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.

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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.
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 |
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 |
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.
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 |
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
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.
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 ).
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
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.
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.
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
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
Epilogue
Hope you will have a good experience with this hand trap deck. Thank you for your interest.






























































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