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 direction to build a deck.
Quick guide on how to play 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.
Core
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 Doc, Magical Musketeer Kidbrave and Magical Musketeer Caspar (Level 3 monsters of the card clan)
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.
Name | Trigger effect | Amount of play |
Caspar | Add 1 Magical Musket card from your deck to your hand | 3 |
Kidbrave | Discard 1 Magical Musket from hand, draw 2 | 2 – 3 |
Doc | Add 1 Magical Musket card from the Graveyard to your hand (no target) | 2 – 3 |
Magical Musketeer Starfire, Magical Musketeer Calamity and Magical Musketeer Wild (Level 4 monsters of the card clan)
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.
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.
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.
Name | Trigger effect | Amount of play |
Starfire | Summon 1 Magical Musketeer level 4 or lower from the deck | 3 |
Calamity | Summon 1 Magical Musketeer from the grave (with target) | first |
Wild | Return 3 Magical Muskets from the grave to the deck, then draw 1 | 0 – 1 |
Magical Musketeer Max (Play 3)
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.
Max is the deck's 1st link monster with the material being a level 8 or lower Magical Musketeer monster.
Max 's trigger effect will be activated when linked summoned instead of like other Magical Musketeer monsters:
- Take from the deck and add Magical Musket spells and traps to your hand up to the number of monsters your opponent controls.
- Summon Magical Musket monsters from your deck up to the number of spells and traps your opponent has.
Magical Musket - Steady Hands and Magical Musket - Cross-Domination (Deck spells (quick-play))
Name | Effect | Amount of play |
Cross-Domination | 1 face-up monster on the field attacks to 0 and the effect is disabled (targeted). | 3 |
Steady Hands | Doubles the ATK of 1 of your Magical Musketeer monsters but cannot attack directly (targeted). | 0 – 1 |
The deck's trap cards
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.
Magical Musket - Crooked Crown
You can only control 1 "Magical Musket - Crooked Crown". During the Main Phase: You can Special Summon 1 "Magical Musket" monster from your hand, and if you do, if your opponent's Main Monster Zone in that monster's current column is unused, that zone cannot be used until the end of this turn (even if this card leaves the field). You can only use this effect of "Magical Musket - Crooked Crown" once per turn.
Name | Effect | Amount of play |
Desperado (normal trap) | Destroy 1 face-up card on the field (with target). | 3 |
Last Stand (counter trap) | Disable the activation of spells and traps. | 3 |
Dancing Needle (normal trap) | Discard up to 3 cards from 2 players' graves (with target). | twelfth |
Fiendish Deal (continuous trap) | Your Magical Musket monster is not destroyed by effects. When sent to the grave by your opponent, you can add 1 Magical Musket card from your deck or grave to your hand (no target). | 0 – 1 |
Bloody Crown (continuous trap) | Summons 1 Magical Musket from hand and can lock 1 monster slot in the same column as the summoned monster. | 0 – 1 |
Other support cards
Hand trap and break board.
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
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.
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.
Hand traps and anti-hand trap cards are an indispensable component in today's decks.
You can actively use spells and traps to activate the trigger effects of Magical Musket monsters.
Linkuriboh, Instant Fusion and Millennium-Eyes Restrict (Fusion package)
Linkuriboh
ATK:
300
LINK-1
Link Arrow:
Bottom
1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.
Millennium-Eyes Restrict
ATK:
0
DEF:
0
"Relinquished" + 1 Effect Monster Once per turn, when your opponent activates a monster effect (Quick Effect): You can target 1 Effect Monster your opponent controls or in their GY; equip that target to this card you control. This card gains ATK/DEF equal to that equipped monster's. Monsters with that equipped monster's name cannot attack, also their effects on the field and their activated effects are negated.
Instant Fusion can summon Millennium-Eyes Restrict to protect you from hand trap monsters. After completing the combo, you can turn Millennium-Eyes Restrict into Linkuriboh to protect your Magical Musket monsters through battle.
Upstart Goblin (Support drawing cards)
Upstart Goblin, when activated in the same column as Magical Musket monsters, will become a +1 card instead of +0 when used in other decks.
Support drawing cards
Pot of Prosperity
Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.
Pot of Desire , Pot of Duality , Pot of Prosperity , Pot of Extravagance are extremely good draw support cards for this strategy. You can use a deck with 2 of these Pots to increase the ability to pull out key cards.
Ties of the Brethren (Summon support)
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.
Ties of the Brethren will summon 2 more Magical Musketeers from your deck, increasing the number of monsters on your field. Furthermore, this card also helps you trigger the effect of a Magical Musketeer monster when used in the same column as that monster (except Starfire and Calamity ).
xyz monsters can be used in the deck
Evilswarm Exciton Knight
ATK:
1900
DEF:
0
2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.
Number 41: Bagooska the Terribly Tired Tapir
ATK:
2100
DEF:
2000
2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
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.
Link monsters can be used in the deck
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.
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.
Ningirsu the World Chalice Warrior
ATK:
2500
LINK-3
Link Arrow:
Left
Top
Right
2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
Accesscode package
Crystron Halqifibrax
ATK:
1500
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including a Tuner If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect): You can banish this card you control; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn.
Selene, Queen of the Master Magicians
ATK:
1850
LINK-3
Link Arrow:
Bottom-Left
Bottom
Bottom-Right
2+ monsters, including a Spellcaster monster If this card is Link Summoned: Place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. While an "Endymion" card(s) is on the field, your opponent's monsters cannot target this card for attacks. Once per turn, during the Main Phase (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 Spellcaster monster from your hand or GY in Defense Position, to your zone this card points to.
Accesscode Talker
ATK:
2300
LINK-4
Link Arrow:
Top
Left
Bottom
Right
2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".
Because this is a very weak deck in terms of attack ability and cannot end the game early, the Accesscode package can help you otk more quickly.
Only need 2 monsters to get to Needlefiber . The drawn tuner monster is a Spellcaster monster ( Veiler is a common hand trap and a spellcaster monster).
Continue climbing the rating link to the monster Selene . Selene continues to pull back Veiler from the grave to climb Accesscode with bombardment ability and +3000ATK.
How to play
Magical Musketeer Kidbrave, Magical Musketeer Caspar and Magical Musketeer Starfire (3 strong monsters at the beginning of the game)
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.
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 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.
Magical Musket - Desperado, Magical Musket - Last Stand and Magical Musket - Cross-Domination (The 3 cards are played around strategy)
You will play control-oriented using Cross-Domination , Desperado , Last Stand and other cards that can hinder combos.
Magical Musketeer Doc, Magical Musketeer Kidbrave and Magical Musketeer Caspar (Set of 3 monsters can be summoned with Ties of the Brethren)
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.
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 time almost all the cards have been used and are in the grave.
Magical Musketeer Starfire and Magical Musketeer Calamity (2 monsters support the ability to increase the number of monsters)
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.
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.
Starfire helps you summon the above monsters very easily. Calamity will replace Starfire in the late game stages.
Magical Musketeer Max (Always an important monster of the deck)
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.
Max is a monster that adds a lot of resources to the deck. This effect can be used to bait your opponent's disruptions if you intend to activate other more important cards.
Max only has a unique trigger effect that activates when summoned. When you decide to summon Max, you must have a way to summon other Magical Musketeer monsters for a backup strategy.
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.
Forbidden Droplet, Infinite Impermanence and Forbidden Chalice (Cards can hinder your deck)
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
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.
Infinite Impermanence and Forbidden Chalice are two cards that can destroy this deck.
Set a few spells, trap Magical Musket on the field if you feel insecure.
Always think carefully before using Last Stand because they will most likely bait this card to activate Infinite Impermanence or Forbidden Chalice .
Crooked Crown or Ties of the Brethren can increase the number of your monsters and make it difficult for your opponent to hinder your strategy.
Play both Infinite Impermanence and Forbidden Chalice in the deck because these two cards have the ability to both hinder the opponent and become the target of Crossout Designator .
How to counter Magical Musket
Overcome monsters
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Gadarla, the Mystery Dust Kaiju
ATK:
2700
DEF:
1600
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn, during either player's turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.
Magical Musket's spell and trap cards can be activated from the hand thanks to the permanent effects of Magical Musketeer monsters.
Disabling their permanent effects or not allowing these monsters to be on the field can solve a lot of problems with this deck.
Secret Village of the Spellcasters and Imperial Order (Overcome spells and traps)
The deck is mainly controlled by spells and traps, so the effects that prevent trap spells also cause the deck a lot of difficulties.
Solemn Judgment (The deck only has 1 valuable normal summon)
The Deck is completely dependent on normal summons to summon Magical Musket monsters to the field, negating normal summons almost causes the Magical Musket player to lose 1 of their turn.
Infinite Impermanence (Be more careful when placing cards on the field)
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.
Magical Musketeer monsters can trigger effects if spells or traps activate in the same column. Do not activate spells or traps on the same column as Magical Musket monsters are standing.
Infinite Impermanence activated while face down can both negate monster effects and disable spell slots and traps below.
Conditions to remember
Pay attention when activating spells and traps
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.
Magical Musketeer Starfire and Magical Musketeer Calamity (Note when choosing summoned monsters)
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.
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.
The special summoning effects of Starfire and Calamity require summoning monsters in defense position, Starfire limits you to summoning monsters of level 4 or lower.
Pot of Extravagance, Pot of Prosperity and Pot of Duality (Note when using Pot supports)
Pot of Prosperity
Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.
Ties of the Brethren (You cannot otk your opponent with this card)
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.
Ties of the Brethren, once activated, will not allow you to special summon additional monsters. You will not be able to enter the battle phase during the turn you use this card.
Epilogue
Hope you will have a good experience with this hand trap deck. Thank you for your interest.