Magical Musket Deck #773231 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos 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
ToolboxConfidence: LowEvaluated Oct 21, 2026
29± 8/ 100
Power Score
Structural 40
Reliability 35
Going First 33
Going Second 42

Deck — Deck Power Evaluation

Final Contextual Deck Power: 29/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 40
Going First 33
Going Second 42
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Toolbox
  • Secondary strategies: Stun, Midrange
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Not reliably established. The list has no working Fiendsmith or Musket finisher line. Fiendsmith's Lacrima and Magical Musketeer Max are the only closers, and Caesar is illegal.; Chip damage from Mulcharmy and Unchained beaters plus Lacrima's ATK reduction, if the engine lines connect.
  • Turn 1 (going first): Open Mulcharmy Fuwalos or Purulia and Magical Musketeer Starfire or Caspar, search Musket Spells with the summons, and hold Solemn and Ash Blossom for the opponent's first activation.
  • Turn 2 (going second): Use the hand traps (Ash Blossom, Ghost Ogre, Droll & Lock Bird, Nibiru, Red Reboot, Maxx C) to answer the first summon, then rebuild with Mulcharmy draws. The list does not contain a reliable going-second board breaker.
  • Recovery: Mulcharmy draws, Fabled Lurrie recursion, and Magical Musket recursion from the GY. Recovery is slow because most cards are one-of tech with no engine behind them.
  • After siding: No side deck is registered, so there is no post-side plan. Any future side would have to fix the two Forbidden cards and the four-archetype conflict.

Why it scores here

The score comes from the system, not from the cards. The list is a Toolbox pile across at least four archetypes (Magical Musket, Fiendsmith, Mulcharmy, Solemn) plus stray Unchained, Fabled, Harpie, Elemental HERO and D/D cards, so no single engine is reliably live on turns 1 and 2. Interaction is the strongest part: three Solemn-named traps, Mind Mirror Force, two Ash Blossom and several other hand traps and tech cards give high end-board interaction (D7 60, Inferred). Conversion is weak. The combo evidence is empty, so the floor and ceiling are text-only inferences (D3 and D4 about 30). The closing power is thin (D9 35) because the usual Fiendsmith and Musket finishers are missing and the Caesar boss is illegal. Two Forbidden cards make the list illegal in OCG, so this is a theoretical, structural-only read. Popularity and the archetype usage stats were not used to raise the score, and the card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 Only 1 copy each of Lacrima and Engraver, and the Fiendsmith and Musket starters split across three engines; the 0.94 archetype-core figure counts cards from several archetypes, so it overstates access (Inferred).
D2 Opening-Hand Quality & Brick Management 35 22 singleton slots, 16 negation or removal text cards and 20 tech cards give a high dead-card rate in opening hands; Mulcharmy draw dumps partly cover this (Inferred).
D3 Combo Conversion & Ceiling 30 No parseable boards, so the ceiling cannot be measured; the best line is only a text-based read of Musket plus Fiendsmith plus Mastermind-less Link chains (Inferred).
D4 Combo Floor & Median Output 30 No recorded boards exist, so the median output cannot be measured; expected median is low because starters are scattered across engines (Inferred).
D5 Interruption Resilience & Route Redundancy 45 Three Solemn traps, two Ash Blossom and Ghost Ogre give independent answers to a disruption, but no two starters recover the same line (Inferred).
D6 Resource Economy, Recovery & Grind 40 Mulcharmy hand-size draws, Fabled Lurrie recursion and several searchers give some grind, though most Fiendsmith and Musket recursion is missing (Inferred).
D7 End-Board & Interaction Quality 60 Interaction density is high: Mind Mirror Force, Solemn Judgment and Strike and Accusation, Ash Blossom, Ghost Ogre, Red Reboot, Dimensional Barrier and Crossout Designator (Inferred semantic read of card text; flags verified).
D8 Going-Second & Board-Breaking Power 50 Hand traps and negation give some going-second answers, but there is no reliable board breaker, and the Caesar boss is illegal (Inferred).
D9 Offensive Pressure & Closing Power 35 Closers are Lacrima and Musket Max; Rextremende, Agnumday, Sequence, the Mastermind and Caesar are absent, so the end-board is weak (Inferred from list composition).
D10 Main Deck Efficiency & Flexibility 40 Legal size (55 main) but 35 distinct cards, 18.6 percent exact-archetype purity and 57 off-archetype copies, so the main is incoherent (Verified composition).
D11 Extra Deck Efficiency & Coverage 45 15 Extra slots hold 7 Fusion, 7 Link and 1 XYZ across Fiendsmith, Musket, Unchained, Elemental HERO and D/D; Caesar is forbidden, so the Extra mixes three to four unrelated plans (Verified composition, Inferred coverage).
D12 Side Deck Adaptability 10 No side deck (0 cards); no post-side plan is possible (Verified).
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; format fit is provisional, and the banned cards alone make the list off-format (Provisional).
D14 Pilotability & Error Tolerance 35 Four archetypes plus many one-of tech cards means many decision points and turn-by-turn branching; the error tolerance is low (Inferred from list shape).

How the score was computed

Strategy profile: Toolbox. Structural ≈ 40, Going First ≈ 33, Going Second ≈ 42, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-6); engine conflicts (-4). Final formula: Illegal cap: 0.80*Structural(40) + 0.20*TournamentReliability(35) = 39, then context modifiers -10 = 29 (theoretical, structural-only; 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

  • Interaction density is high: three Solemn-named traps, Mind Mirror Force, two Ash Blossom and several hand traps.
  • Mulcharmy draw engine gives some hand-size grind.
  • Starters from the main deck are reachable through Musket and Fiendsmith searchers.

Weaknesses

  • Two Forbidden cards make the list illegal in OCG.
  • No side deck.
  • Four archetypes compete for the same starter slots, with low archetype purity at 18.6 percent.
  • Closing power is thin: the usual Fiendsmith and Musket finishers and the Caesar boss are missing or illegal.
  • No recorded boards, so the combo ceiling and median are unmeasured.

Critical choke points

  • Two Forbidden cards: Triple Tactics Talent and D/D/D Wave High King Caesar.
  • No reliable starter that opens a full line on turn 1 across the four engines.
  • No side deck, so there is no post-side path to fix the list.
Priority Remove Add Reason
1 Triple Tactics Talent and D/D/D Wave High King Caesar Legal Musket or Fiendsmith cards (for example Magical Musket Mastermind Caspar or Fiendsmith's Rextremende) Removes the illegal status so the deck can receive a normal score.
2 Off-archetype tech such as Unchained, Fabled Lurrie, Harpie's Feather Duster and Elemental HERO Flame Wingman Core Musket or Fiendsmith starters Raises the starter density and reduces the engine conflicts.
3 None A 10–15 card side deck Gives a post-side plan, which is missing entirely.

Evidence & confidence

  • Verified: Triple Tactics Talent and D/D/D Wave High King Caesar are Forbidden in OCG and both are run (legality).; Main deck is 55 cards, Extra 15, Side 0; the main size is inside the 40–60 OCG range.; Exact archetype purity is 18.6 percent, with 13 of 70 exact-name copies (composition).
  • Inferred: Starter probabilities: P(at least one of 3 copies in a 5-card hand) = 0.2529 (hypergeometric).; Interaction density is high based on card-text reads of traps and Quick Spells.; Engine split across four archetypes lowers consistency.
  • Provisional: Meta power and format fit (no dated meta sample; no tournament link).
  • 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, going-second, matchup, or brick and starter rates. Meta Power is provisional without a dated metagame sample. No side deck, so post-side performance cannot be assessed.

More OCG Info

Magical Musket

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