So uh, I like Magikeys. I felt like making a deck that doesn't use Halqifibrax. Is that less optimal? Maybe. But hey, I like this version, even if it bricks sometimes. Feel free to make any changes you see fit, since in my experiences this deck can brick sometimes, and its grind game is subpar at best. EXTREMELY fun to use, however.
The idea here is to stop your opponent from gaining momentum. I try to get a normal monster on the board and the funny gun in my hand ASAP so I can make some plays. The archetype's Rituals are highly recommended, but the deck can function without them. The Side Deck just lists some alternatives you can run.
Suggestions and feedback are greatly appreciated!
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Here's the details:
The Core
Normal monsters: These should be level 4 and I like to have as much attribute diversity as possible. 2 Megalosmashers are present because of the dino Xyz monsters. Overall, run one of each (save for light because Mafteal) and I have Clavkiys at 3 because it's a name in the archetype.
Maginificent Magikey Mafteal (x3): One of the main playmakers of the deck, you run no less than 3 of these. It revives a normal monster on summon and gives you an extra normal summon if you control a Magikey while it's in your hand.
Magikey World (x3): This is one of the most important cards in the deck. It searches a Magikey on activation and can search the funny gun once per turn. It also protects normal monsters from destruction once a turn. I'd run four of these if I could, that's how important this card is.
Magikey Maftea (x3): Speaking of funny gun, here it is. If you control a normal monster, you can use one in the deck for a fusion or ritual summon, which is EXTREMELY helpful.
Magikey Battle (x1): Good protection for your Magikeys, sadly it only protects them from whatever you chain it to, as well as being once per turn. This is one of the targets for Transfurlmine (the magikey synchro).
Magikey Unlocking (x2): Something neat about this card is that after negating a Spell/Trap, it changes your opponent's monsters' attribute on the field to one of your choice, INCLUDING those they have yet to summon. For example, if your opponent wanted to summon Wee Witch's Apprentice, which needs 2 dark monsters. If they use a spell/trap at the start of their turn, you can use Unlocking to negate that and declare something like light. Now, any monster they summon is now a light monster for the turn, so they can't summon Apprentice.
Magikey Mechmusket - Batosbuster (x2): Searches ANY Magikey card on summon, so it's very good for that and getting monsters in the grave. It's also a Tuner, so you can use it for Synchro plays.
Magikey Mechmortar - Garesglasser (x1): You can also run 2, but it's very searchable. This is easily one of the best monsters in the deck, and you'll want to summon this if you get it in your hand.
The Generic Stuff
Planet Pathfinder (x2): Something to search World with in case you don't draw it. Also gives an earth monster for the graveyard, but I still run Trumpeter for the sake of consistency. You won't always need your normal summon, since Mafteal gives you another once you have a Magikey around, so this works fine.
Rescue Rabbit (x2): For a deck revolving around normal monsters, this needs no explanation. If you feel like it, you can summon 2 Megalosmashers to make Dolkka or Laggia after you do the rest of your plays. You can also run 3, but I ran 2 since it only has 2 targets in this case.
Unexpected Dai (x2): Again, this needs no explanation. I have two since if you hard draw it on any turn after your first, it's useless more often than not. You CAN stack it with World instead of more useful cards for the situation.
Advanced Ritual Art (x2) and High Ritual Art (x1): Run however many of these you like, just be sure not to run TOO many.
Terraforming (x1): Searches World. Enough said.
Polymerization (x1): Summon First of the Dragons with this, that's its only purpose here.
Ash Blossom, Infinite Impermanence, and Called By the Grave: (x3, 2, and 1 respectively): Do I really need to explain this?
The Extra Deck
First of the Dragons: Very nice card to have, since your opponent most likely can't out it with monsters.
Magikey Dragon - Andrabime: If your opponent only has one attribute, this is a Raigeki with wings. You can also draw 1 if your opponent's monster dies. I usually only summon this going second.
Magikey Beast - Ansyalalalalalalalalabolas: An Instant Fusion target, as well as something else to load the grave with. It's also a Tuner, like Batosbuster.
Magikey Fiend - Transfurlmine: A Trap Hole on legs. Also searches any Magikey Spell/Trap except for World, and it can't be negated with Ash Blossom, since it sets from the deck.
Any generic Level 8 Synchro: Ansyalabolas and Batosbuster are tuners, as well as Trumpeter, so why not?. I recommend Dragite in particular for its backrow negate, since its summoning requirements are generic in addition to Megalosmasher's existence.
Magikey Spirit - Vepartu: You don't always want to summon this, but if your opponent has something such as Dragoon or another monster with good protection, he's your guy.
Any generic Rank 4 Xyz: Again, most of the monsters here are level 4, so why not? You can also use Rank 8 monsters, but I would only run 1 or 2 of those max. There are some pretty good generic Rank 4 monsters out there like Castel, so I'd run some Rank 4s.
Any generic Link monster: Again, if you have the resources to spare or REALLY need something gone, Link monsters are a good option to have just in case. Phoenix in particular has helped me out of some sticky situations a few times.