Eldlich/musket
Deck Primer
- Magical muskets
- Eldlich
About the Magical musket archetype:
The magical musket monster's (magical musketeers) effect activates when a spell or trap card is activated in their column. This can either be on your side of the field or on you opponents. All magical musketeers have the same effect: All magical muskets (spell and trap cards) can be activated from the hand during either players turn.
A quick overview of magical musketeers & effects used in the deck:
- Starfire: (monster searcher/special summon) You can special summon 1 magical musketeer in DEF position.
- Casper: (searcher) You can add 1 magical musket card from deck to your hand (except the one that triggered the effect)
- Kidbrave: (draw power) You can discard 1 magical musket card and draw 2 cards.
- Doc: (Recycle 1) You can add 1 magical musket card form you GY to your hand (except the on that triggered the effect)
- Wild: (Recycle 2+ draw) You can target 3 musket cards in you GY, shuffle them in the deck then draw 1 card.
- Calamity: (monster reborn) You can special summon 1 magical musketeer and special summon it in DEF position.
The magical muskets (spell and trap cards) can only be activated when a magical musketeer is on the field. Note that as mentioned earlier, when a magical musketeer is on the field these can be activated from hand. All magical muskets can only be activated once per turn
A quick overview of Magical muskets used in the deck:
- Cross-domination: Target 1 face up monster; negate its effect & change ATK & DEF to 0 until the rest of the turn.
- Last stand: When your opponent activates a spell/Trap card, negate the activation and destroy that card.
- Dancing needle: Target up to 3 cards in GY's banish them.
- Desperado: Target 1 face up card on the field, destroy it.
- Crooked crown: During the MP special summon 1 magical musketeer from hand and if the main monster zone of the column of the special summon monster is unused, your opponent can't used that for the rest of the turn.
About the Eldlich archetype:
The eldich archetype has some similarities with the magical musket; Your trap cards only gain their "Golden" effect when the golden lord is on the field.
An overview of the eldlich cards used:
Golden monsters & trap monsters
- Eldlich the golden lord: Send this card & 1 Spell/Trap from your hand to the GY, then target 1 card to pop. If this card is in the GY you can send 1 spell/trap card you control to the GY to add the golden lord back to your hand. Then you can specail summon a zombie monster* form you hand, it gains 1000 ATK/DEF and can't be destroyed by card effects until the and of the turn. You can only use each effect once per turn.
- Conquistador: When you activate is you can special summon this as a normal monster. "Golden" effect: Destroy 1 face-up card on the field. When this card is in your GY you can banish it to set 1 eldlixer from you deck. you can only use 1 effect per turn and only once per turn.
- Huaquero: When you activate is you can special summon this as a normal monster. "Golden" effect: Banish 1 card from either GY. When this card is in your GY you can banish it to set 1 eldlixer from you deck. you can only use 1 effect per turn and only once per turn.
The eldlixers:
a good note to add here is that after an special summon is conducted with an eldlixer you are locked into special summoning zombies, therefore you can not go into and extra deck non-zombie or trigger some of you magical musketeers effects.
- Black: Special summon 1 zombie monster from you hand or deck * in DEF position. You can banish this card form the GY set 1 "golden land spell/trap directly from the deck to the GY. Only 1 effect of Black can be used per turn and once per turn.
- White: Special summon 1 zombie monster from you hand or GY *. During MP1 you can banish this card form the GY set 1 "golden land spell/trap directly from the deck to the GY. Only 1 effect of White can be used per turn and once per turn.
- Sanguine: Special summon 1 zombie monster from you deck or GY*. You can banish this card form the GY set 1 "golden land spell/trap directly from the deck to the GY. Only 1 effect of sanguine can be used per turn and once per turn.
The remaining golden land card(s):
- Golden land forever: When a spell/trap car or monster effect is activated, while you control an "eldlich" monster*: Tribute 1 zombie monster; negate the activation and destroy that card. You can only activate 1 "golden land forever" once per turn.
* note that the golden lord is the only zombie/Eldlich monster you play.
Other cards:
As suggested in the earlier comments on the deck profile some draw power goes a long way. I've added two cards to increase the decks draw power:
- Pot of extravagance: At the start op MP1 banish 3 or 6 cards random facedown from you extra deck. Draw 1 card for every 3 cards banished. for the rest of this turn after this card resolves you cannot draw any card by card effects.
- Upstart goblin: Draw 1 card, then your opponent gains 1000 LP
Other cards:
In the side deck I've put cards that either are in the archetype and not used, or could make a great addition. (If you have any more suggestions, let me know!)
Not used:
- Cursed Eldand: Although, it is used in almost any eldlich deck, however here it has a big downside: You can't attack with zombie monsters which hurts your Liebe, Borrelsword and musketeers.
- Guardian: It is simply the weakest golden land card and there is no space. The only positive not here is that it doesn't target.
- Zakiel: Same as guardian, the weakest magical musketeer. And there is no space in the deck.
- Steady hands: one of the lack luster musket cards.
Could come in handy, but... no room:
- Fiendish deal: Allows your musketeers to be protected from destruction with card effects.
- White elephant gift: Could bring extra draw power. When the goldenland trapmonsters are summoned they are normal monsters and could be scarified for a 2 card draw.
- Adelantado: Would be an ultimate board clear when thing go south.
The extra deck:
Neither Magical musket or Eldlich uses the extra deck with an exception of 3 cards. I will not go in depth on the effects except of the cards that are great for this deck (in my opinion)
- Magical musketeer Max: 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.
- Gustav Max: once per turn: You can detach 1 material form this card: inflict 2000 DMG to your opponent.
- Juggernaut Liebe: Once per turn, you can also Xyz Summon Juggernaut Liebe by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of Xyz Materials it has +1.
- Knightmare package
- Borrelsword dragon
- Constellar Pleiades
- Magical musketeer Max: If this card is Link Summoned: You can activate 1 of these effects;
The quantity's of each card:
The 2 archetypes have both a similarity they absolutely NEED their monsters in order to result their disruptions. Therefor the deck maxes out on the best musketeers & the golden lord. The other musketeers are at1 since they are better used in the grind game.
I've put all magical musket disruption at 2. In some match-ups you can change this depending on the deck you're facing.
For the eldlixer I've put all of them at 2 these are needed to special summon the golden lord. Sanguine is at 3 because it is both GY & Deck and it can be activated on you opponents turn, bypassing the zombie locking in your turn.
Conquistador is at 3 because it is better than Huaquero in my opinion (and Huaquero is outclassed with dancing needle). And Golden land forever is at 2 for a nice omni-negate.
For draw power: Pot is great, but can not trigger a musketeer the first turn. Upstart goblin can, which could result you in multiple draw/searches with the right musketeer.
In the extra deck I've put all the card I find crucial at 3. Because the probability of the banishing a crucial card is significantly decreased at 3:
website: https://www.dcode.fr/picking-probabilities:
when banishing 6 cards:
Nr. of cards | chance of banishing |
1 | 47,5 % |
2 | 29,6 % |
3 | 4,4 % |
When banishing 3 cards:
Nr. of cards | chance of banishing |
1 | 43.5 % |
2 | 7.9 % |
3 | 0.2 % |
Things to keep in mind:
- You need your Musketeers and/or golden lord in order to make your disruptions go off.
- all eldlixers lock you into only being able to special summon zombies.
- Make sure you place your cards in the correct columns
I hope you liked this deck profile and if you have any remarks/tips let me know!
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