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Magical Musketeer Support


TheTrueSaiyan

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I originally thought this deck would be a tier 1 contender since it can gain a lot of advantage so quickly and has so much access to disruption that's difficult to stop since it's all in your hand. The card quality was also excellent but they flopped on the competitive scene.

 

The main culprit seems to be their "reliance on their normal summon" so here is what I came up with to fix it

 

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Magical Musketeer Commander

 

Level 1 LIGHT

[Fiend/Tuner/Effect]

 

During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. When your opponent activates a card or effect on the field; You can Special Summon this card from your hand to a monster zone in the same column on your side of the field. If a Spell/Trap Card is activated in this card's column: Negate the effects of all other cards in the same column as this card until the end of the turn.

 

ATK 200 DEF 800

 

This would allow Magical Musketeer to play second: your opponent does something, you summon this and then you can play whatever disruption spells you opened with. Even during your turn, if your pops your normal summon you can play this and continue. You'll probably side in 3 going second but not sure about going first or for the first round.

 

The effect of negating everything in the same column probably won't come up much since your opponent will know that she's on the field before you can negate stuff.and will just generally ignore that column. The extra monster zone probably won't work either since Magical Musketeers don't go into your extra deck so your opponent can just choose the other zone and continue. So I'm pretty sure this effect isn't overpowered.

 

As for the Tuner thing, I liked it when archetypes have a built-in tuner even if they weren't synchro based like Shaddolls and Infernoids. Just a matter of taste.With Denglong banned I don't see much you could do with with a Lv1 tuner in Magical Musketeers. I thought about making it Lv3 or 4 for ties of the brethren plays but that just seemed like overkill.

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At first, I didn't really get it until you explained its utility but honestly.. I'm still not super sure.

 

This does try to overcome the Musketeers' weakness in going 2nd, but it is very conditional in how it does that since you'd also need the specific spell/trap in hand to counter out plays. Further, even if you did interrupt your opponent effectively, you likely would have used some of the better Musketeer Spell/Traps in doing so leaving you with the more conditional ones to use during your turn (and still leaving you completely reliant on your Normal Summon).

 

I get where you're going with this, but I don't think it's realized in this card. Without the utility of it being a level 3/4 nor a beneficial effect when you activate something in the same column, it seems a bit weak and actually something that might help out tribute summon decks or decks that could use an easy-to-summon level 1 tuner over its home deck.

 

I might suggest maybe switching its last effect to something like "If a Spell/Trap Card is activated in this card's column: you can tribute this card; Special Summon 1 "Magical Musketeer" monster from your Deck." ...or something. Maybe let it grant another Normal Summon or just have it draw 1 or... really anything that would progress the Deck or more directly fix the problems you outlined. A vague discouragement from your opponent using that column just isn't enough, especially when any progressive effect slotted there would automatically discourage your opponent anyway.

 

I dunno. This card has some good points. It does put a Musketeer on board and it also enables the Deck to use Synchros, but it could probably be a bit more refined for helping the Deck the way you want it to.

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I might suggest maybe switching its last effect to something like "If a Spell/Trap Card is activated in this card's column: you can tribute this card; Special Summon 1 "Magical Musketeer" monster from your Deck." ...or something. Maybe let it grant another Normal Summon or just have it draw 1 or... really anything that would progress the Deck or more directly fix the problems you outlined. A vague discouragement from your opponent using that column just isn't enough, especially when any progressive effect slotted there would automatically discourage your opponent anyway.

Starfire already has the effect of special a "Magical Musketeer from the deck" so I was scraping the bottom of the barrel with this they basically have everything, add from deck, add from grave, SS from grave, SS from deck, an Emeral effect and a Shaddoll Beast effect so it's hard to come with an effect that advances with their game state but is also unique. But I definitely agree this effect need some improvement but I crippled it thinking it would be broken if the effect was too good.

 

The level thing was intentional to balance it since we never had a deck that could start their plays "turn 0" but yeah it should fit in with the rest for ties plays. I say level 4 would be better since the level 3s are considered pretty good but some of the level 4s you only want to run 1 copy so having another target would be helpful. Thanks for the review

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