Magical Musketeer Max
If this card is Link Summoned: You can activate 1 of these effects.
● Add “Magical Musket” Spells/Traps with different names from your Deck to your hand, up to the number of monsters your opponent controls.
● Special Summon “Magical Musketeer” monsters with different names from your Deck, up to the number of Spells and Traps your opponent controls.
You can only use this effect of “Magical Musketeer Max” once per turn. During either player’s turn, you can activate “Magical Musket” Spells/Traps from your hand.
August 20, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Magical Musketeers didn’t pan out like many thought they would, but they’ve now got Magical Musketeer Max.
Any of your Magical Musket monsters can be used for this Link Summon, a Link monster that was made for an archetype that makes certain it stays in the archetype because of its requirements. This Link 1 can punish a big board turn 0 with its add from the deck ability. It reminds me of Boot Sector but for spell/traps. Magical Musket monsters need their spells and traps to activate their effects and gain advantage, and to be able to search even just one using a monster they can easily summon is fantastic. If you’d rather flood the field, M3 can do that as well, directly mimicking Boot Sector. It’s good that M3 gives you options off of its Link Summon, and the fact that you can’t turn M3 into another one next turn stops abuse of the effect(s) it has. Using any Magical Musket spell/trap from the hand while this is on the field limits loss against opponent card effects, though traps and quick-plays the Muskets have can still be played on the field without worry.
The restriction isn’t anything for the archetype, you can make one every turn if you have one Magical Musket monster, it can net you a max plus six for spell/traps or plus five for monsters…almost no card in the game has that kind of power and is also so easy for an archetype to access. The archetype needed this the minute link monsters were brought into the game.
Until Next Time
Magical Musketeer Max is a Link 1 Light Fiend-type Link Monster with 1000 Atk and with 1 downward arrow. The stats are actually really good for a Link 1. Even the requirements are easy, at least within the archetype. You only need 1 Level 8 or lower Magical Musket monster. The effect that lingers so long as Max is on the field is to be able to activate your Magical Musket Spells or Traps from your hand during either player’s turn. This is what the archetype needed to be able to compete at all. The other effect is a choice of archetype back row or monsters after Max is Link Summoned. You choose to either add different Magical Musket Spells or Traps to your hand up to the number of monsters on your opponent’s field OR Special Summon different Magical Musket monsters from the deck up to the number of Spells and Traps on your opponent’s field. Personally, I’d get the Spells and Traps and then use them from the hand. Either way, there is a lot of potential with going second. Luckily the effect is a hard once per turn so you can easily go into another one next turn and use the same effect again or alternate. Something like Ojama Trio might help you out as well. Run 3 Magical Musketeer MAX if you want to resurrect this archetype.
Score: 4.25/5 Art: 4/5 I like it, but the outfit is a little busy for something that probably values stealth.
Next up for the Link Week is a monster that helps fix the weakness of the archetype it was put into, Magical Musketeer Max.
Max is a Link-1 LIGHT Fiend with 1000 ATK and a downward arrow. ATK is about what’d I’d expect on a Link-1 that doesn’t require a big monster, LIGHT is fine though Fiend is weird with that attribute, and the arrow is good for being Link-1. The summoning requirement is any Level 8 or lower Magical Musket monster, which is basically all of them besides Max, and I can tell they didn’t want you using Max to summon another Max. Upon being Link Summoned you can either add Magical Musket Spells and Traps with different names from your deck to your hand up to the number of monsters your opponent controls or summon Magical Musket monsters with different names from your deck up to the number of Spells and Traps your opponent controls. Backrow is still common enough to where you might get one or two monsters off this in a worst case scenario, but I feel like you should have no problem with the search for Spells or Traps bar this getting negated by something since your opponent will likely have monsters. This gives Magical Musket an advantage going second, something they highly lacked before hand, and this is powerful enough to warrant the hard once per turn clause it has on this effect. It also allows you to use your Magical Musket Spells and Traps from your hand on either player’s turn, which is something I’d hope to see on every monster in this archetype. It’s easy for the archetype to summon since they aren’t that strong at spamming monsters and it gives them so much advantage for being in their previously disadvantageous situation of going second, you throw three of these in your Magical Musket Extra Deck without second thought.
Advanced Rating: 4.5/5
Art: 5/5 There’s a new cowboy in town, I see.
Magical Musketeer Max is a smaller Link than yesterday. Merely a Link 1 this time, a Light/Fiend Monster (delicious, isn’t it) who simply requires 1 Level 8 or lower theme Monster for a Link Summon. 1000 attack is rather good for a Link 1. The lone arrow here points directly below to the center. So, if Link Summoned you get to choose one of the following effects:
*You get to fetch from your Deck a number of theme specific Magic/Trap cards to your Hand equal to the number of Monsters your opponent controls. This IS good, but it’s almost one of those ‘I hope they’re ahead/over extended so I can super plus of this’ effects. Which are fun, but dangerous. But even if you +1 from them having but two Monsters, that’s still advantage to you.
*The second effect is much more fun, but similar, and different. Where you Special Summon theme Monsters up to the number of Magic/Traps your opponent controls. I like it’s simple, it doesn’t say face-up or activated, just the amount they control. Even getting one Monster for free out with that is a win. But, naturally, if they have a big back row, that could be a big swarm for you. Maybe a game winning one.
Lastly, (and of course, those are once per turn effects) but you’re allowed to activate theme specific Magic/Traps during either players’ turn. Oh, and that effect is FROM YOUR HAND. That’s just phenomenal. Which makes the first effect all the better too. This guy could (with some work and a little luck) win you some games. Use and abuse this, in multiples.
Art: 5/5 so easily. A demonic cowboy assassin? Fantastic detail and dark contrast colors against the bright and dark in the background. Just a superb picture. Giddyup y’all
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