Going Second Muskets
Deck Primer
I feel like in this format this deck is really good and I have never posted a deck profile for it. So now I'm going to share the build I have been testing for you guys. Also I want to mention that this deck, in my opinion, is so much fun to play because its both competitive and its just fun to break your opponents boards and then just control the game from there. With this deck you always want to go second and break your opponent's board. Since that is the goal, I main 3 Mind Control and 3 Evenly Matched. These 2 cards were actually insane in testing and is a complete blowout to your opponent, making them scoop if they resolve. Mind Control baits out negates allowing you to do more plays. One of the main win conditions of the deck is the Double or Nothing! Utopia combo where you overlay 2 level 4s for Utopia Double and use it's effect to get Double or Nothing! and OTK your opponent. Once you bait all their negates and use Utopia Double they have nothing left to respond with and just get OTKd. Drawing double or nothing can be annoying when it happens, but at that point you just control them and stop them from making any further plays after breaking their board and then kill them the next turn. You could also theoretically set double or nothing and use Knightmare Unicorn's effect to shuffle it back into the deck. A lot of people who play this deck only play 1 Dancing Needle but in this format it is needed because almost all of the meta decks out currently need their graveyard to win, orcust, sky striker, salamangreat. Orcust is huge at the moment and when Dancing Needle resolves, Orcust players get destroyed. Another tech choice is running Magical Musketeer Wild. I know nobody plays Wild but my reasoning is that it is another level 4 target in case you banish Calamity off Desires and also it has come up where you can be grinding for so long that you run out of Musket targets in your deck and Wild fixes that problem, especially with Desires. I'm sure some of you are wondering what to do when you think they are going to make you go first and my solution to that is simple, just side in 3 Nibiru, 3 Super Poly, and 3 Mystic Mine and when you start just summon a Musket and activate Mystic Mine (if you drew into it) and set Super Poly (if you drew into it) and then pass turn. And once they are about to do their full combo just hit them with Super Poly or Desperado or Nibiru. Also Fiendish Deal is good to side in against decks that pop constantly like True Draco. I hope you guys enjoy this deck and stick around for more!
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Test Hand
Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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