Magical Musket Deck #766521 — Yu-Gi-Oh! Master Duel

43 Main, 15 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos x3. Created Oct 18, 2026 by YGO Mod.

Deck Magical Musket Master Duel

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 20, 2026
60± 8/ 100
Power Score
Structural 62
Reliability 62
Going First 61
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 60/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 62
Going First 61
Going Second 70
Meta Power provisional
Tournament Reliability 62
  • Primary strategy: Control
  • Secondary strategies: Stun, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fiendsmith Fusion/Link bodies (Rextremende, Desirae, Lacrima, Agnumday) built from Tract/Sanct/Engraver searches, backed by Magical Musket spell/trap pressure; Musket and Fiendsmith monsters recovered from the GY by Engraver, Lacrima and Doc, reusing the Extra Deck over several turns
  • Turn 1 (going first): Open Fiendsmith's Tract or Sanct to search Fiendsmith monsters, then set Musket and Fiendsmith traps that turn so they answer the opponent's first activation, and use Fuwalos draws to keep a hand
  • Turn 2 (going second): Use the 11 hand traps (Ash Blossom, Ghost Ogre, Effect Veiler, Maxx C, Infinite Impermanence) to break the opponent's first engine activation, then convert the surviving Musket or Fiendsmith board into a Fusion or Link Summon
  • Recovery: Recover from the GY with Fiendsmith Engraver (add Spell/Trap), Lacrima (Special Summon from GY), and Magical Musketeer Doc (add Musket from GY), while Dancing Needle and Desperado clear the field of removal targets
  • After siding: Not applicable: Master Duel has no side deck (side_count 0), so no post-side plan exists in this format

Why it scores here

The deck opens a live plan reliably enough: P(at least one searcher in a 5-card opening hand) is about 0.79, and each 3-copy searcher or Fiendsmith staple (Tract, Sanct) has a 0.32 chance of appearing in a going-first hand. Its strongest system feature is interaction density: 11 hand traps and 14 negation-text cards give roughly 0.85 odds of at least one hand trap in a going-second 6-card hand, which is why going-second and end-board interaction score high. Conversion is the weakest link: no recorded boards exist, so combo ceiling and median are text-only inference and score near the middle. Popularity and archetype usage do not earn points here, and the score was not built by averaging individual card scores; it comes from the Control-profile system read on consistency, resilience, interaction, and a 15-card Extra Deck that can recover after disruption. Archetype purity is low (22% exact-name Musket), which costs a few points through engine conflict between the Musket, Fiendsmith and Dominus sub-engines.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 P(at least one of 3 copies in a going-first 5-card hand) = 0.32; searcher text group P(at least one in 5) = 0.79; Fiendsmith and Musket starters are split across sub-engines (Inferred)
D2 Opening-Hand Quality & Brick Management 58 11 hand traps and 9 spells in a 43-card Main Deck; 12 singletons and 5 two-copy cards; trap-heavy hands can be non-functional without a Musket monster on field (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards in combos_evidence (total 0); ceiling is a text read of Fiendsmith Fusion/Link Extra Deck options, not a recorded line (Inferred)
D4 Combo Floor & Median Output 50 Median output has no recorded boards; scored at neutral 50 on structure alone, provisional on the data gap (Provisional)
D5 Interruption Resilience & Route Redundancy 68 11 hand traps and 14 negation/removal texts give several independent answers to one interruption; Engraver, Lacrima and Doc recover from the GY (Inferred)
D6 Resource Economy, Recovery & Grind 62 Three recursion paths from the GY (Engraver, Lacrima, Doc) plus Mutiny in the Sky recovery from the GY; the Extra Deck supplies repeat Fusion/Link access (Inferred)
D7 End-Board & Interaction Quality 72 14 negation-text and 14 removal-text cards across Ash Blossom, Impermanence, Dominus Purge/Spark, Last Stand, Desperado and Dancing Needle, with layering (Inferred)
D8 Going-Second & Board-Breaking Power 70 Hand traps in a going-second 6-card hand: P(at least one) = 0.85 (Inferred); Desirae and Rextremende add board-breaking if the setup lands (Inferred)
D9 Offensive Pressure & Closing Power 62 Closing power rests on Fiendsmith Fusion bodies at 2800 to 3000 ATK (Rextremende, Desirae) and Lacrima's -600 ATK field effect (Verified card text, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 60 24 distinct Main Deck cards over 43 copies; 22.4% exact-name Musket purity with 45 off-archetype copies lowers coherence (Verified composition, Inferred impact)
D11 Extra Deck Efficiency & Coverage 66 15 Extra Deck cards: 8 Link, 6 Fusion, 1 XYZ, with Fiendsmith and Musket Link options covering both engines (Verified composition, Inferred flexibility)
D12 Side Deck Adaptability 50 Master Duel has no side deck (side_count 0); the neutral 50 is a format-neutral placeholder and carries no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 50 tournament_context unavailable and no dated metagame sample supplied, so format fit is not measured (Provisional)
D14 Pilotability & Error Tolerance 60 Trap timing, hand-trap triage and Extra Deck sequencing make this a medium-decision deck; no recorded play sequences to test error tolerance (Inferred)

How the score was computed

Strategy profile: Control primary, Stun secondary (interaction-heavy trap and hand-trap package); profile weights used as given, not tuned to the score. Structural ≈ 62, Going First ≈ 61, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: Engine conflict across sub-archetypes (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; no dated metagame sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.79 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 11 hand traps and 14 negation-text cards give strong going-second interaction (Inferred)
  • Three recursion paths from the GY keep resources flowing across turns (Inferred)
  • 15-card Extra Deck offers Fusion, Link and XYZ options that cover both engines (Verified composition)
  • Legal list: 43 Main and 15 Extra within Master Duel limits; Maxx C and Crossout Designator run at one copy each, within the Limited cap (Verified)

Weaknesses

  • No recorded boards, so combo conversion and median output are unmeasured (Verified gap)
  • Low archetype purity (22.4%): Fiendsmith, Dominus and generic copies compete with the Musket engine (Verified composition)
  • Trap-heavy hands can be dead without a Musket monster on field (Inferred)
  • No format or matchup data, so Meta Power stays provisional (Provisional)

Critical choke points

  • Fiendsmith's Tract and Sanct (3 copies each) are the main search route to the Fiendsmith Fusion/Link finishers; losing both to hand-trap or removal cuts the plan (Inferred)
  • Musket monster density: the Musket-dependent traps (Desperado, Last Stand, Dancing Needle, Cross-Domination) need a Musket monster on field (Inferred)
Priority Remove Add Reason
1 one copy of Fiendsmith in Paradise one additional Magical Musket monster Raises Musket monster density so the Musket-dependent trap package (Desperado, Last Stand, Dancing Needle) is more often live (Inferred)
2 no change recommended without combo or matchup data none Consistency and interaction read as sound; the deck's main uncertainty is combo conversion, which the evidence cannot measure

Evidence & confidence

  • Verified: Legal: 43 Main, 15 Extra, 0 Side within Master Duel size rules; Maxx C and Crossout Designator at 1 copy each within the Limited cap; Composition: 24 distinct Main cards, Extra split 8 Link / 6 Fusion / 1 XYZ, 13 exact-name Musket copies (22.4% purity); Card text read for 11 hand traps, 14 negation texts and 14 removal texts
  • Inferred: Searcher and hand-trap hypergeometric odds (0.79 and 0.85); Interaction layering and recursion scores (D5, D6, D7); Going-second advantage from 11 hand traps; Sub-archetype engine conflict modifier (-2)
  • Provisional: Meta Power (null) and format fit (D13); Side-deck score (D12) is a format-neutral placeholder: Master Duel has no side deck; Median output (D4)
  • 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: going-first/second, matchup and brick rates are Inferred or Unknown usage_statistics in_this_deck flags conflict with the deck list: Magical Musket Mastermind Caspar, Fiendsmith's Requiem, Magical Musketeer Max, Fiendsmith's Agnumday, Fiendsmith's Sequence, Fiendsmith's Lacrima, Fiendsmith's Rextremende and Aerial Eater are all present in the Extra cards but flagged in_this_deck false; core_present_pct 52 is therefore unreliable Deck title is null; deck identified by archetype only Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Magical Musket

Magical Musket Breakdown

 
 

 

 

 

 

 

 
 

 

 
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