Magical Musketeers
Deck Primer
A regular Magical Musketeer deck, prefers going second to gain advantage off opponents board with Magical Musketeer Max, can go first and gain advantage by using World Legacy Awakens during opponents turn.
Siding options primarly to make going second an almost guaranteed win, even against Dragon-Link and Infernoble.
Magical Musketeer Mastermind Zakiel to gain card advantage in opponents turn.
Pot of Avarice, Raigeki, Daigusto Emeral and Honest as techs for grindgame-competency.
Cyber Dragon Nova and Invoked Mechaba as your usual anti-Dogmatika-tech.
Light on handtraps to allow for more archtype-internal control options, (all Magical Musketeer Monsters turn the Magical Musket spells/traps into handtraps anyways) also allows Magical Musketeer Kidbrave (and secondarily Magical Musketeer Wild & Magical Musketeer Doc, aswell as Magical Musketeer Calamity) to be active and gaining advantage (or negating disadvantage) more often, this is accounted by only playing 1 Pot of Avarice, I'd opt for 2 in a handtrap-heavier version of this deck. (Running no Pot of Avarice takes a lot of grindgame-competency from this deck, as you will draw and search through your deck very rapidly)
I chose not to play Dark Ruler No More! and Evenly Matched as I believe this deck can do without blowouts like those.
This Deck can very much compete with top-tier decks if played correctly. (In this case consider going first, as board breaking especially through a Buster Lock can be near to impossible)
Siding options primarly to make going second an almost guaranteed win, even against Dragon-Link and Infernoble.
Magical Musketeer Mastermind Zakiel to gain card advantage in opponents turn.
Pot of Avarice, Raigeki, Daigusto Emeral and Honest as techs for grindgame-competency.
Cyber Dragon Nova and Invoked Mechaba as your usual anti-Dogmatika-tech.
Light on handtraps to allow for more archtype-internal control options, (all Magical Musketeer Monsters turn the Magical Musket spells/traps into handtraps anyways) also allows Magical Musketeer Kidbrave (and secondarily Magical Musketeer Wild & Magical Musketeer Doc, aswell as Magical Musketeer Calamity) to be active and gaining advantage (or negating disadvantage) more often, this is accounted by only playing 1 Pot of Avarice, I'd opt for 2 in a handtrap-heavier version of this deck. (Running no Pot of Avarice takes a lot of grindgame-competency from this deck, as you will draw and search through your deck very rapidly)
I chose not to play Dark Ruler No More! and Evenly Matched as I believe this deck can do without blowouts like those.
This Deck can very much compete with top-tier decks if played correctly. (In this case consider going first, as board breaking especially through a Buster Lock can be near to impossible)
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Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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