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
Balance (Skill Card) (74%)
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)
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)
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)
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)
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)
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)
Doubles the ATK of 1 of your Magical Musketeer monsters but cannot attack directly (targeted).
Magical Musket - Cross-Domination (x3)
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)
Archetype's best trap is only Destroying 1 face-up card on the field (with target).
Magical Musket - Dancing Needle (x2)
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)
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)
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)
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)
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.
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
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.
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.
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.
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)
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.
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
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.
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.
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)
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
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.
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.
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.
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)
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.
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.