The Ninja player with the absolute galaxy brain using Called by on the Maxx "C" AFTER activating his own. I too made a mistake like that before and I guarantee he will never again forget how chains resolve
it's not a mistake, it's better to give up on maxx C than give +3 to his opponent, his big mistake was to summon to Jioh in response to link into the vrains
@@whiteZORA1 If he first activated Called by the Grave (CL3) and THEN his own Maxx "C" (CL4), it would have resolved before the negation and he could've drawn cards while denying the opponent's Maxx "C"
@@pants7561 extactly. To be fair, every opponent in this replays made several mistakes. When you're dealing with decks that are almost only reactive like this or phantasm spiral sometimes doing nothing is better than using effects, the Zombie player could have done Red-Eyes beatdown and there was nothing MM could have done. The Labrynth player used Imperma on Max rather than Starfire, Swordsoul player could have chained Chixiao to Cross-Domination to deny the draw, and then use Ash on Max. Runick player was way too much trigger happy with those Judgments. I wonder how can so many people play a cardgame when they lack the basic ability to read, I can understand not wanting to when dealing with Endimyon's and co long ass bullshit, but MM cards are maximum 5 lines of text...
This is such a fun deck to play. I actually forgo ash and maxx for time-tearing morganite. And with them gone (plus nightmare phoenix and white woman jumpscare being fiend) I actually use solidarity for this deck for that much needed atk boost.
@@fyliperafael let see here, and I will be Frank I'm a casual not hardcore master here: 3X Caspar 3X kidbrave 3X Starfire 3X Wild 2X Doc 2X Calamity 2X Radian kaiju 1 Mastermind. 2X time tearing morganite 1 feather duster 1 dark Ruler no more 2X solidarity 2X of each Magical Musket spell/trap *EXCEPT* dancing needle because... 2X imperial Iron walls. (Banishing is all over the place right now and this deck doesn't need it as much as others) Add/subtract as needed. Oh while I did say 2 of each of their spell/traps. Their 2 continuous traps I keep at 1. Edit: I forgot the extra deck. Really anything works as long as they are fiend for the spell.
That ninja player fumbled so freaking hard, like the first 5 things they did during your turn were the worst combination of the 5 things they could have done.
Ye man I was think the need a link 2 and a couple more all rounder spell and trap and I was like make the link 2 up like 3 time per turn banish the spell or trap and copy the effect boy that would bring the Deck up from Rouge to like 2.5 deck
@@christophermarshall4854 so a link 2 that: once per chain (quick effect): shuffle a magical musketeer spell/trap back into the deck; copy its effect, then draw a card. can use this effect up to thrice per turn. then make its summon requirement: 2 monster, including a magical musketeer monster. also more spells/traps for them does sounds nice. would love to have a card that destroy a face down card.
A Tip for probably future videos, if you would want to make some adjustments is, you can add in Event Duels and perhaps make some decks that are viable/good for those certain events and post the replays of them.
@@voidsouled6444 from what I remember, the problem is that the deck is wayyy to reliant on their normal summon so that could be fixed be konami releasing in archtype monsters that can special summon themselves of give them more quick-play's that special summons from hand/deck so they become at least playable against anything that can pop 1 card on the field.
@@lightdragoon88Legit copy and paste runicks field spell. Quick play musket spells and traps even without a musket on field but you can't attack if you do it without a musket, shuffle 3-4 musket cards into the deck and draw two. Maybe tack on the first time a musket monster would be destroyed by battle it isnt.
They need a whole wave of support. 1. Legit copy and paste runicks field spell. Quick play musket spells and traps even without a musket on field but you can't attack if you do it without a musket, shuffle 3-4 musket cards into the deck and draw two. An ability like the weather painters were you can link summon using musket trap and quick play cards but cards eith those names cant be used for the rest of turn/until the end of your opponent's turn (depending on balance) 2. A link 2: You can quick effect send a musket trap or quick play from your deck to the grave yard and copy its effect. 3. A link 3: Quick effect send one card from your hand and negate the corresponding card type(send a monster negate a monster, etc) up to three times one for each type. 4. New trap card that needs to be either limited or needs to be set ignoring the musket influence (for balance: a card that tributes all monsters in a column and send all traps/spells in a column. (Different balance could include the opponent cant set a new spell or trap from their deck. And i realize this looks like alot of negate fodder but realistically this would only bring it up to like tier 2 at best.
@@The_Glazer I think a good field spell can help What you think if this idea for field spell: 1) Spells/Traps when activated are also treated as being activated in it adjacent zones. You can activate each of these effects once per turn: - When you activate an Magical Musket spell/trap, Add one Magical Musketeer from your deck or GY to your hand. -When you activate a Magical Musketeer effect, add one Magical Musket from your deck/GY to your hand.
@@lightdragoon88 I like it. My main issue though is muskets glaring weakness of needing a musket on the board to do anything really. How would we go about that?
@@The_Glazer add that to the field spell. "While this card remains on the field, you can activate Magical Musket spell/trap without requiring a Magical Musketeer." But I feel like that would be to strong/toxic as that is what runick does. I'm ok with that weakness as we have ways to help it. The traps that protect them and special summon from hand and even time-tearing morganite for 2 normal summons.
The Ninja player with the absolute galaxy brain using Called by on the Maxx "C" AFTER activating his own. I too made a mistake like that before and I guarantee he will never again forget how chains resolve
it's not a mistake, it's better to give up on maxx C than give +3 to his opponent, his big mistake was to summon to Jioh in response to link into the vrains
@@whiteZORA1 If he first activated Called by the Grave (CL3) and THEN his own Maxx "C" (CL4), it would have resolved before the negation and he could've drawn cards while denying the opponent's Maxx "C"
@@pants7561 extactly. To be fair, every opponent in this replays made several mistakes. When you're dealing with decks that are almost only reactive like this or phantasm spiral sometimes doing nothing is better than using effects, the Zombie player could have done Red-Eyes beatdown and there was nothing MM could have done. The Labrynth player used Imperma on Max rather than Starfire, Swordsoul player could have chained Chixiao to Cross-Domination to deny the draw, and then use Ash on Max. Runick player was way too much trigger happy with those Judgments. I wonder how can so many people play a cardgame when they lack the basic ability to read, I can understand not wanting to when dealing with Endimyon's and co long ass bullshit, but MM cards are maximum 5 lines of text...
They need support right now because is really good and cool deck
Any deck is cool except albaz and runick
@@aexionmusic albaz is cool deck bat the player how make the deck offline for me but the lore is cool
@@motutaressanressan8902 agree with the lore, my most favorite
@@aexionmusic yas is my favourite one yet
They need a field spell
This is such a fun deck to play. I actually forgo ash and maxx for time-tearing morganite. And with them gone (plus nightmare phoenix and white woman jumpscare being fiend) I actually use solidarity for this deck for that much needed atk boost.
Decklist?
@@fyliperafael let see here, and I will be Frank I'm a casual not hardcore master here:
3X Caspar
3X kidbrave
3X Starfire
3X Wild
2X Doc
2X Calamity
2X Radian kaiju
1 Mastermind.
2X time tearing morganite
1 feather duster
1 dark Ruler no more
2X solidarity
2X of each Magical Musket spell/trap *EXCEPT* dancing needle because...
2X imperial Iron walls. (Banishing is all over the place right now and this deck doesn't need it as much as others)
Add/subtract as needed. Oh while I did say 2 of each of their spell/traps. Their 2 continuous traps I keep at 1.
Edit: I forgot the extra deck. Really anything works as long as they are fiend for the spell.
That ninja player fumbled so freaking hard, like the first 5 things they did during your turn were the worst combination of the 5 things they could have done.
wishing when this deck does get support, it will make it strong. like how unchained got their support. decent on 1st support but strong on 2nd wave.
Ye man I was think the need a link 2 and a couple more all rounder spell and trap and I was like make the link 2 up like 3 time per turn banish the spell or trap and copy the effect boy that would bring the Deck up from Rouge to like 2.5 deck
@@christophermarshall4854 so a link 2 that: once per chain (quick effect): shuffle a magical musketeer spell/trap back into the deck; copy its effect, then draw a card. can use this effect up to thrice per turn.
then make its summon requirement: 2 monster, including a magical musketeer monster. also more spells/traps for them does sounds nice. would love to have a card that destroy a face down card.
Man I almost forgot that this deck exist lol.
The first match the dude is called "go outside"
A Tip for probably future videos, if you would want to make some adjustments is, you can add in Event Duels and perhaps make some decks that are viable/good for those certain events and post the replays of them.
you can add : Iron Dragon Tiamaton destroy column ,Parallel eXceed => boss rank 4
The deck can be played with runick and it work well
Hey, does anyone know what's the name of the song that starts at 10:00? The songs in the description are not correct.
Cool deck that needs support
Yeah good luck buddy
If a Link-1 can't fix a deck near nothing can
@@voidsouled6444 from what I remember, the problem is that the deck is wayyy to reliant on their normal summon so that could be fixed be konami releasing in archtype monsters that can special summon themselves of give them more quick-play's that special summons from hand/deck so they become at least playable against anything that can pop 1 card on the field.
@@Eis_Coldthat spell that let you draw 2 and normal summon 2 a turn could help the deck. A field spell too.
@@voidsouled6444you act like any in-archetypal link 1 can solve any deck’s issues. It can’t.
@@lightdragoon88Legit copy and paste runicks field spell. Quick play musket spells and traps even without a musket on field but you can't attack if you do it without a musket, shuffle 3-4 musket cards into the deck and draw two. Maybe tack on the first time a musket monster would be destroyed by battle it isnt.
Ritual beast,cloudian,ice barrier, melodious,aromage...
Day 59 of wanting Krawlers, I’ve played against Magical Musketeer once and I don’t remember if I won or lost
let's go if we can
Would love to see how you make Ritual Beasts work
良きプレイングだ
Aromage pls 😊
day 100 asking for gladiator beast
I'm retiring someone continue for me
They need a whole wave of support.
1. Legit copy and paste runicks field spell. Quick play musket spells and traps even without a musket on field but you can't attack if you do it without a musket, shuffle 3-4 musket cards into the deck and draw two. An ability like the weather painters were you can link summon using musket trap and quick play cards but cards eith those names cant be used for the rest of turn/until the end of your opponent's turn (depending on balance)
2. A link 2: You can quick effect send a musket trap or quick play from your deck to the grave yard and copy its effect.
3. A link 3: Quick effect send one card from your hand and negate the corresponding card type(send a monster negate a monster, etc) up to three times one for each type.
4. New trap card that needs to be either limited or needs to be set ignoring the musket influence (for balance: a card that tributes all monsters in a column and send all traps/spells in a column. (Different balance could include the opponent cant set a new spell or trap from their deck.
And i realize this looks like alot of negate fodder but realistically this would only bring it up to like tier 2 at best.
Lore wise they can't really do new spells or trap because they are the seven curse bullets.
@@lightdragoon88 yes I know but it's so frustrating that they are so power crept by decks like vanquish soul which they are basically the prototype to
@@The_Glazer I think a good field spell can help What you think if this idea for field spell:
1) Spells/Traps when activated are also treated as being activated in it adjacent zones.
You can activate each of these effects once per turn:
- When you activate an Magical Musket spell/trap, Add one Magical Musketeer from your deck or GY to your hand.
-When you activate a Magical Musketeer effect, add one Magical Musket from your deck/GY to your hand.
@@lightdragoon88 I like it. My main issue though is muskets glaring weakness of needing a musket on the board to do anything really. How would we go about that?
@@The_Glazer add that to the field spell. "While this card remains on the field, you can activate Magical Musket spell/trap without requiring a Magical Musketeer."
But I feel like that would be to strong/toxic as that is what runick does.
I'm ok with that weakness as we have ways to help it. The traps that protect them and special summon from hand and even time-tearing morganite for 2 normal summons.
This deck suck.
Chudface i know