Magical Musketeer Shaddolls
Deck Primer
Alright so after this past banlist, I was thinking about the concept of mixing Shaddolls with Magical Muskets since Construct is now back at 3. And after testing this concept on ygopro, the deck I came up with is crazy strong going second and breaks boards really easily. This deck is meant to go second, the way this deck works is that you first use the Muskets to attempt to break their board and you can even use Shaddoll Fusion under the same column as a Musket monster to trigger it's effect and get a strong fusion off. If your first attempt with Muskets fail then you that is why you play 2 Crooked Crown and the Shaddoll engine. Because in this current meta everyone is always ending on an extra deck monster, using Shaddoll Fusion going second is so strong. Since Construct is level 8 as well, you can use Mind Control to take control of your opponent's monster and use another monster you control to go into the new BLS link 3 that is insane and the likely hood of your opponent getting over it is very low unless they are playing Orcust. Also for those of you that are already fans of Magical Musketeers and are wondering why I choose to play 2 Dancing Needle and 2 Crooked Crown its because almost every deck in this format abuses their graveyard and Dancing Needle really hurts, especially against Salad and Orcust. I think for a different format in the future where the graveyard is not as abused Dancing Needle can go to 1 in the deck. The reason for 2 Crooked Crown is because the deck suffers if it loses its normal summon, so you need to be able special summon another Musket monster in order to recover, and the card is a free plus if you activate it under the same column as another Musket monster. I bet you guys are also wondering about Foolish Burial Goods as well. You probably think I'm a madman but in reality this card is broken in this deck. The combo is with Magical Musketeer Doc where you activate Goods under the same column as him and send any Magical Musket Spell or Trap that you want to get back to your hand, and then Doc activates allowing you to add that card from your dump off Goods. This is something I came up with while testing and think its really strong, especially while playing Doc at 3. Also in testing the third Max never comes up for me because the game ends too soon. Even if the third Max comes up in some sort of a long grind game this is why I chose to play 3 Doc and 1 Wild. This deck is also pretty consistent for the most part. I hope you guys enjoy this deck profile and stick around for more cool meta decks that I post :D.
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