Quick guide on how to play Magical Musket

Quick guide on how to play Magical Musket

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




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)

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.


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

  • 1600

  • DEF:

  • 200


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


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.


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)

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.


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.


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

  • 1700

  • DEF:

  • 900


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


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)

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.


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))

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

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


    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.


      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

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

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


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

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


          R Rarity
          Magical 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.


            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.


              R Rarity
              Magical Musket - Crooked Crown
              R Rarity
              Magical Musket - Crooked Crown
              Magical Musket - Crooked Crown
              Trap Continuous
              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.

                UR Rarity
                Forbidden Droplet
                UR Rarity
                Forbidden Droplet
                Forbidden Droplet
                Spell Quick
                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.




                  Tag(s):

                  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
                    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
                      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.


                      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.


                      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)

                      UR Rarity
                      Linkuriboh
                      UR Rarity
                      Linkuriboh
                      Linkuriboh
                      DARK
                      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.


                      UR Rarity
                      Instant Fusion
                      UR Rarity
                      Instant Fusion
                      Instant Fusion
                      Spell Normal
                      Instant Fusion

                        Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn.


                        UR Rarity
                        Millennium-Eyes Restrict
                        UR Rarity
                        Millennium-Eyes Restrict
                        Millennium-Eyes Restrict
                        DARK 1
                        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)

                        UR Rarity
                        Upstart Goblin
                        UR Rarity
                        Upstart Goblin
                        Upstart Goblin
                        Spell Normal
                        Upstart Goblin

                          Draw 1 card, then your opponent gains 1000 LP.


                          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

                          SR Rarity
                          Pot of Desires
                          SR Rarity
                          Pot of Desires
                          Pot of Desires
                          Spell Normal
                          Pot of Desires

                            Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.




                            Tag(s):

                            SR Rarity
                            Pot of Extravagance
                            SR Rarity
                            Pot of Extravagance
                            Pot of Extravagance
                            Spell Normal
                            Pot of Extravagance

                              At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                              Tag(s):

                              SR Rarity
                              Pot of Prosperity
                              SR Rarity
                              Pot of Prosperity
                              Pot of Prosperity
                              Spell Normal
                              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.




                                Tag(s):

                                SR Rarity
                                Pot of Duality
                                SR Rarity
                                Pot of Duality
                                Pot of Duality
                                Spell Normal
                                Pot of Duality

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




                                  Tag(s):

                                  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)

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

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


                                    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

                                    UR Rarity
                                    Evilswarm Exciton Knight
                                    UR Rarity
                                    Evilswarm Exciton Knight
                                    Evilswarm Exciton Knight
                                    LIGHT
                                    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.


                                    SR Rarity
                                    Number 41: Bagooska the Terribly Tired Tapir
                                    SR Rarity
                                    Number 41: Bagooska the Terribly Tired Tapir
                                    Number 41: Bagooska the Terribly Tired Tapir
                                    EARTH
                                    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.


                                    UR Rarity
                                    Abyss Dweller
                                    UR Rarity
                                    Abyss Dweller
                                    Abyss Dweller
                                    WATER
                                    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.


                                    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):

                                     

                                    Link monsters can be used in the deck

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

                                    • 1900

                                    • LINK-2

                                    Link Arrow:

                                    Top

                                    Right


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


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

                                    • 2200

                                    • LINK-3

                                    Link Arrow:

                                    Left

                                    Bottom

                                    Right


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


                                    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.


                                    UR Rarity
                                    Ningirsu the World Chalice Warrior
                                    UR Rarity
                                    Ningirsu the World Chalice Warrior
                                    Ningirsu the World Chalice Warrior
                                    EARTH
                                    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

                                    UR Rarity
                                    Crystron Halqifibrax
                                    UR Rarity
                                    Crystron Halqifibrax
                                    Crystron Halqifibrax
                                    WATER
                                    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.


                                    UR Rarity
                                    Selene, Queen of the Master Magicians
                                    UR Rarity
                                    Selene, Queen of the Master Magicians
                                    Selene, Queen of the Master Magicians
                                    LIGHT
                                    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.


                                    UR Rarity
                                    Effect Veiler
                                    UR Rarity
                                    Effect Veiler
                                    Effect Veiler
                                    LIGHT 1
                                    Effect Veiler
                                    • ATK:

                                    • 0

                                    • DEF:

                                    • 0


                                    During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                                    UR Rarity
                                    Accesscode Talker
                                    UR Rarity
                                    Accesscode Talker
                                    Accesscode Talker
                                    DARK
                                    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".




                                    Tag(s):

                                    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)

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

                                    • 1600

                                    • DEF:

                                    • 200


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


                                    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.


                                    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.


                                    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)

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

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


                                      R Rarity
                                      Magical 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.


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

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


                                          You 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)

                                          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.


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

                                          • 1600

                                          • DEF:

                                          • 200


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


                                          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.


                                          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)

                                          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.


                                          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.


                                          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)

                                          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.


                                          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)

                                          UR Rarity
                                          Forbidden Droplet
                                          UR Rarity
                                          Forbidden Droplet
                                          Forbidden Droplet
                                          Spell Quick
                                          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.




                                            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.


                                              R Rarity
                                              Forbidden Chalice
                                              R Rarity
                                              Forbidden Chalice
                                              Forbidden Chalice
                                              Spell Quick
                                              Forbidden Chalice

                                                Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


                                                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

                                                UR Rarity
                                                Forbidden Droplet
                                                UR Rarity
                                                Forbidden Droplet
                                                Forbidden Droplet
                                                Spell Quick
                                                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.




                                                  Tag(s):

                                                  R Rarity
                                                  Gadarla, the Mystery Dust Kaiju
                                                  R Rarity
                                                  Gadarla, the Mystery Dust Kaiju
                                                  Gadarla, the Mystery Dust Kaiju
                                                  WIND 8
                                                  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.


                                                  SR Rarity
                                                  Skill Drain
                                                  SR Rarity
                                                  Skill Drain
                                                  Skill Drain
                                                  Trap Continuous
                                                  Skill Drain

                                                    Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).


                                                    UR Rarity
                                                    Lightning Storm
                                                    UR Rarity
                                                    Lightning Storm
                                                    Lightning Storm
                                                    Spell Normal
                                                    Lightning Storm

                                                      If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                                                      Tag(s):

                                                      R Rarity
                                                      Forbidden Chalice
                                                      R Rarity
                                                      Forbidden Chalice
                                                      Forbidden Chalice
                                                      Spell Quick
                                                      Forbidden Chalice

                                                        Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


                                                        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)

                                                        SR Rarity
                                                        Secret Village of the Spellcasters
                                                        SR Rarity
                                                        Secret Village of the Spellcasters
                                                        Secret Village of the Spellcasters
                                                        Spell Field
                                                        Secret Village of the Spellcasters

                                                          If only you control a Spellcaster monster, your opponent cannot activate Spell Cards. If you control no Spellcaster monsters, you cannot activate Spell Cards.


                                                          UR Rarity
                                                          Imperial Order
                                                          UR Rarity
                                                          Imperial Order
                                                          Imperial Order
                                                          Trap Continuous
                                                          Imperial Order

                                                            Negate all Spell effects on the field. Once per turn, during the Standby Phase, you must pay 700 LP (this is not optional), or this card is destroyed.


                                                            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)

                                                            UR Rarity
                                                            Solemn Judgment
                                                            UR Rarity
                                                            Solemn Judgment
                                                            Solemn Judgment
                                                            Trap Counter
                                                            Solemn Judgment

                                                              When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.




                                                              Tag(s):

                                                              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)

                                                              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.


                                                                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

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

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


                                                                  R Rarity
                                                                  Magical 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.


                                                                    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.


                                                                      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.


                                                                        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)

                                                                        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.


                                                                        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.


                                                                        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)

                                                                        SR Rarity
                                                                        Pot of Extravagance
                                                                        SR Rarity
                                                                        Pot of Extravagance
                                                                        Pot of Extravagance
                                                                        Spell Normal
                                                                        Pot of Extravagance

                                                                          At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                                                                          Tag(s):

                                                                          SR Rarity
                                                                          Pot of Prosperity
                                                                          SR Rarity
                                                                          Pot of Prosperity
                                                                          Pot of Prosperity
                                                                          Spell Normal
                                                                          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.




                                                                            Tag(s):

                                                                            SR Rarity
                                                                            Pot of Duality
                                                                            SR Rarity
                                                                            Pot of Duality
                                                                            Pot of Duality
                                                                            Spell Normal
                                                                            Pot of Duality

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




                                                                              Tag(s):

                                                                               

                                                                              Ties of the Brethren (You cannot otk your opponent with this card)

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

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


                                                                                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.




                                                                                Companion unit:

                                                                                - Yu-Gi-Oh! Guidance Vietnam





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