[Skill] description | User |
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Balance Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck. You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn. | Common |
Two Main Key Monsters and Combo Starter of this Deck. Magical Musketeer Starfire's Monster Summoned straight from your Deck ability will help to bring out Caspar easily and also opportunities it creates for Link climbing.
Whereas, Magical Musketeer Caspar, the star of this Deck. Caspar can allow you to search out 1 "Magical Musket" card when a spell or trap's activated in its column aside from the one triggering his effect. This effect will help to add 1 Magical Musketeer Monster for follow-up summons for future turns or any 1 Magical Musket Spell/Trap tech for combo setup or disruption.
Magical Musketeer Starfire | LIGHT Fiend ★4 ATK 1300 / DEF 1700 |
Future Circuit [R] | |
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn. |
Magical Musketeer Caspar | LIGHT Fiend ★3 ATK 1200 / DEF 2000 |
Future Circuit [R] | |
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn. |
These Magical Musket Spell/Trap Cards can be searched by Caspar's ability. Cross Domination, Desperado, and Dancing Needle are working as great Disruption Tech in this Deck, whereas Fiendish Deal will be the Recycle Tech.
Magical Musket - Cross-Domination | Quick Spell |
Future Circuit [SR] | |
If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn. |
Cross Domination that has a similar effect as Forbidden Chalice not only nullifies the targeted monster's effect but makes it ATK/DEF to 0. Due to this being a Quick-Spell card, you can use Cross Domination to get rid of Boss Monster easily during the opponent's turn.
Magical Musket - Desperado | Normal Trap |
Future Circuit [R] | |
If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn. |
The "Gagagabolt" for Magical Musket as targeting removal while you control a "Magical Musket" monster.
Magical Musket - Dancing Needle | Normal Trap |
Future Circuit [N] | |
If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn. |
Great Disruption Graveyard Removal Tech while you control a "Magical Musket" monster. This card works great against the Deck that heavily relies on Graveyard Combo Setup like Burning Abyss, Galaxy.
Magical Musket - Fiendish Deal | Continuous Trap |
Future Circuit [N] | |
"Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn. |
Fiendish Deal not only gives "Magical Musket" Battle Destruction Protection, but also its floating effect will allow you to search out/recycle 1 "Magical Musket" card from your Grave or Deck for the next combo setup.
Pot of Duality | Normal Spell |
Link Revolution [UR] | |
Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card. |
Pot Of Duality helps to increase the consistency of this Deck since it can act as a good Searcher Tech for adding Key Card as soon as possible from your Deck to your hand.
Forbidden Lance | Quick Spell |
Valhalla Calling [UR] Selection Box Vol. 02 Mini [UR] Special Set Bundle Sale [UR] | |
Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards. |
Forbidden Lance can be used to ensure one of your monsters is able to attack safely by targeting your monster to protect it from the enemy back-row. It can also be used to debuff 1 of the opponent's monster.
Ice Dragons Prison | Normal Trap |
Selection Box Vol.06 [UR] | |
Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn. |
Ice Dragon's Prison is used as Disruption Tech and is very useful against the Deck that only contains or mostly 1 Monster-Type like Gouki and Mekk-Knight. Sometimes might be used for Mirror Matching.
Number 47: Nightmare Shark | WATER Fish ★3 ATK 2000 / DEF 2000 |
Reginald Kastle Unlock Event [UR] | |
2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack. |
Lets you bypass difficult monsters and deal 2000 damage. Great as a finisher or against stall decks.
Gaia Dragon, the Thunder Charger | WIND Dragon ★7 ATK 2600 / DEF 2100 |
Infinite Ray [SR] | |
2 Level 7 monsters You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
Gaia Dragon actually works really well in this deck because of his piercing effect. For these reasons, you may want to opt for Gaia Dragon if Corebage doesn't have materials and you only need to push damage.
Number 30: Acid Golem of Destruction | WATER Rock ★3 ATK 3000 / DEF 3000 |
Arts of Atlantis [SR] | |
2 Level 3 monsters During your Standby Phase: Detach 1 Xyz Material from this card or take 1000 damage. You cannot Special Summon any monsters. While this card has no Xyz Materials, it cannot attack. |
Act as an OTK Beater by pairing with Starfire.
Number 20: Giga-Brilliant | LIGHT Insect ★3 ATK 1800 / DEF 1800 |
Number Hunter: Kite Tenjo Unlock Event [SR] | |
2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card; all face-up monsters you currently control gain 300 ATK. |
Giga-Brilliant can be summoned for its field-wide ATK boost, but usually you'll want to reserve him for making Corebage.
Digital Bug Corebage | LIGHT Insect ★5 ATK 2200 / DEF 1800 |
Infinite Ray [R] | |
2 or more Level 5 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 3 or 4 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card, then target 1 Defense Position monster your opponent controls; shuffle it into the Deck. Once per turn, if the battle position of a monster(s) on the field is changed (except during the Damage Step): You can attach 1 Insect-Type monster from your Graveyard to this card as Xyz Material. |
You can summon Corebage by detaching 2 materials from Giga-Brilliant. Corbage has a powerful removal effect that can only target defense position monsters. It also has an inherent way of replenishing Xyz materials.
Hip Hoshiningen | LIGHT Fairy ATK 1400 / LINK 2 |
Stage of Trickstar [R] | |
2 LIGHT monsters All LIGHT monsters on the field gain 500 ATK/DEF, also all DARK monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 LIGHT monster in your GY; add it to your hand. You can only use this effect of "Hip Hoshiningen" once per turn. |
All LIGHT Monsters including Magical Musket monsters gain 500 ATK/DEF Boost. Hip Hoshiningen's floating effect will allow you to recycle 1 LIGHT Monster (Magical Musketeers) in your hand.
Link Disciple | LIGHT Cyberse ATK 500 / LINK 1 |
Link Revolution [R] | |
1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn. |
Used as Filter Draw by tributing 1 monster this card points to; usually used to get rid of Knightmare Corruptor Iblee that was special summoned to your field by the opponent.
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