Magical Musket Gameplay Guide

Magical Musket Gameplay Guide

Magical Musket is back strong with the support of the 3rd strongest engine in yu-gi-oh, fiendsmith, below invoked and goku.


The deck's playstyle is to control around spells/traps while keeping an eye on your Magical Musket monster column to optimize resources.

Sections covered in this guide:




CORE

Magical Musket monsters share one important thing in common:


+ can use Magical Musket spell/trap in hand

+ spell/trap (doesn't matter if it's Magical Musket's or not) clicking on the same tile as Magical Musket monsters will trigger a certain effect

Magical Musketeer Starfire (x3)

SR Rarity
Magical Musketeer Starfire
SR 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.


has the ability to pull 1 Magical Musket Level 4 or lower body straight from deck to field, this is important because you have as many monsters as possible as well as jumping straight to field instead of searching to hand (+1 body on field) as well as 2 bodies to fiendsmith :)

Magical Musketeer Calamity (x1)

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

  • 1500

  • DEF:

  • 1300


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 1 "Magical Musket" monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Magical Musketeer Calamity" once per turn.


pull back 1 body from the grave, to increase the monsters on the field, the more monsters the easier to control the field, and of course with 2 bodies we will have cumbo fiendsmith or xyz

Magical Musketeer Caspar (x2-3)

SR Rarity
Magical Musketeer Caspar
SR 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.


When a spell/trap is activated in this card column, add a Magical Musket monster/spell/trap to your deck or hand, except for a card of the same name that is activated in this card column.


Usually we will search for spell/trap, a card from hand should avoid broom or similar backrow bombardment

Magical Musketeer Doc (x1)

R Rarity
Magical Musketeer Doc
R 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.


When a Magical Musket spell/trap is activated on the same card column, restore a Magical Musket monster/spell/trap from the grave to the hand, but not with the same name as the card that was activated


In general, the recovery effect is important because these spells/traps usually bring x1, but because they can be searched and jumped straight to the field, x1 is enough.

Magical Musket - Cross-Domination (x1)

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.


    Has the ability to go both turns 1 and 2 well, reduces ATK/DEF to 0 to help punch through the enemy's field more easily, and negates monster effects to block enemy combos or disrupt you.

    Magical Musket - Dancing Needle (x1)

    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.


      banish both players, up to 3 cards, supports the ability to disrupt gameplay from enemy graves, especially in the current meta, many decks use graves

      Magical Musket - Desperado (x1)

      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.


        Shoots monsters/magic/traps, unfortunately only shoots face-up cards, so when the enemy has their cards face-down, they can't do anything, sometimes they can't destroy annoying cards, but never mind, this card can also be used on turn 1 or 2, both are good, disrupting the enemy or destroying the field for your combo

        Magical Musket - Last Stand (x1)

        R Rarity
        Magical Musket - Last Stand
        R Rarity
        Magical Musket - Last Stand
        Magical Musket - Last Stand
        Trap Counter
        Magical Musket - Last Stand

          When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.


          counter trap negate is spell/trap and has destroy, you can block called by the graved or spell/trap that breaks your combo


          Magical Musketeer Max (x1)

          UR Rarity
          Magical Musketeer Max
          UR Rarity
          Magical Musketeer Max
          Magical Musketeer Max
          LIGHT
          Magical Musketeer Max
          • ATK:

          • 1000

          • LINK-1

          Link Arrow:

          Bottom


          1 Level 8 or lower "Magical Musket" monster If this card is Link Summoned: You can activate 1 of these effects; ● Add "Magical Musket" Spells/Traps with different names from your Deck to your hand, up to the number of monsters your opponent controls. ● Special Summon "Magical Musket" monsters with different names from your Deck, up to the number of Spells/Traps your opponent controls. You can only use this effect of "Magical Musketeer Max" once per turn. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand.


          When this card is summoned link :

          Pulls monsters from deck to field, up to enemy controlled spells/traps

          Pull trap spells from deck to hand, up to enemy controlled monsters

          Strengths: With just 1 monster, you can pull a bunch of resources onto the field.

          Weakness: not counting whether the enemy's monsters/spells/traps have negates or not, even handtrap, this card is very painful if there is no protection

          Fiendsmith Engraver (x2 (due to semi-limit))

           Rarity
          Fiendsmith Engraver
           Rarity
          Fiendsmith Engraver
          Fiendsmith Engraver
          LIGHT 6
          Fiendsmith Engraver
          • ATK:

          • 1800

          • DEF:

          • 2400


          You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


          search and dance at the same time, level 6 supports Xyz, good material for fusion bla bla in general can dance in any match


          In addition, this card has a send effect to support the enemy's bait, super engine bait negate

          Fiendsmith's Tract (x3)

           Rarity
          Fiendsmith's Tract
           Rarity
          Fiendsmith's Tract
          Fiendsmith's Tract
          Spell Normal
          Fiendsmith's Tract

            Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


            Search for any Light Fiend monster, it doesn't have to be Fiendsmith, from here we have a new card called "Fiendsmith Lurrie", then discard 1 card


            You can banish this card and fuse it with a Fiendsmith monster, but only use materials from your hand and field.

            Fiendsmith's Sanct (x3)

             Rarity
            Fiendsmith's Sanct
             Rarity
            Fiendsmith's Sanct
            Fiendsmith's Sanct
            Spell Quick
            Fiendsmith's Sanct

              If you control no face-up monsters, or the only face-up monsters you control are LIGHT Fiend monsters: Special Summon 1 "Fiendsmith Token" (Fiend/LIGHT/Level 1/ATK 0/DEF 0), also you cannot declare attacks for the rest of this turn, except with Fiend monsters. If a face-up "Fiendsmith" monster(s) you control is destroyed by an opponent's card effect, while this card is in your GY: You can Set this card. You can only use each effect of "Fiendsmith's Sanct" once per turn.


              can search, has good combo starting ability, spawns body to serve combo and also self-restores when Fiendsmith monster is destroyed by enemy card effect

              Fabled Lurrie (x1)

              N Rarity
              Fabled Lurrie
              N Rarity
              Fabled Lurrie
              Fabled Lurrie
              LIGHT 1
              Fabled Lurrie
              • ATK:

              • 200

              • DEF:

              • 400


              When this card is discarded to the Graveyard, Special Summon it.


              Fiendsmith Lurrie


              Bring along only because discarded to the grave will jump into the air once per turn, +1 Light Fiend body for Fiendsmith combo

              Fiendsmith's Requiem (Korega Requiem From)

               Rarity
              Fiendsmith's Requiem
               Rarity
              Fiendsmith's Requiem
              Fiendsmith's Requiem
              LIGHT
              Fiendsmith's Requiem
              • ATK:

              • 600

              • LINK-1

              Link Arrow:

              Bottom


              1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


              With just 1 LIGHT Fiend ( Lurrie or Magical Musket are both fine), we will have a full combo Fiendsmith.


              This one pulls Fiendsmith from hand or deck to the field, and that's it. Although the effect is weak, you can pull Engraver , which searches for cards and jumps from the grave.

              equip from the field or grave to a monster other than Link LIGHT Fiend on the field, and the equipped monster increases ATK by 600, sounds a bit lame but it is lame, in return, Engraver gives 1 free send card so it's very cool

              Fiendsmith's Sequence (x1)

               Rarity
              Fiendsmith's Sequence
               Rarity
              Fiendsmith's Sequence
              Fiendsmith's Sequence
              LIGHT
              Fiendsmith's Sequence
              • ATK:

              • 1200

              • LINK-2

              Link Arrow:

              Bottom-Left

              Bottom-Right


              2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


              Fusion by shuffling resources from the grave to the deck, extremely easy to build with only 2 monsters, including 1 LIGHT Fiend - something this deck doesn't lack


              This card can equip itself from the field or Graveyard to a non-Link Light Fiend monster on the field; the equipped monster cannot be targeted by card effects.

              Fiendsmith's Lacrima and Fiendsmith's Desirae (x1)

               Rarity
              Fiendsmith's Lacrima
               Rarity
              Fiendsmith's Lacrima
              Fiendsmith's Lacrima
              LIGHT 6
              Fiendsmith's Lacrima
              • ATK:

              • 2400

              • DEF:

              • 2400


              2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


               Rarity
              Fiendsmith's Desirae
               Rarity
              Fiendsmith's Desirae
              Fiendsmith's Desirae
              LIGHT 9
              Fiendsmith's Desirae
              • ATK:

              • 2800

              • DEF:

              • 2400


              "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


              Lacrima : super powerful, only need 2 LIGHT Fiends to level up, pick up LIGHT Fiend monsters from grave or banish to hand or jump straight to the field, because pick up to hand, Engraver can activate eff from hand and search, expand combo


              If this card is sent to the graveyard, you can restore another LIGHT Fiend from the graveyard to your deck/extra deck and burn 1200 to your opponent.

                Desire : also 2 LIGHT Fiends but +1 Engraver as material, in return this card has a negate (quick effect) equal to the Link Rating of the Link monster equipped to this card

              This card will return to the grave like the other one, but will send 1 enemy monster/spell/trap to the grave instead of burning 1200

              D/D/D Wave High King Caesar (x1)

              R Rarity
              D/D/D Wave High King Caesar
              R Rarity
              D/D/D Wave High King Caesar
              D/D/D Wave High King Caesar
              WATER
              D/D/D Wave High King Caesar
              • ATK:

              • 2800

              • DEF:

              • 1800


              2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


              Paired with Fiendsmith, has the ability to negate monsters/spells/traps related to special summoning monsters, sometimes very good at blocking nibiru



              Staple

               

              Handtrap & Staple

              UR Rarity
              Triple Tactics Thrust
              UR Rarity
              Triple Tactics Thrust
              Triple Tactics Thrust
              Spell Normal
              Triple Tactics Thrust

                If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                UR Rarity
                Called by the Grave
                UR Rarity
                Called by the Grave
                Called by the Grave
                Spell Quick
                Called by the Grave

                  Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                  Tag(s):

                  UR Rarity
                  Ash Blossom & Joyous Spring
                  UR Rarity
                  Ash Blossom & Joyous Spring
                  Ash Blossom & Joyous Spring
                  FIRE 3
                  Ash Blossom & Joyous Spring
                  • ATK:

                  • 0

                  • DEF:

                  • 1800


                  When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                  UR Rarity
                  Maxx "C"
                  UR Rarity
                  Maxx "C"
                  Maxx "C"
                  EARTH 2
                  Maxx "C"
                  • ATK:

                  • 500

                  • DEF:

                  • 200


                  During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                  SR Rarity
                  Droll & Lock Bird
                  SR Rarity
                  Droll & Lock Bird
                  Droll & Lock Bird
                  WIND 1
                  Droll & Lock Bird
                  • ATK:

                  • 0

                  • DEF:

                  • 0


                  If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                  UR Rarity
                  Crossout Designator
                  UR Rarity
                  Crossout Designator
                  Crossout Designator
                  Spell Quick
                  Crossout Designator

                    Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                    Tag(s):

                    UR Rarity
                    Infinite Impermanence
                    UR Rarity
                    Infinite Impermanence
                    Infinite Impermanence
                    Trap Normal
                    Infinite Impermanence

                      Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                      UR Rarity
                      Triple Tactics Talent
                      UR Rarity
                      Triple Tactics Talent
                      Triple Tactics Talent
                      Spell Normal
                      Triple Tactics Talent

                        If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                        Tag(s):

                        This deck is very comfortable with staples, especially spells/traps that activate in the same column as Magical Musket to trigger their effects.

                        Kashtira Unicorn, Kashtira Birth and Kashtira Fenrir (Kashtira)

                        UR Rarity
                        Kashtira Unicorn
                        UR Rarity
                        Kashtira Unicorn
                        Kashtira Unicorn
                        WIND 7
                        Kashtira Unicorn
                        • ATK:

                        • 2500

                        • DEF:

                        • 2100


                        If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


                        SR Rarity
                        Kashtira Birth
                        SR Rarity
                        Kashtira Birth
                        Kashtira Birth
                        Spell Continuous
                        Kashtira Birth

                          You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


                          UR Rarity
                          Kashtira Fenrir
                          UR Rarity
                          Kashtira Fenrir
                          Kashtira Fenrir
                          EARTH 7
                          Kashtira Fenrir
                          • ATK:

                          • 2400

                          • DEF:

                          • 2400


                          If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.


                          bait negate free, good field destruction, big body, annoying disrupt, self-jumping, can search for spells to activate and stack Magical Musket to optimize effects

                          Bystials

                          UR Rarity
                          Chaos Angel
                          UR Rarity
                          Chaos Angel
                          Chaos Angel
                          DARK 10
                          Chaos Angel
                          • ATK:

                          • 3500

                          • DEF:

                          • 2800


                          1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                          SR Rarity
                          Bystial Baldrake
                          SR Rarity
                          Bystial Baldrake
                          Bystial Baldrake
                          DARK 6
                          Bystial Baldrake
                          • ATK:

                          • 2500

                          • DEF:

                          • 2000


                          You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


                          SR Rarity
                          Bystial Druiswurm
                          SR Rarity
                          Bystial Druiswurm
                          Bystial Druiswurm
                          DARK 6
                          Bystial Druiswurm
                          • ATK:

                          • 2500

                          • DEF:

                          • 2000


                          You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


                          UR Rarity
                          Bystial Magnamhut
                          UR Rarity
                          Bystial Magnamhut
                          Bystial Magnamhut
                          DARK 6
                          Bystial Magnamhut
                          • ATK:

                          • 2500

                          • DEF:

                          • 2000


                          You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


                          handtrap banishes the graveyard monsters - something that the current meta has a lot of, has disrupt and big body, can be synchronized into Chaos Angel , a monster that has both a big body and is a super punching bag

                          Angel Statue - Azurune and Silhouhatte Rabbit (negate summon)

                          SR Rarity
                          Angel Statue - Azurune
                          SR Rarity
                          Angel Statue - Azurune
                          Angel Statue - Azurune
                          Trap Continuous
                          Angel Statue - Azurune

                            Special Summon this card as an Effect Monster (Fairy/LIGHT/Level 4/ATK 1800/DEF 1800). (This card is also still a Trap.) Once per turn, when your opponent would Special Summon a monster(s) while this card is in your Monster Zone: You can send to the GY, 1 Continuous Trap in your Monster Zone that was Special Summoned from the Spell & Trap Zone; negate the Summon, and if you do, destroy that monster(s). When this card in the Monster Zone is destroyed by battle: You can destroy the monster that destroyed this card.


                            UR Rarity
                            Silhouhatte Rabbit
                            UR Rarity
                            Silhouhatte Rabbit
                            Silhouhatte Rabbit
                            LIGHT
                            Silhouhatte Rabbit
                            • ATK:

                            • 1500

                            • LINK-2

                            Link Arrow:

                            Bottom-Left

                            Bottom-Right


                            2 Effect Monsters If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Silhouhatte Rabbit" once per turn. If this card is Link Summoned: You can Set 1 Continuous Trap from your Deck with an effect that Special Summons itself as a monster, also this card cannot be used as Link Material this turn. If a card in the Spell & Trap Zone is Special Summoned to the Monster Zone (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it.


                            Rabbit only needs 2 monsters to get up, set permanent trap card from deck up, when there is a card in the spell/trap slot that jumps to the monster slot, you can shoot 1 enemy spell/trap


                            Trap card : negates enemy's special summon and destroys 1 or more monsters (if summoned at the same time)

                            Archfiend Eccentrick (greasy)

                            SR Rarity
                            Archfiend Eccentrick
                            SR Rarity
                            Archfiend Eccentrick
                            Archfiend Eccentrick
                            LIGHT 37
                            Archfiend Eccentrick
                            • ATK:

                            • 800

                            • DEF:

                            • 1000


                            [ Pendulum Effect ] You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. [ Monster Effect ] You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.


                            This LIGHT Fiend can shoot cards, play if you like

                            xyz

                            UR Rarity
                            Divine Arsenal AA-ZEUS - Sky Thunder
                            UR Rarity
                            Divine Arsenal AA-ZEUS - Sky Thunder
                            Divine Arsenal AA-ZEUS - Sky Thunder
                            LIGHT
                            Divine Arsenal AA-ZEUS - Sky Thunder
                            • ATK:

                            • 3000

                            • DEF:

                            • 3000


                            2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                            Tag(s):

                            UR Rarity
                            Evolzar Lars
                            UR Rarity
                            Evolzar Lars
                            Evolzar Lars
                            FIRE
                            Evolzar Lars
                            • ATK:

                            • 2500

                            • DEF:

                            • 1500


                            2 Level 6 monsters While this card has material, your opponent cannot target it with monster effects. When your opponent activates a card or effect (Quick Effect): You can detach 2 materials from this card, or just 1 material if all this card's materials are Reptile and/or Dinosaur, then target 1 face-up card your opponent controls; negate its effects until the end of this turn.


                            UR Rarity
                            Super Starslayer TY-PHON - Sky Crisis
                            UR Rarity
                            Super Starslayer TY-PHON - Sky Crisis
                            Super Starslayer TY-PHON - Sky Crisis
                            DARK
                            Super Starslayer TY-PHON - Sky Crisis
                            • ATK:

                            • 2900

                            • DEF:

                            • 2900


                            2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.


                            UR Rarity
                            Constellar Ptolemy M7
                            UR Rarity
                            Constellar Ptolemy M7
                            Constellar Ptolemy M7
                            LIGHT
                            Constellar Ptolemy M7
                            • ATK:

                            • 2700

                            • DEF:

                            • 2000


                            2 Level 6 monsters You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand.


                            R Rarity
                            D/D/D Wave High King Caesar
                            R Rarity
                            D/D/D Wave High King Caesar
                            D/D/D Wave High King Caesar
                            WATER
                            D/D/D Wave High King Caesar
                            • ATK:

                            • 2800

                            • DEF:

                            • 1800


                            2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


                            Rank 6 monsters


                            March 7th : easy to level up, push monsters from both players' field or graves to hand, sometimes you can restore your own goods instead of breaking the enemy board

                            Caesar : Fiendsmith is Fiend so we can get this guy, negate summon

                            Lars : not targeted by monsters, opp breathes, you negate

                            Those who are not Rank 6:

                            extremely easy to get

                            Zeus : easy to level up, no once per turn send, huge body

                            TY-PHON : easy to level up, pushes cards, specializes in dealing with big body spammers, generally enemies spam big body monsters without spells/traps, when encountering this monster, it is considered helpless, in return, after leveling up, it cannot summon monsters again until the end of the turn

                            S:P Little Knight and I:P Masquerena (couple circumstances)

                            UR Rarity
                            S:P Little Knight
                            UR Rarity
                            S:P Little Knight
                            S:P Little Knight
                            DARK
                            S:P Little Knight
                            • ATK:

                            • 1600

                            • LINK-2

                            Link Arrow:

                            Left

                            Right


                            2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                            UR Rarity
                            I:P Masquerena
                            UR Rarity
                            I:P Masquerena
                            I:P Masquerena
                            DARK
                            I:P Masquerena
                            • ATK:

                            • 800

                            • LINK-2

                            Link Arrow:

                            Bottom-Left

                            Bottom-Right


                            2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                            2 disrupt


                            I:P goes to S:P on enemy turn, S:P banishes 2 cards, while protecting S:P from being destroyed by effects

                            Moon of the Closed Heaven (x0-1)

                            UR Rarity
                            Moon of the Closed Heaven
                            UR Rarity
                            Moon of the Closed Heaven
                            Moon of the Closed Heaven
                            LIGHT
                            Moon of the Closed Heaven
                            • ATK:

                            • 1200

                            • LINK-2

                            Link Arrow:

                            Top

                            Top-Right


                            2 Effect Monsters You can target 1 face-up monster your opponent controls this card points to; this turn, if you Link Summon a Link-5 monster using this card you control, you can also use that monster your opponent controls as material. You can only use this effect of "Moon of the Closed Heaven" once per turn.


                            The deck is full of LIGHT Fiends so you can play it without playing it, but if you mix too much, for example Kashtira or Bystial, you can use this card to rotate Fiendsmith.




                            Companion unit:

                            - Yu-Gi-Oh! Guidance Vietnam





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