Magical Musket Deck #774898 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Starfire x3, Mulcharmy Fuwalos x3. Created Oct 28, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/28/2026
Main Deck (55)
- Buio the Dawn's Light x1
- Dipsea Fiend x1
- Droll & Lock Bird x1
- Fabled Lurrie x1
- Fiendsmith Engraver x1
- Lacrima the Crimson Tears x1
- Magical Musketeer Caspar x3
- Magical Musketeer Doc x1
- Magical Musketeer Starfire x3
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x2
- Unchained Soul of Sharvara x1
- Ash Blossom & Joyous Spring x2
- Ghost Ogre & Snow Rabbit x2
- Crossout Designator x1
- Fiendsmith's Sanct x3
- Fiendsmith's Tract x1
- Harpie's Feather Duster x1
- Hey, Space Trunade! x2
- Magical Musket - Cross-Domination x2
- Mutiny in the Sky x1
- Pot of Prosperity x1
- Triple Tactics Talent x1
- Ultimate Sky x1
- Dominus Purge x3
- Fiendsmith Kyrie x1
- Infinite Impermanence x3
- Magical Musket - Dancing Needle x1
- Magical Musket - Desperado x1
- Magical Musket - Last Stand x1
- Rivalry of Warlords x1
- Solemn Judgment x1
- Solemn Warning x2
Extra Deck (15)
- Aerial Eater x1
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Fiendsmith's Rextremende x1
- Luce the Dusk's Dark x1
- A Bao A Qu, the Lightless Shadow x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Magical Musket Mastermind Caspar x1
- Magical Musketeer Max x1
- S:P Little Knight x1
- Unchained Soul Lord of Yama x1
- Unchained Soul of Rage x1
- D/D/D Wave High King Caesar x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 37/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 48 |
| Going First | 45 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Toolbox
- Secondary strategies: Stun
- 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: Extra Deck boss monsters (Fiendsmith, Magical Musket and Link/Fusion bodies) built through Fiend-based engine sequencing, not verifiable from the evidence because no combos were supplied; Disruption-led grind: hand traps and negations stall the opponent until a Fiend or Musket board closes
- Turn 1 (going first): Open with Magical Musketeer Caspar or Starfire (3 copies each, about 25 percent to hold one in a 5-card hand) to set up Magical Musket Spell/Trap activations and search, then extend into a Fiendsmith or Musket Link (Inferred)
- Turn 2 (going second): Use the 6-card hand to hold Ash Blossom, Ghost Ogre, Nibiru and Solemn effects (about 76 percent to hold at least one hand trap) and break the opponent's first board before extending (Inferred)
- Recovery: Recover through Musket and Fiendsmith searchers (Engraver, Tract, Doc, Caspar) and Extra Deck Link summons; the lack of a verified combo line makes the depth of this recovery unverified (Inferred)
- After siding: No Side Deck is registered (0 cards), so there is no post-side plan; the deck cannot adapt between games in this list
Why it scores here
The score is capped low because the list is Illegal: three Forbidden cards (Triple Tactics Talent in the Main Deck, Aerial Eater and D/D/D Wave High King Caesar in the Extra Deck) are run at one copy each, so this is a theoretical, structural-only read. The deck holds two independent engines (Magical Musket with 14 exact-name copies and Fiendsmith with 13) plus Mulcharmy and a Solemn/Dominus interaction suite, which gives reasonable redundancy against single interruptions, but the purity is only 20 percent exact-name and the engines compete for the same 55 slots. Interaction is the strongest part of the system (17 negation-text cards, 11 hand traps, 17 removal-text cards), which supports the going-second board-breaking read. Conversion and floor output cannot be verified because no combos were supplied, and there is no Side Deck, no tournament link and no win-rate telemetry, so the consistency and matchup numbers are Inferred or Provisional. Popularity did not earn points: the Magical Musket core inclusion is high, but that only confirms the list is real, and the scores were not averaged from individual card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 55 | P(at least one 3-copy starter in 5 cards) = 0.25; archetype core group P(at least one in 5) = 0.95; core Caspar at 100 percent usage (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | Copy histogram 22 singletons, 6 doubles, 7 triples; 19 tech and 9 searchers add flexibility but also dead-card risk in a 55-card main (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No parseable boards; ceiling is text-only, Fiendsmith Lacrima/Desirae and Musket Link summons are plausible but unverified (Inferred) |
| D4 | Combo Floor & Median Output | 40 | Median output cannot be measured because combos_evidence total_combos = 0; scored conservatively below the ceiling (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | 11 hand traps and 17 negation-text cards give several independent answers, but the engines share many Fiend bodies (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | 9 searcher-text cards and recursion from Musket and Fiendsmith GY effects; net card advantage not measured (Inferred) |
| D7 | End-Board & Interaction Quality | 65 | 17 negation-text and 17 removal-text cards plus 11 hand traps across Solemn, Ash Blossom, Ghost Ogre and Musket traps (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second hand trap probability 0.76 for at least one in 6 cards; removal and negation breadth supports breaking a first board (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Closing relies on Extra Deck Fiendsmith and Link bodies; Rextremende, Agnumday and Sequence are not in this list, and Caesar is Forbidden (Verified card text, Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 35 | 55 Main Deck cards with 35 distinct and 20 percent exact-name archetype purity (56 off-archetype copies); low compactness (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 40 | 15 Extra Deck slots with 3 cards including 2 Forbidden Extra cards, so usable Extra coverage is lower than the slot count suggests (Verified legality) |
| D12 | Side Deck Adaptability | 10 | Side Deck is 0 cards, so no post-side adaptability exists in the registered list (Verified) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament link and no dated metagame sample; matchup and format fit are Provisional |
| D14 | Pilotability & Error Tolerance | 35 | Three archetypes and many decision points (Musket activations, Fiendsmith Equip/Link lines, Solemn costs) raise pilot error rate (Inferred) |
How the score was computed
Strategy profile: Toolbox weights used; Stun noted as secondary but not blended into the weight table. Structural ≈ 48, Going First ≈ 45, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-8); Engine conflict (-2). Final formula: Theoretical/structural-only (deck is Illegal): 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*48.25 + 0.20*40 - 10 = 36.6, rounded to 37
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
- Two engines (Magical Musket and Fiendsmith) give redundant starter access
- Dense interaction: 11 hand traps, 17 negation-text and 17 removal-text cards
- Core Musketeer starters at 3 copies each are well represented
Weaknesses
- Illegal list: three Forbidden cards must be removed before it can be played
- Low compactness: 20 percent exact-name archetype purity and 19 tech cards
- No Side Deck and no verified combo lines
- Two Forbidden Extra Deck slots reduce usable Extra coverage
Critical choke points
- Forbidden Triple Tactics Talent and Extra Deck Forbidden cards must be removed to make the list legal
- Hand-trap and negation density depends on opening a Fiend or Musket starter, which is about 25 percent per 3-copy card in a 5-card hand
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Triple Tactics Talent | A legal Musket or Fiendsmith searcher or starter (1 copy) | Forbidden card makes the list illegal; the replacement restores legality without changing the engine |
| 2 | Aerial Eater and D/D/D Wave High King Caesar (Extra Deck) | Legal Fiendsmith or Musket Fusion/Link bodies (e.g. Fiendsmith's Agnumday or Rextremende, if in format) | Two Forbidden Extra Deck cards waste Extra slots; legal Extra bodies restore boss coverage |
| 3 | Several tech singletons (e.g. Dipsea Fiend, Mutiny in the Sky) | A 1-3 Side Deck (0 cards currently registered) | A Side Deck would provide the post-side plan the deck currently lacks |
Evidence & confidence
- Verified: Illegal status: three Forbidden cards run (Triple Tactics Talent, Aerial Eater, D/D/D Wave High King Caesar); Main 55 / Extra 15 / Side 0 counts and size rules; Card texts and banlist statuses for the listed cards; Usage stats: Magical Musketeer Caspar 100 percent core inclusion
- Inferred: Starter consistency from hypergeometric draw odds; Interaction density from negation and removal text; Going-second hand-trap coverage; Pilot complexity from engine count
- Provisional: Meta Power (null, no dated metagame sample); Matchup and format fit (no tournament link)
- Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null; the list has no Side Deck registered
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