Instructions for playing Magical Musket

Instructions for playing Magical Musket

Magical Musket is an interesting card clan with control gameplay using magic cards and unexpected traps from the player's hand. Let's look at the gameplay of this deck and find the appropriate build deck direction.

The art is so cool, I think it will have quite an impact on the meta of Duel Links because this is a F2P deck that is very easy to find and friendly to Newbies.

Overall rating: 7/10




Quickview

Magical Musket is a card clan that includes linked monsters, spells, and traps

  • Magical Musketeer monsters allow you to use spells and traps by activating them from your hand.
  • Magical Musket spells and traps can only be activated when you have a Magical Musketeer monster.
  • The most special thing is that Magical Musketeer monsters can activate trigger effects if spells or traps (even if they are not Magical Muskets) activate on the same column they are standing on. (quite similar to Mekk-Knights)



Skill

 

Balance (Skill Card) (74%)

UR Rarity
Balance (Skill Card)
UR Rarity
Balance (Skill Card)
Balance (Skill Card)
Balance (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Your starting hand will reflect the card balance of your Deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck. You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn.


This skill is very good, because it guarantees us a pretty good, even beautiful hand. We can ignore all the disadvantages since you can do everything on your opponent's turn and not special summon on turn one.



Core Monster

The characteristic of Magical Musketeer monsters is that each monster has 2 effects:

  • You can activate Magical Musket spells and traps right from your hand.
  • These monsters have trigger effects when spells and traps activate in the same column as them.

Magical Musketeer Caspar (x3)

R Rarity
Magical Musketeer Caspar
R Rarity
Magical Musketeer Caspar
Magical Musketeer Caspar
LIGHT 3
Magical Musketeer Caspar
  • ATK:

  • 1200

  • DEF:

  • 2000


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.


Best card in the deck, it's simply great. You can normally summon Caspar, Pass the next turn, and then on your opponent's turn, you can interrupt them with anything. It can also search for any type of annoying enemy jamming, so if you need Destroy or Negate, Caspars has your back.

Magical Musketeer Starfire (x2-x3)

R Rarity
Magical Musketeer Starfire
R Rarity
Magical Musketeer Starfire
Magical Musketeer Starfire
LIGHT 4
Magical Musketeer Starfire
  • ATK:

  • 1300

  • DEF:

  • 1700


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.


The second best card in the archetype, this card summons caspar from the deck. You can also use this for R4 plays on Turn 3. The problem with this is that you need 2 activations for this card to work, but unless you're extremely unlucky, Balance will do this helps you.

Magical Musketeer Wild (x1)

N Rarity
Magical Musketeer Wild
N Rarity
Magical Musketeer Wild
Magical Musketeer Wild
LIGHT 4
Magical Musketeer Wild
  • ATK:

  • 1700

  • DEF:

  • 900


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 3 "Magical Musket" cards in your GY; shuffle all 3 into the Deck, then draw 1 card. You can only use this effect of "Magical Musketeer Wild" once per turn.


Usually played or summoned by Starfire with the usual grave resource recovery effect, draw and nothing too special

Magical Musketeer Kidbrave (x0-x1)

UR Rarity
Magical Musketeer Kidbrave
UR Rarity
Magical Musketeer Kidbrave
Magical Musketeer Kidbrave
LIGHT 3
Magical Musketeer Kidbrave
  • ATK:

  • 1600

  • DEF:

  • 200


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.


Discard 1 Magical Musket from your hand, draw 2. The effect is as simple as this and the resource exchange is not very profitable, so this card will usually appear quite rarely in versions of the Magical Musket deck.

Magical Musketeer Doc (x1)

N Rarity
Magical Musketeer Doc
N Rarity
Magical Musketeer Doc
Magical Musketeer Doc
LIGHT 3
Magical Musketeer Doc
  • ATK:

  • 1400

  • DEF:

  • 1200


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.


Unlike Casper, Doc will return Magical Musket cards from the grave to his hand. A simple form of resource recovery, this will be a good choice at late game when both sides have used up most of the resources.



Magical Musket tech

 

Magical Musket - Steady Hands (x1)

N Rarity
Magical Musket - Steady Hands
N Rarity
Magical Musket - Steady Hands
Magical Musket - Steady Hands
Spell Quick
Magical Musket - Steady Hands

    Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.


    Doubles the ATK of 1 of your Magical Musketeer monsters but cannot attack directly (targeted).

    Magical Musket - Cross-Domination (x3)

    SR Rarity
    Magical Musket - Cross-Domination
    SR Rarity
    Magical Musket - Cross-Domination
    Magical Musket - Cross-Domination
    Spell Quick
    Magical Musket - Cross-Domination

      If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.


      1 face-up monster on the field attacks to 0 and the effect is disabled (targeted). Best spell of this Archetype.

      Magical Musket - Desperado (x3)

      R Rarity
      Magical Musket - Desperado
      R Rarity
      Magical Musket - Desperado
      Magical Musket - Desperado
      Trap Normal
      Magical Musket - Desperado

        If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.


        Archetype's best trap is only Destroying 1 face-up card on the field (with target).

        Magical Musket - Dancing Needle (x2)

        N Rarity
        Magical Musket - Dancing Needle
        N Rarity
        Magical Musket - Dancing Needle
        Magical Musket - Dancing Needle
        Trap Normal
        Magical Musket - Dancing Needle

          If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.


          We need 6 Traps for the Balance skill to work, so this is necessary, but this card is not bad. It affects almost the entire meta in some way, and the worst case scenario is Search caspar or summon Starfire.

          Magical Musket - Fiendish Deal (x1)

          N Rarity
          Magical Musket - Fiendish Deal
          N Rarity
          Magical Musket - Fiendish Deal
          Magical Musket - Fiendish Deal
          Trap Continuous
          Magical Musket - Fiendish Deal

            "Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn.


            This card is usually reserved for dealing with Dark holes, but there are many other cards with destruction effects so it will probably affect quite a few cards.



            Tech

             

            Pot of Duality (x2)

            UR Rarity
            Pot of Duality
            UR Rarity
            Pot of Duality
            Pot of Duality
            Spell Normal
            Pot of Duality

              Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.




              Tag(s):

              Using this card for the same reason as the Balance skill, helps us increase stability but is not affected too much by its side effects.

              Forbidden Lance (x3)

              UR Rarity
              Forbidden Lance
              UR Rarity
              Forbidden Lance
              Forbidden Lance
              Spell Quick
              Forbidden Lance

                Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


                I will talk more about the current Meta staple later, but in reality we really need x3 Lance to counter cards like Book of moon or a series of other staples.

                Reducing 800 ATK is also a pretty big number in Duel Links when Magical Muskets also have low ATK, thereby allowing them to defeat enemy monsters.

                Ties of the Brethren (x2-x3)

                UR Rarity
                Ties of the Brethren
                UR Rarity
                Ties of the Brethren
                Ties of the Brethren
                Spell Normal
                Ties of the Brethren

                  Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card.


                  The monster Spam effect is huge and of course the Magical Muskets are all the same Type and Attribute, so a full field card is an EZ thing.

                  However, with so many side effects, it really isn't used much. In addition to having to pay 2000LP (half cmnr :V), we can't attack on the turn we use this card.

                  Compulsory Evacuation Device (x1)

                  UR Rarity
                  Compulsory Evacuation Device
                  UR Rarity
                  Compulsory Evacuation Device
                  Compulsory Evacuation Device
                  Trap Normal
                  Compulsory Evacuation Device

                    Target 1 monster on the field; return that target to the hand.


                    return :v



                    Extra deck

                    Currently, Magical Musket's Link has not yet arrived at duel links, so the 100% extra here are leaves that have nothing to do with Magical Musket but only have the effect of increasing and adding strength to the deck :v

                    Rank 3 xyz cards

                    SR Rarity
                    Number 20: Giga-Brilliant
                    SR Rarity
                    Number 20: Giga-Brilliant
                    Number 20: Giga-Brilliant
                    LIGHT
                    Number 20: Giga-Brilliant
                    • ATK:

                    • 1800

                    • DEF:

                    • 1800


                    2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card; all face-up monsters you currently control gain 300 ATK.


                    R Rarity
                    Digital Bug Corebage
                    R Rarity
                    Digital Bug Corebage
                    Digital Bug Corebage
                    LIGHT
                    Digital Bug Corebage
                    • ATK:

                    • 2200

                    • DEF:

                    • 1800


                    2 or more Level 5 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 3 or 4 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card, then target 1 Defense Position monster your opponent controls; shuffle it into the Deck. Once per turn, if the battle position of a monster(s) on the field is changed (except during the Damage Step): You can attach 1 Insect-Type monster from your Graveyard to this card as Xyz Material.


                    SR Rarity
                    Super Quantal Mech Beast Grampulse
                    SR Rarity
                    Super Quantal Mech Beast Grampulse
                    Super Quantal Mech Beast Grampulse
                    WATER
                    Super Quantal Mech Beast Grampulse
                    • ATK:

                    • 1800

                    • DEF:

                    • 2800


                    2 Level 3 monsters Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it. This effect can be activated during either player's turn, if this card has "Super Quantum Blue Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.


                    SR Rarity
                    The Phantom Knights of Break Sword
                    SR Rarity
                    The Phantom Knights of Break Sword
                    The Phantom Knights of Break Sword
                    DARK
                    The Phantom Knights of Break Sword
                    • ATK:

                    • 2000

                    • DEF:

                    • 1000


                    2 Level 3 monsters Once per turn: You can detach 1 material from this card, then target 1 card you control and 1 card your opponent controls; destroy them. If this Xyz Summoned card is destroyed: You can target 2 "The Phantom Knights" monsters with the same Level in your GY; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.


                    UR Rarity
                    Number 47: Nightmare Shark
                    UR Rarity
                    Number 47: Nightmare Shark
                    Number 47: Nightmare Shark
                    WATER
                    Number 47: Nightmare Shark
                    • ATK:

                    • 2000

                    • DEF:

                    • 2000


                    2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.


                    Because most Magical Musket monsters are level 3, it is not too difficult to understand how we can take advantage of the strongest rank 3 XYZ in duel links.

                    As for Number 20, we can from there XYZ overlap the Digital bug corebage and can return monsters to defense position in certain cases.

                    Knightmare Phoenix and Knightmare Unicorn (Knightmare Link)

                    SR Rarity
                    Knightmare Phoenix
                    SR Rarity
                    Knightmare Phoenix
                    Knightmare Phoenix
                    FIRE
                    Knightmare Phoenix
                    • ATK:

                    • 1900

                    • LINK-2

                    Link Arrow:

                    Top

                    Right


                    2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                    UR Rarity
                    Knightmare Unicorn
                    UR Rarity
                    Knightmare Unicorn
                    Knightmare Unicorn
                    DARK
                    Knightmare Unicorn
                    • ATK:

                    • 2200

                    • LINK-3

                    Link Arrow:

                    Left

                    Bottom

                    Right


                    2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                    New Knightmare monsters appear with summoning conditions that do not require too many limits but come with extremely useful effects such as returning or destroying Backrow.

                    In addition, Knightmare has quite a good amount of ATK and gives us extra draws.

                    Some other useful random links

                    UR Rarity
                    Decode Talker
                    UR Rarity
                    Decode Talker
                    Decode Talker
                    DARK
                    Decode Talker
                    • ATK:

                    • 2300

                    • LINK-3

                    Link Arrow:

                    Top

                    Bottom-Left

                    Bottom-Right


                    2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


                    SR Rarity
                    Brute Enforcer
                    SR Rarity
                    Brute Enforcer
                    Brute Enforcer
                    DARK
                    Brute Enforcer
                    • ATK:

                    • 1600

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 Effect Monsters You can discard 1 card, then target 1 face-up card your opponent controls; your opponent can discard 1 card with the same original card type (Monster, Spell, or Trap) as that face-up card to negate this effect, otherwise destroy that face-up card. You can only use this effect of "Brute Enforcer" once per turn.


                    UR Rarity
                    Code Talker
                    UR Rarity
                    Code Talker
                    Code Talker
                    DARK
                    Code Talker
                    • ATK:

                    • 1300

                    • LINK-2

                    Link Arrow:

                    Top

                    Bottom


                    2 Effect Monsters Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster.


                    UR Rarity
                    Amphibious Swarmship Amblowhale
                    UR Rarity
                    Amphibious Swarmship Amblowhale
                    Amphibious Swarmship Amblowhale
                    FIRE
                    Amphibious Swarmship Amblowhale
                    • ATK:

                    • 2600

                    • LINK-4

                    Link Arrow:

                    Left

                    Bottom

                    Bottom-Right

                    Right


                    2+ Effect Monsters Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn. ● If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it. ● If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.


                    Perhaps we use these cards to fill the slots of the Extra deck, but they will also bring certain benefits.

                    Hip Hoshiningen (x1)

                    R Rarity
                    Hip Hoshiningen
                    R Rarity
                    Hip Hoshiningen
                    Hip Hoshiningen
                    LIGHT
                    Hip Hoshiningen
                    • ATK:

                    • 1400

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 LIGHT monsters All LIGHT monsters on the field gain 500 ATK/DEF, also all DARK monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 LIGHT monster in your GY; add it to your hand. You can only use this effect of "Hip Hoshiningen" once per turn.


                    A card that is not too strong, however it will buff our Magical Muskets by 500 ATK/Def, quite good since the Magical Muskets are all light type but have quite low ATK.

                    In addition, if the opponent destroys this card by luck, we can also restore a resource from the grave (quite unnecessary when we already have wild or doc :V)



                    A few words to say: V

                    • Your searches will be triggering effects, so you will need your ON if you want to Popping a countinous card with triggering effects like DM Circle etc by searching desperado early.
                    • Cross-Domination in Damage may not activate your Musket plusses, but it has an effect and is used to deal with cards like Void Seer or Mekk-Knight Purple Nightfall that cannot be used in the Damage Step. You need to really consider when it's appropriate to give up searching to gain an advantage.
                    • Save Forbidden Lance for your turn whenever possible. I know you want that bonus in your End Phase... but if you take Dark Holed or Booked, well... I told you so. :-)
                    • The weakness of the deck is that the effects of monsters allow you to use spells and traps from your hand, which can easily be disabled and destroy cards in your hand.

                    Ties of the Brethren combo

                    N Rarity
                    Magical Musketeer Doc
                    N Rarity
                    Magical Musketeer Doc
                    Magical Musketeer Doc
                    LIGHT 3
                    Magical Musketeer Doc
                    • ATK:

                    • 1400

                    • DEF:

                    • 1200


                    During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.


                    UR Rarity
                    Magical Musketeer Kidbrave
                    UR Rarity
                    Magical Musketeer Kidbrave
                    Magical Musketeer Kidbrave
                    LIGHT 3
                    Magical Musketeer Kidbrave
                    • ATK:

                    • 1600

                    • DEF:

                    • 200


                    During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.


                    R Rarity
                    Magical Musketeer Caspar
                    R Rarity
                    Magical Musketeer Caspar
                    Magical Musketeer Caspar
                    LIGHT 3
                    Magical Musketeer Caspar
                    • ATK:

                    • 1200

                    • DEF:

                    • 2000


                    During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.


                    UR Rarity
                    Ties of the Brethren
                    UR Rarity
                    Ties of the Brethren
                    Ties of the Brethren
                    Spell Normal
                    Ties of the Brethren

                      Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card.


                      Here are 3 monsters that can be summoned with Ties of the Brethren. You need to have 1 Magical Musket monster on the field .

                      Most of the monsters will be level 3 and 4, so you can easily summon them to the field and it is not necessary to use this Combo because it will probably be limited by Balance.


                      Caspar can help you pull up one more necessary spell or trap from your deck to your hand so you have more cards to play during your opponent's turn.

                      Kidbrave helps you exchange extra Magical Musket cards in your hand for 2 other cards drawn from the deck.

                      Doc is an extremely important monster in the late and mid game stages, this monster will replace Caspar because at this point almost all the cards have been used and are in the grave.

                      Magical Musket - Desperado, Magical Musketeer Starfire and Magical Musket - Cross-Domination (Control gameplay)

                      R Rarity
                      Magical Musket - Desperado
                      R Rarity
                      Magical Musket - Desperado
                      Magical Musket - Desperado
                      Trap Normal
                      Magical Musket - Desperado

                        If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.


                        R Rarity
                        Magical Musketeer Starfire
                        R Rarity
                        Magical Musketeer Starfire
                        Magical Musketeer Starfire
                        LIGHT 4
                        Magical Musketeer Starfire
                        • ATK:

                        • 1300

                        • DEF:

                        • 1700


                        During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.


                        SR Rarity
                        Magical Musket - Cross-Domination
                        SR Rarity
                        Magical Musket - Cross-Domination
                        Magical Musket - Cross-Domination
                        Spell Quick
                        Magical Musket - Cross-Domination

                          If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.


                          You'll play control-wise using Cross-Domination , Desperado , and other combo-hindering cards. But spell and trap cards can only be activated (either from the hand or the field) only when you have Magical Musket monsters on the field.


                          Starfire helps you summon the above monsters very easily. Starfire 's special summoning effects   You must summon monsters in defense position, and Starfire limits you to summoning monsters of level 4 or lower.




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