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

Instructions for playing Magical Musket
Sections covered in this guide:
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
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.
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.
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 Musket tech
Tech
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.
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.
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
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.
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.
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.
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.
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.





































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