Notes & Combos
It's high noon! I happened to have like 95% of Musket's core already, and decided to give it a try, and ****, what a blast! Probably the only based Fiendsmith variant.
I build it blind second because I feel the deck is more natural at that. Also, breaking boards are fun (although waiting for the opponent's combo was boring). The game suddenly gives me like 80% coin toss win.
The main idea is to break or bait your opponent's board with your breakers, summon Max to flood the field, and do the Fiendsmith/Unchained combo, which also break boards in the process.
The Extra Deck is one package of Board Breaking machines! First you try to resolve Max, then to the Fiendsmith combo. If you have more bodies, you can use Engraver and a level 4 Musket for Chaos Angel, banishing a card. Later, you can go to the Unchained route and revive Angel with Yama, banishing another card. And with Muckracker, it is possible to net a total of three banishes!
The deck had undergone continuous changes since I used it in DLv12. Initially I didn't have VRAINS, and run more cards such as Magical Musketeer Doc and Chamber of the Unchained. While they have their moments, I found the games mostly fast enough, so I ended up cutting them.
Tract is our ROTA and ideally run at max copies, but I only have two. It can search Muskets, summon Lurrie, or even surprise the opponent by searching Santa.
Kidbrave? Don't mind him. He is the coolest one.
Unicorn was a last minute addition in DLv19. It just good at baiting and is a body that can generate a spell to trigger your Muskets. Just note that it can conflict with Sanct, but you can just simply link it off.
The hardest part was maybe when the Enemy is on Bystial. I was considering to tech Bystial myself, but in the end, it was sufficient even without it.
Props to hoxtinator for the inspiration :)
Replays
Here are some of the showcases for your reference!