Magical Musket Deck #767629 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 10/ 100
Power Score
Structural 43
Reliability 35
Going First 42
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 43.2
Going First 42
Going Second 48
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 55 / Extra 12 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fiendsmith Extra Deck Fusion/Link pressure (Rextremende, Lacrima, Agnumday) and Magical Musket field-control backed by Mulcharmy draw; Ecclesia and the Dark Dragon Synchro beatdown; Caesar and Albion are present but illegal and cannot be counted on
  • Turn 1 (going first): Open Fiendsmith or Musket starter, use Fiendsmith's Tract / Engraver for search, then hold Ash Blossom, Solemn Judgment and Red Reboot as interaction; no combo boards are recorded to confirm this line
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Maxx C, Droll & Lock Bird, Red Reboot) to break the opponent's first summon and then rebuild with Mulcharmy draw
  • Recovery: Musket and Mulcharmy monsters recur through Magical Musket searchers and Mulcharmy draw effects; no recorded recovery sequence exists to verify this
  • After siding: Not evaluable: the deck runs zero side-deck cards

Why it scores here

This OCG list is illegal as submitted: Albion the Branded Dragon and D/D/D Wave High King Caesar are Forbidden and each is run once, so it does not receive a normal Final Contextual score and is capped low as a structural-only read. Structurally it has real interaction density, with 7 hand traps and 18 removal-text cards, and its Midrange shell can reach Fiendsmith and Musket starters, but the three archetype engines (Musket 13, Fiendsmith 11, Mulcharmy 6 of 55 main-deck copies, 19.4% exact-name purity) compete for hand space and do not form one connected engine. The 25% hypergeometric chance of a 3-copy starter in a 5-card opening hand is a Inferred consistency estimate, and no recorded boards exist to show what the deck converts into. The score comes from consistency, interaction and the system as a whole, not from averaging the card scores and not from archetype popularity, which the evidence does not measure. The empty side deck caps post-side adaptability near zero.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(>=1 3-copy starter in 5-card opening hand) = 0.2529 and the core group is 0.9318 open, but starters are split across three archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 40 23 singleton main-deck cards plus 31 level-0 Spell/Trap cards suggest a high proportion of non-functional opening hands (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable recorded boards exist, so ceiling is read only from card text, e.g. Ecclesia and Rextremende effects (Inferred)
D4 Combo Floor & Median Output 35 No combos_evidence median or power distribution is available, so the floor is a text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 50 7 hand traps and Mulcharmy draw provide some redundancy, but the lines depend on a few 3-copy starters (Inferred)
D6 Resource Economy, Recovery & Grind 45 Draw and search text (Mulcharmy, Caspar, Pot of Sloth, Necroquip) gives some regeneration, though no resource data exists (Inferred)
D7 End-Board & Interaction Quality 62 Ash Blossom, Ghost Ogre, Maxx C, Droll, Solemn and Red Reboot, with 18 removal-text cards, give dense layered interaction (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap density is strong (P >=1 hand trap in 6-card hand = 0.5767) but no going-second board data exists (Inferred)
D9 Offensive Pressure & Closing Power 45 Closing relies on Fiendsmith's Rextremende (3000) and Ecclesia (2500), but the two strongest Extra Deck closers are Forbidden (Verified)
D10 Main Deck Efficiency & Flexibility 40 55 main with 36 distinct cards and 19.4% exact-name archetype purity is inefficient for a single engine (Verified structure, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 40 12 Extra cards including 2 Forbidden monsters and 6 Link-Summon options, with 4 core cards from the usage list missing (Verified)
D12 Side Deck Adaptability 5 Side deck is empty (0 cards) so no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament_context or dated metagame sample exists, so format fit is Provisional
D14 Pilotability & Error Tolerance 30 Three engines, forbidden-card corrections, and a 55-card main produce many decision points, so repeatability is weak (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 43.2, Going First ≈ 42, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-12). Final formula: Illegal cap: 0.80*Structural(43.2) + 0.20*TournamentReliability(35) = 41.6, then banlist-exposure modifier -12 = 29.6, rounded to 30; Meta provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Dense hand-trap and negation coverage (7 hand traps, 11 negation-text cards)
  • Multiple draw and search sources (Mulcharmy, Caspar, Doc, Pot of Sloth)
  • Extra Deck covers Link, Fusion, Synchro and Xyz options

Weaknesses

  • Illegal as built: two Forbidden Extra Deck cards
  • Three engines (Musket, Fiendsmith, Mulcharmy) share a 55-card main deck at 19.4% exact-name purity
  • Empty side deck
  • No recorded boards or matchup data to verify any combo claim

Critical choke points

  • Single-copy Limited starters and interaction (Fiendsmith's Lacrima, Engraver, Tract) cannot be replaced once used
  • Fiendsmith monster access depends on Tract or Engraver search, which are 1-copy cards
Priority Remove Add Reason
1 D/D/D Wave High King Caesar Legal Extra Deck Link or Fusion monster from the Fiendsmith or Musket core Forbidden in OCG; the list cannot be legally played until it is removed
2 Albion the Branded Dragon Fiendsmith's Sequence or Magical Musket Mastermind Caspar, both in the usage core and currently absent Forbidden in OCG; the usage core shows these cards are standard for this archetype
3 Off-archetype tech cards (for example Hey, Space Trunade!, Triple Tactics Thrust, Dominus Spark) A small side deck (about 15 cards) with Musket-specific answers The side deck is empty, so post-side adaptation is impossible; purity is 19.4%

Evidence & confidence

  • Verified: Main 55, Extra 12, Side 0 counts vs OCG size rules (main 40-60, extra 0-15, side 0-15); Albion the Branded Dragon and D/D/D Wave High King Caesar are Forbidden and each run once; Ash Blossom and The Fallen & The Virtuous run at 2 copies, within Semi-Limited limit; Hypergeometric draw odds and card text from the evidence pack
  • Observed: Usage stats: 60% of core cards present (15 of 25), with Fiendsmith's Requiem, Agnumday, Sequence and Max missing from core
  • Inferred: Consistency and brick estimates from composition and probabilities; Interaction quality from card text; Going-second value from hand-trap density
  • Provisional: Meta Power and format fit: no tournament_context or dated metagame sample
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for going-first, going-second, matchup, or brick/starter rates Meta Power is Provisional unless a dated metagame sample is supplied Side deck is empty, so no post-side evidence exists Deck title is null

More OCG Info

Magical Musket

Magical Musket Breakdown

 
 

 

 

 

 

 

 
 

 

 
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