then rebuild with Musket or Fiendsmith monsters.
- Recovery: Recover through GY effects: Fiendsmith Engraver from the GY, Musketeer Doc and Caspar searching Musket cards, and Fiendsmith's Lacrima recovering LIGHT Fiend monsters.
- After siding: Not applicable: Master Duel is a single game with no side deck (side_count 0).
Why it scores here
The deck reliably opens a functional plan because the archetype core is dense: at least one core card is in the opening five in about 96% of hands by the hypergeometric estimate, and the three-copy starters (Starfire, Caspar, Sanct, Tract, Ash, Impermanence, Fuwalos) each show about 32% in the opening five. It converts that into pressure through a Fiendsmith Extra Deck of 15 cards with strong boss options, but no recorded boards exist, so the ceiling and median are text-only inferences. Its strongest attribute is interaction: 11 hand traps, 14 negation-text cards and 14 removal-text cards support a 72 on endboard interaction, and the recovery engines (Engraver, Doc, Caspar, Lacrima) give it a real grind. The score is held back by engine conflict: exact-name Magical Musket purity is only 22.4%, with Fiendsmith, generic and Dominus cards sharing the 43-card main, and no side deck means no post-side adaptation. Popularity earned no points: archetype usage statistics only confirm the list is a standard build, and the score comes from consistency, interaction and recovery on the system, not from averaging card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 60 | P(at least one archetype-core card in opening 5) ≈ 0.96 across 19 copies; three-copy starters each ≈ 0.32 in opening 5; Fiendsmith and Musket engines need separate starters (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 11 reactive hand traps and multiple non-engine traps raise dead-card risk on the player's own turn; proxy brick ≈ 0.04 for core cards (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable boards, so ceiling is text-only; Fiendsmith Tract/Sanct into Rextremende or Desirae and Musket links are plausible routes (Inferred) |
| D4 | Combo Floor & Median Output | 50 | combos_evidence has 0 scored combos, so median output cannot be measured; scored as an uncertain midpoint (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Multiple copies of Ash, Impermanence, Veiler and Maxx C plus recursive Engraver and Caspar give redundant answers; no measured interruption data (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Tract and Sanct search, Doc and Caspar recover Musket cards from GY, Engraver recurs from GY; no resource telemetry (Inferred) |
| D7 | End-Board & Interaction Quality | 72 | 14 negation-text and 14 removal-text cards, with 11 hand traps and Dominus Purge, Last Stand and Desperado; semantic read from card text (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 62 | 85% chance of at least one hand trap in the going-second six-card hand (hypergeometric); Crossout Designator and Dominus Spark add board-breaking (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Fiendsmith bosses reach 2800 to 3500 ATK (Luce, Desirae, Caesar, Rextremende) with few direct attackers; closing relies on link and boss boards (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 48 | 43 main with 24 distinct cards and 12 singletons; exact-name purity only 22.4% with Fiendsmith and generic cards diluting the Musket core (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 50 | 15 Extra Deck slots are almost all singletons (8 link, 6 fusion, 1 xyz) with no redundancy but broad boss coverage (Inferred) |
| D12 | Side Deck Adaptability | 40 | Master Duel is single game with no side deck (side_count 0), so no post-side plan exists; scored neutral-low (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or archetype meta-share in the export; format fit cannot be assessed from data (Provisional) |
| D14 | Pilotability & Error Tolerance | 35 | Three engines (Musket, Fiendsmith, Dominus) with timing-sensitive hand traps demand many decisions per turn (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 57, Going First ≈ 58, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Engine conflict (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 57.3, TR 52, modifiers -3 => 53
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 hand-trap and negation suite (11 hand traps, 14 negation-text cards)
- Redundant recovery through GY effects (Engraver, Doc, Caspar, Lacrima)
- Extra Deck with several high-ATK bosses (Luce 3500, Rextremende 3000, Desirae 2800, Caesar 2800)
Weaknesses
- Exact-name Magical Musket purity only 22.4%, so the Musket core is diluted
- No side deck in Master Duel, so no post-side adaptation
- Many reactive cards with timing demands, which raises pilot load
Critical choke points
- Fiendsmith starter (Tract or Sanct) for the Fiendsmith line
- Musket monster on field needed for Musket trap/spell activations
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One Dominus Spark | One additional Fiendsmith or Musket monster | Raises starter density and reduces off-theme trap dead cards (Inferred; no matchup data supports this). |
Evidence & confidence
- Verified: Legal in Master Duel: 43 main, 15 extra, 0 side, Crossout Designator and Maxx C Limited at 1 copy each; Archetype spread: Musket 13, Fiendsmith 16, Dominus 4, generic 18; Guides describe the deck as a spell/trap control build with a Fiendsmith engine
- Observed: Archetype usage statistics show the deck's core cards are standard for the archetype (usage_statistics available)
- Inferred: Opening-hand starter probabilities (hypergeometric); Interaction density and recovery from card text; Going-second hand-trap coverage ≈ 85%
- Provisional: Meta Power (no dated meta sample); Matchup and format fit (no tournament data)
- Data gaps: No combos supplied (combos_evidence total 0), so combo floor, median and ceiling are text-only inference No win-rate telemetry for going-first, going-second, matchup or brick rate No tournament link; archetype meta-share and per-pilot record absent usage_statistics in_this_deck flags only check the Main Deck: 14 extra-deck core cards (for example Lacrima, Desirae, Requiem, Caesar) are flagged missing although they are present in the 15-card Extra Deck, so core_present_pct 44 understates true presence (25 of 25 by the Extra list) Deck title is null; no side deck exists in Master Duel Meta Power provisional unless a dated metagame sample is supplied
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