Now that I know how Black Garden works, I was able to establish a combo that can allow the player to go +2 with enough interruptions to stop an opponent completely. This is something I created as an improvement from my last deck, still allowing you to go first and gain even more advantage from cards like Max. I did need to put in Mekk-Knights to make this strategy work, however I don't think it deters from the strategy, rather improves it. Furthermore, I was able to establish a way to summon Lib effectively and link summon another max during your opponent's turn if you have the luxury of extra musket monsters. Is it perfect? No, not at all. One hand trap is sure to stop this deck in its tracks. However, I do think this is a fun take on Muskets that I think people will indeed enjoy.