Magical Musket Gameplay Guide

Magical Musket Gameplay Guide

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


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

Sections covered in this guide:




CORE

Magical Musket monsters share one important thing in common:


+ can use Magical Musket spell/trap in hand

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

Magical Musketeer Starfire (x3)
SR rarity
Magical Musketeer Starfire
SR rarity
Magical Musketeer Starfire

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

Magical Musketeer Calamity (x1)
N rarity
Magical Musketeer Calamity
N rarity
Magical Musketeer Calamity

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

Magical Musketeer Caspar (x2-3)
SR rarity
Magical Musketeer Caspar
SR rarity
Magical Musketeer Caspar

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


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

Magical Musketeer Doc (x1)
R rarity
Magical Musketeer Doc
R rarity
Magical Musketeer Doc

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


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

Magical Musket - Cross-Domination (x1)
SR rarity
Magical Musket - Cross-Domination
SR rarity
Magical Musket - Cross-Domination

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

Magical Musket - Dancing Needle (x1)
N rarity
Magical Musket - Dancing Needle
N rarity
Magical Musket - Dancing Needle

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

Magical Musket - Desperado (x1)
R rarity
Magical Musket - Desperado
R rarity
Magical Musket - Desperado

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

Magical Musket - Last Stand (x1)
R rarity
Magical Musket - Last Stand
R rarity
Magical Musket - Last Stand

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


Magical Musketeer Max (x1)
UR rarity
Magical Musketeer Max
UR rarity
Magical Musketeer Max

When this card is summoned link :

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

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

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

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

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

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


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

Fiendsmith's Tract (x3)
Card rarity
Fiendsmith's Tract
Card rarity
Fiendsmith's Tract

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


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

Fiendsmith's Sanct (x3)
Card rarity
Fiendsmith's Sanct
Card rarity
Fiendsmith's Sanct

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

Fabled Lurrie (x1)
N rarity
Fabled Lurrie
N rarity
Fabled Lurrie

Fiendsmith Lurrie


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

Fiendsmith's Requiem (Korega Requiem From)
Card rarity
Fiendsmith's Requiem
Card rarity
Fiendsmith's Requiem

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


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

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

Fiendsmith's Sequence (x1)
Card rarity
Fiendsmith's Sequence
Card rarity
Fiendsmith's Sequence

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


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

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

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


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

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

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

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

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



Staple

 

Handtrap & Staple
UR rarity
Triple Tactics Thrust
UR rarity
Triple Tactics Thrust
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Limited to 2 copies
Maxx "C"
UR rarity
Limited to 2 copies
Maxx "C"
SR rarity
Droll & Lock Bird
SR rarity
Droll & Lock Bird
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Infinite Impermanence
UR rarity
Infinite Impermanence
UR rarity
Triple Tactics Talent
UR rarity
Triple Tactics Talent

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

Kashtira Unicorn, Kashtira Birth and Kashtira Fenrir (Kashtira)
UR rarity
Limited to 2 copies
Kashtira Unicorn
UR rarity
Limited to 2 copies
Kashtira Unicorn
SR rarity
Kashtira Birth
SR rarity
Kashtira Birth
UR rarity
Limited to 1 copy
Kashtira Fenrir
UR rarity
Limited to 1 copy
Kashtira Fenrir

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

Bystials
UR rarity
Chaos Angel
UR rarity
Chaos Angel
SR rarity
Bystial Baldrake
SR rarity
Bystial Baldrake
SR rarity
Bystial Druiswurm
SR rarity
Bystial Druiswurm
UR rarity
Limited to 1 copy
Bystial Magnamhut
UR rarity
Limited to 1 copy
Bystial Magnamhut

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

Angel Statue - Azurune and Silhouhatte Rabbit (negate summon)
SR rarity
Angel Statue - Azurune
SR rarity
Angel Statue - Azurune
UR rarity
Silhouhatte Rabbit
UR rarity
Silhouhatte Rabbit

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


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

Archfiend Eccentrick (greasy)
SR rarity
Archfiend Eccentrick
SR rarity
Archfiend Eccentrick

This LIGHT Fiend can shoot cards, play if you like

xyz
UR rarity
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Evolzar Lars
UR rarity
Evolzar Lars
UR rarity
Super Starslayer TY-PHON - Sky Crisis
UR rarity
Super Starslayer TY-PHON - Sky Crisis
UR rarity
Constellar Ptolemy M7
UR rarity
Constellar Ptolemy M7
R rarity
D/D/D Wave High King Caesar
R rarity
D/D/D Wave High King Caesar

Rank 6 monsters


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

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

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

Those who are not Rank 6:

extremely easy to get

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

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

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

2 disrupt


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

Moon of the Closed Heaven (x0-1)
UR rarity
Moon of the Closed Heaven
UR rarity
Moon of the Closed Heaven

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




master-duel
1039
5




https://ygovietnam.com/
Toparrow_upward