Magical Musket

Master V from on February 12th, 2025
cp-ur 1170 + cp-sr 480
47 cards

Notes & Combos

Fair warning: this deck isn't at full power due to the lack of Lacrima the Crimson Tears, the two "Fiendsmith support" fusions (Necroquip Princess and Aerial Eater) and Fiendsmith's Agnumday. Also, this is just one of many different versions of the deck that I ran on ladder playing from Platinum 4 all the way up to Legend 5 while testing due to Master Duel's different banlist and best-of-one format being different and harder to plan for than in TCG.

First things first, as you could probably tell, this deck runs a decent amount of bricks, being all of the "Magical Musket" Spell/Traps, The Hallowed Azamina, and (to an extent) Magical Musketeer Doc and Fiendsmith's Sanct. These are mainly the reason why I usually run over 40 cards in this deck, but you can certainly cut down on them if you'd like, or even cut down on a set of handtraps or two.

The thought process behind this deck is that any "Magical Musket" monster is supposed to be full combo due to the Fiendsmith engine, but that's not the case... yet. As mentioned before, we don't have easy access to a way to get Fiendsmith Engraver to grave without Lacrima the Crimson Tears or Necroquip Princess, forcing every single one-card combo into a 2-card combo, as we now need an extra body to link off with. This is where certain cards of deck come in, such as the Azamina engine and the Bystials. Of course, Magical Musketeer Starfire alongside any activatable Spell/Trap is also full combo, as she can provide an extra body as well.

The Fiendsmith engine is mandatory, this engine is the only reason why this deck is remotely even close to playable.

The Azamina engine is nice to have, as we need the extra bodies on field a lot now. It can turn into:

· two extra bodies

· an omni-negate

· easy access to activating your "Magical Musketeer" monsters' effects

· an extra draw and/or handtrap bait

An extra engine that you could also play, which I decided against in favor of Silhouhatte Rabbit in this version, is the "Unchained" engine, which can set up a variety of extra options to the deck/extra deck.

Final note: deck feels rather weak without the newer support, I'd wait until it releases before giving this deck a proper try. You can also try a hard going second approach with lots of board breakers as well, which I did do a couple of times on my climb. Link into the Vrains, both Triple Tactics cards and Forbidden Droplet work well with the deck when going second.

Feel free to ask any questions here!

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