Magical Musket " Magical Musket " ( " Madan " , " Magibullet " in the " OCG " ) is an archetype of LIGHT Fiend monsters debuting in " " . Design . The archetype is based on the German " " , written by and premiered in 1821 . According to German folklore , the term " " refers to a marksman who made a contract with the devil to obtain seven magic bullets with supernatural accuracy . The first six bullets are subservient to the wielder ' s control , while the seventh will be in the devil ' s grip completely . All members of this archetype are based on seven characters from the opera , in addition to sporting names and physical appearances to notable figures of American Western history and lore . Visually , all of them share three design aspects : a demonic - styled weapon , a clawed blue arm holding the weapon , and one or more large , red wings with blue eyes near the joint . Playing style . This archetype revolves around using their monsters to accumulate their Spells / Traps in order to disrupt almost any moves their opponents may be attempting . All of their monsters can activate their effects when a Spell / Trap is activated in the same column as theirs ( including opponent ' s ) . In addition , they also allows player to activate " Magical Musket " Spell / Traps from their hand , essentially turning them into hand traps , making their moves harder to predict and protect against . Their monsters all have different effects , ranging from searching ( " Caspar " ) , recycling ( " Wild " and " Doc " ) , advantage generators ( " Kidbrave " and " Zakiel " ) , and even swarming ( " Starfire " and " Calamity " ) . Therefore , it is important to get those monsters onto the field as fast as possible . Since they ' re all LIGHT Fiends , they can utilize " Ties of the Brethren " as their main card to swarm the field , most of the time to bring out " Caspar " , " Doc " , and " Kidbrave " for maximum benefits . Cards like " Double Summon " can also be used to emphasize this further . Since their monsters can activate their effects from activation of " any " Spell / Traps , cards like " Upstart Goblin " , " One Day of Peace " and the Toon engine ( consisting of " Toon Table of Contents " and " Toon World " ) can also be used . Outside of " Starfire " , they don ' t rely on too much Special Summoning , so they can use cards like " Pot of Duality " to increase their consistency without noticeable drawback . Weakness . While powerful and consistent with their plethora of monster effects to generate advantage , it is also their greatest weakness . All " Magical Musket " Spells / Traps can only be activated while the player controls a " Magical Musket " monster , limiting their utility . Furthermore , they almost have no means of Special Summoning outside of their own theme ( that doesn ' t rely on monster presence on the field ) , so any Summon negation cards such as " Forced Back " , " Solemn Warning " , " Chaos Trap Hole " , and " Horn of Heaven " can help slow them down . Because of this Normal Summon dependence , this deck ' s particularly vulnerable when going second . Hand trap s are also effective against this deck , particularly " Effect Veiler " , " Ghost Ogre & Snow Rabbit " , " Herald of Orange Light " , or " PSY - Framegear Gamma " , since they can negate " Magical Musket " monster effects while also being out of reach from negation effect of " Cross - Domination " . Mass - removal cards that can avoid " Last Stand " or " Fiendish Deal " are also effective to clear their entire field in one fell swoop , preventing them from activating more " Magical Musket " cards for the rest of that turn .