Magical Musket Deck #772148 — Yu-Gi-Oh! OCG

59 Main, 13 Extra, incl. Fiendsmith Engraver x3, Magical Musketeer Caspar x3, Magical Musketeer Starfire x3. Created Oct 21, 2026 by YGO Mod.

Deck Magical Musket OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 50
Going Second 56

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 54
Going First 50
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 59 / Extra 13 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Link and Fusion boss monsters (Underworld Goddess of the Closed World, Fiendsmith's Desirae, Magical Musketeer Max) built from a Musket and Fiendsmith board; Mulcharmy draw-engine card advantage over a long game
  • Turn 1 (going first): Search or draw a Musket or Fiendsmith starter, use Magical Musket Spell/Trap activations to Special Summon and search, then Link Summon Max or Agnumday for board presence. Hand traps are held for the opponent's first big play.
  • Turn 2 (going second): Use Ash Blossom, Infinite Impermanence, Nibiru and the Musket negations to stop the opponent's opening combo, then rebuild a Link board from the GY using the Musket recursion effects.
  • Recovery: Mulcharmy Fuwalos and Purulia draw cards when the hand empties. Musket Spell/Traps can be reactivated from the Deck through Starfire, Caspar and Doc once a Musket monster is on board.
  • After siding: Not evaluable. The deck has no side deck (side_count 0), so it has no post-side plan.

Why it scores here

The deck has a real midrange plan: Magical Musket Spell/Traps and monsters give repeatable interaction and recursion, and Mulcharmy monsters add draws. Its 17 searcher-text cards put a starter in the opening five about 83% of the time (Inferred, hypergeometric). Interaction is the strongest part: 9 hand traps and 17 negation-text cards let it answer a first big play, so D7 scores well. The score is held down by the legality failure, the lack of recorded combos, and a split engine across Musket, Fiendsmith and Mulcharmy, which leaves the Fiendsmith core running more copies than OCG allows. Popularity and archetype share earned no points, and card scores were not averaged into the deck score. Because the list is Illegal, the normal formula was applied and then capped low; the result describes the structure only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(>=1 starter in 5) ≈ 0.83 for the 17-card searcher/archetype core; the Fiendsmith engine depends on 4 over-limit copies (Inferred)
D2 Opening-Hand Quality & Brick Management 50 14 cards at 3 copies, plus Musket spells that need a Musket monster on board, and 3 dead-ish tech cards; no hand simulation (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards in combos_evidence; ceiling is text-only from Link and Fusion bosses (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so no median or floor measurement; estimate is text-only (Provisional)
D5 Interruption Resilience & Route Redundancy 58 Hand traps, negations and Musket recursion give several independent lines, but no starter-diversity data (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy draws and Musket/Fiendsmith recursion refill resources, and 17 searchers add grind (Inferred)
D7 End-Board & Interaction Quality 72 17 negation-text and 13 removal-text cards, with Desirae and Goddess negating boards; layered interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 60 P(>=1 hand trap in 6 going second) ≈ 0.65; Nibiru and Impermanence challenge a board (Inferred)
D9 Offensive Pressure & Closing Power 62 Goddess 3000 ATK (Link 5), Nibiru 3000, Desirae 2800; the closing boss is present but unevidenced in play (Verified text, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 50 59 main with 27 distinct cards and mixed sub-archetypes; many slots are role-dependent tech (Inferred)
D11 Extra Deck Efficiency & Coverage 60 13 Extra: 10 Link, 3 Fusion; 16 of 25 core usage cards are absent, but the core Link routes are present (Observed usage plus Verified text)
D12 Side Deck Adaptability 10 Side count is 0, so no side deck exists and adaptability cannot be scored (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Three sub-archetypes, many triggered and once-per-turn effects, and multiple decision points per turn (Inferred)

How the score was computed

Strategy profile: 0.8 Midrange + 0.2 Stun (for the Stun-leaning hand-trap package). Structural ≈ 54, Going First ≈ 50, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-10); No side deck (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + Modifiers = 0.80*54 + 0.20*45 − 12 ≈ 40; illegal-list cap applied, final 30 (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.83 · 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

  • Strong interaction package: 9 hand traps and 17 negation-text cards cover both turns
  • Musket Spell/Traps recur and search, so a single starter can create several turns of value
  • Link bosses (Goddess, Max, Agnumday) give a high board ceiling

Weaknesses

  • Illegal list: 4 copy-limit or banlist violations, so it cannot be played as built
  • Engine split across Musket, Fiendsmith and Mulcharmy; only 30.6% of cards match the exact archetype
  • No side deck, so no post-side adaptation
  • Only 9 of 25 core usage cards are present (36%)

Critical choke points

  • Musket Spell/Traps need a Musket monster on board; without one, several cards are dead
  • Fiendsmith engine requires Engraver and Tract, which are over the OCG copy limit
  • Link summons depend on the Extra Deck materials being in place, and no board data exists to confirm the routes
Priority Remove Add Reason
1 Triple Tactics Talent (1) Legal OCG-permitted card, or nothing Forbidden in OCG; it must leave the list before the deck is legal
2 Fiendsmith Engraver (2 of 3), Fiendsmith's Tract (2 of 3) Non-Fiendsmith searcher or tech of the same role Each is limited to 1 copy in OCG; the Fiendsmith core cannot run 3 copies
3 Ash Blossom & Joyous Spring (1 of 3) A 1-of or non-hand-trap card Semi-Limited in OCG allows 2 copies
4 Mind Control, Upstart Goblin (cut or reduce) Musket or Mulcharmy engine card Low synergy with the Musket plan; cut to reduce dead-card risk and off-archetype slots
5 None (side count 0) A 15-card side deck covering the opponent's main boards Without a side deck, the post-side plan is missing and D12 cannot rise above 10

Evidence & confidence

  • Verified: Legality: 4 copy-limit/banlist violations in OCG; status Illegal; Main 59 and Extra 13 are within size rules (0–15 Extra, 40–60 Main); Side count is 0; Card text for the 9 hand traps, 17 negation cards and the 10 Link monsters; Archetype spread: Musket 22, Fiendsmith 16, Mulcharmy 5, generic 25
  • Observed: Usage statistics: 9 of 25 core cards present (36%)
  • Inferred: P(>=1 starter in 5) ≈ 0.83 for the searcher group; P(>=1 hand trap in 6 going second) ≈ 0.65; Engine redundancy and resilience ratings (D1, D5, D6, D7, D8); Going-first and going-second power estimates
  • Provisional: Meta Power: null, no dated metagame sample supplied; Matchup fit (D13): no tournament link or meta-share data; Tournament Reliability (45): estimated from brick risk and the lack of a side deck
  • 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 are absent No win-rate telemetry for going-first/second, matchups or brick/starter rates Meta Power is provisional unless a dated metagame sample is supplied No side deck, so post-side adaptability cannot be measured Deck title is null in the export

More OCG Info

Magical Musket

Magical Musket Breakdown

 
 

 

 

 

 

 

 
 

 

 
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