Notes & Combos
Full gas Mekk-Muskets, capable of going either 1st or 2nd to adapt to the various OTK and Trap Decks.
Going 1st:
- The gameplan is simple: Use the World Legacy engine to set up the GY for the summon of Lib and/or Morning Star, which will get you WL Awakens for a Magical Musketeer Max jumpscare/Lib bounce and/or a negate via WL's Secret.
- Photon Sanctuary equals a totally free 2 bodies, which can get you quite a formidable board and ofcourse Arrows for WL Succession. You can end on a Co-linked Knightmare Gryphon, granting no arrows, recycling backrow and being protected by Musket backrow.
- Turn 1 consistency is mainly possible due to the abscence of most meaningful handtraps, meaning you typically can get by with the 5 cards you open with.
Going 2nd:
- Go for the cheap and easy Doube or Nothing! OTK, which is made easier by Photon Sanctuary + Bujinki Ahashima and Cross-Domination (WL Survivor locks you into Links, take this into consideration!).
- When this isn't possible, or you see better odds of succeeding with a lower risk, you can fall back to the Mekk-Line into Supreme, which dodges some protection and can clear your own clutter away. Mekk-Knight Yellow Star deserves a mention as it is your Mekkshift Knightmare Phoenix, removing backrow (handy with Red Reboot's drawback).
- Don't sweat it when your normal gets blown away; you can usually recover it with either WL Succession or Hoshiningen if really needed.
- Turn 2 survival is made possible by the amount of column tomfoolery going on, giving you a LOT of hand advantage.
Finally, Red Reboot helps out both themes, potentially getting a free +2 out of Max if your opponent decides to Imperm you. When in doubt, search MM - Last Stand. It deals with Raigeki & co, giving you an idea what you're up against and what to do next. It takes some serious column management and prone to misplays, so to this extend not something I'd play on autopilot.