Magical Musket Deck #767707 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos x3. Created Oct 20, 2026 by YGO Mod.

Deck Magical Musket OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
30± 8/ 100
Power Score
Structural 48
Reliability 40
Going First 47
Going Second 44

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 48
Going First 47
Going Second 44
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Magical Musket boards and Link/Fusion extenders convert the opening into a Musket-column board with recurring draws, backed by Fiendsmith Fusion and Link pressure; Fiendsmith's Lacrima and Fiendsmith's Rextremende as late-game closers via Fusion Summon from the Extra Deck
  • Turn 1 (going first): Open a Musket starter (Starfire, Caspar, Doc, or Fuwalos/Purulia draw engines), build a Musket column, and protect it with Mind Mirror Force, Last Stand, or Desperado
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Maxx C, Droll, Red Reboot, Nibiru) to break the opponent's first line, then transition into Link or Fusion boards
  • Recovery: Mulcharmy Fuwalos and Purulia draw on opponent summons and Musketeer searchers rebuild resources from the Deck and GY
  • After siding: No Side Deck is registered, so no post-side plan can be evaluated

Why it scores here

The deck's Musket core is present in strength (23 archetype-core copies, about a 94 percent proxy chance of at least one in a 5-card hand) so it opens functional starters often, and its 16 negation-text and 8 hand-trap cards give real interaction on the system. Its conversion ceiling and median output are not measured because no combos were supplied, so the scores for conversion, floor, and closing power are text-based inferences and stay moderate. Fiendsmith and Musket cards are split across several sub-archetypes (exact-name purity only 18.6 percent), and the 20 tech cards plus 0 Side Deck slots weaken coherence and post-side adaptation. The deck is illegal in OCG (Triple Tactics Talent and D/D/D Wave High King Caesar are Forbidden), so the score is capped at 30 as a theoretical, structural-only read. Popularity and archetype usage did not earn points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype-core card in opening 5) ~0.94 proxy; 3-copy starters ~0.25 each in hand (Inferred)
D2 Opening-Hand Quality & Brick Management 55 8 hand traps and 20 tech cards add redundancy but several dead-in-hand cards and a 6-card 3-copy spread raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards in combos_evidence; ceiling read from card text only, Link/Fusion summon chains (Inferred)
D4 Combo Floor & Median Output 38 No median power index available; output floor estimated from text and starter diversity (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple hand traps and draw-on-summon effects give some redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Mulcharmy draw and Musketeer search effects recover resources; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 68 16 negation-text and 20 removal-text cards with Mind Mirror Force and Last Stand layering (Inferred semantic)
D8 Going-Second & Board-Breaking Power 45 Going-second hand traps are strong but there is no going-second split data and Caesar is illegal (Inferred)
D9 Offensive Pressure & Closing Power 42 Closers Lacrima and Rextremende exist, but no end-board ATK sample and the Fiendsmith closer count is thin (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 main cards with 22 singles and 57 off-archetype copies; exact-name purity 18.6 percent (Verified composition, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 60 7 Fusion, 7 Link, and 1 Xyz with Fiendsmith and Musket Link coverage; Caesar removed for legality (Verified)
D12 Side Deck Adaptability 20 No Side Deck cards registered; post-side adaptation cannot be assessed (Verified gap)
D13 Matchup Coverage & Format Fit 25 No dated metagame or tournament link; archetype fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Multiple engines and 2-3 branch Fusion/Link lines need many decision points (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary, disclosed as a primary-only weight set. Structural ≈ 48, Going First ≈ 47, Going Second ≈ 44, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8). Final formula: Final = 0.80*Structural(48.3) + 0.20*TournamentReliability(40) + modifiers(-8) = 38.6, then Illegal cap applied to 30 (theoretical, structural-only). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.06 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense interaction: 16 negation-text and 8 hand-trap cards
  • Strong archetype-core access (about 94 percent proxy opening access)
  • Link and Fusion coverage with draw engines

Weaknesses

  • Illegal in OCG: two Forbidden cards run
  • No Side Deck (0 side cards), so no post-side plan
  • Low exact-name archetype purity (18.6 percent) across Musket, Fiendsmith, Mulcharmy, Solemn, and others

Critical choke points

  • Musket column depends on a Musket monster being on the field for the Spell/Trap activation effects
  • Fiendsmith closers depend on Fusion or Link material from a narrow LIGHT Fiend pool
Priority Remove Add Reason
1 Triple Tactics Talent and D/D/D Wave High King Caesar Legal OCG replacements in the same role (Fiendsmith and Musket Link or Fusion support) Both cards are Forbidden in OCG; the list cannot be legally played until they are removed
2 Off-archetype tech cards with low coherence A small Side Deck (up to 15 cards) for post-side plans A 0-card Side Deck leaves no post-side adaptability (D12 = 20)

Evidence & confidence

  • Verified: Illegal status from two Forbidden cards (Triple Tactics Talent, D/D/D Wave High King Caesar); Main 55 and Extra 15 are within OCG size rules; Extra Deck breakdown: 7 Fusion, 7 Link, 1 Xyz; Exact-name archetype purity 18.6 percent
  • Inferred: Opening-hand access to the core (about 0.94 proxy); Interaction density from negation and removal text; Midrange primary, Toolbox secondary strategy
  • Provisional: Meta Power (null, no dated metagame sample); Matchup and format fit (D13)
  • Data gaps: No combos supplied; combo floor, median, and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry (going-first/second, matchup, brick rate) exists in YGOVN Meta Power is Provisional without a dated metagame sample No Side Deck registered

More OCG Info

Magical Musket

Magical Musket Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top