magical musketeer goes BOOOOOM
seen from United States

seen from Türkiye
seen from Guatemala

seen from United States
seen from Canada

seen from United States
seen from United States
seen from United Kingdom
seen from Türkiye
seen from United States

seen from United States
seen from China

seen from Türkiye
seen from Türkiye
seen from United States
seen from United States
seen from United States
seen from Germany

seen from Brazil

seen from Russia
magical musketeer goes BOOOOOM

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Magical Musketeer Kidbrave ———————————————— During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn. ———————————————— Can Be Found In: Spirit Warriors (SPWA-EN018)
Magical Musket is an archetype that combines the opera Der Freischütz with known figures from Western history. To represent a theme heavily arround firearms, Magical Musket has the big advantage over other Decks of being able to play their Spells and Traps at any moment directly from their hand. Additionally, their members will activate their abilities when a Spell or Trap is played in the column are placed on, further leading the Duel from our own cards as well the opponent's. Keeping a strong hand at all times with chainable cards and their monsters following with their effects, Magical Musket might be lacking in summoning options but will keep the game under control at all times.
"Magical Musketeer Kidbrave" is the monster in charge to keep a steady hand turn after turn, becoming an important card due the archetype's focus on chainable cards from the hand. Like many other Magical Musket monsters "Kidbrave" let us activate the archetype's Spells and Traps from our hand during any player's turn. The uniqueness of each member comes when a Spell or Trap is played on their column, which in case of "Kidbrave" gives us the option to discard an archetype card to draw two cards in return. While not the strongest when comes to battles, "Kidbrave" effect along the options the Deck offers becomes our best source to keep gaining either new options to improve our game or more Spells or Traps we can use any turn as long "Kidbrave" and other Magical Musketeers are on our field.
"Kidbrave" is in a solid position to arrive on our field as soon as possible and start providing drawing power right away. In most cases it will be achieved by "Magical Musketeer Caspar", searching for "Kidbrave" or Spells and Traps to assist him by the same column mechanic the archetype works arround with. On a more direct approach "Magical Musketeer Starfire" will directly summon "Kidbrave" from our Deck, quite effective if we can assure the activation of a Spell or Trap on his column for his benefits. Another method to obtain "Kidbrave" is by the Normal Summon of "Tour Guide From the Underworld", as although negats his effects as a result it becomes a solid option to prepare Xyz and Link Summons in an instant. But if we have a strong hand of Spells and Traps, "Ties of the Brethren" can bring "Kidbrave" and/or two other Magical Musketeers to quickly follow with their effects as we trigger their column-based abilities. Finally comes the situation where "Kidbrave" will end in our Graveyard by any cause, easily solved by either "Magical Musketeer Calamity" bringing him back to our field or "Magical Musketeer Doc" returning him to our hand.
The performance of "Kidbrave" is quite similar to the rest of monsters in the archetype, as they rely on players' Spells and Traps to trigger their abilities. Thanks to their shared ability, even a lonely "Kidbrave" can threaten the opponent as let us activate disruptive cards such as "Magical Musket - Desperado" and "Magical Musket - Last Stand" to keep the opponent under control. Otherwise, the Spell Cards "Magical Musket - Steady Hands" and "Magical Musket - Cross-Domination" assist us in battles either defending "Kidbrave" or taking the offensive, with additional help from cards like "Honest" for further coverage straight from our hand. Together with "Magical Musketeer Casper" searching for their Spells and Traps and/or "Magical Musketeer Doc" recycling them from our Graveyard, we will keep a hand loaded with chainable cards while keep using their effects at all times. But keep on mind that the effect of "Kidbrave" and other Magical Musketeers aren't limited to their own Spells and Traps, so we can play cards like "Upstart Goblin" and "Toon Table of Contents" to thin our Deck while triggering their effects, or simply wait for the opponent being forced to play a card in front of "Kidbrave" to give us drawing power. Additionaly, since “Kidbrave” requires to discard an archetype card for his effect, it can be easily retrieved afterwards by “Doc” or “Calamity” and overall dismiss his cost. Overall, thanks to "Kidbrave" effect to keep us with a steady hand, we'll have plenty of Spells and Traps to not only answer against the opponent but keep activating his effect each turn.
The monsters in this archetype works pretty much the same by giving us a chainable hand against any opponent's actions while activating their effects as a result, with the latter being the main difference of "Magical Musketeer Kidbrave" from its comrades. If not using our own Spells and Traps (Magical Musket or not) will be the opponent which gives us "Kidbrave" drawing effect, and along other members like "Magical Musketeer Caspar" and "Magical Musket Mastermind Zakiel" we'll keep a hand with plenty of options to improve ourselves or keep punishing the opponent. The archetype might be heavily reliant on Spell and Traps to gain momentum as well increase their hand with "Kidbrave" and other members, but thanks to some off-theme options like "Honest" and "Tour Guide From the Underworld" we will cover some of their shortcomings. Despite being a small archetype, "Kidbrave" is a great example of how powerful they can be by just increasing their hand each turn.
Personal Rating: A+
+ Allows us to play Magical Musket Spells and Traps from our hand during any turn + We can discard a Magical Musket card to draw two cards if a Spell or Trap is activated on his column + Greatly supported by the archetype and other options + Capable to keep a strong hand each turn along with other Magical Musketeers
- Average stats on his own - Completely reliant on Spells and Traps
Madan no Shashuu The Kid / Magibullet Shooter The Kid Light Fiend / Effect LV3 1600/200 You can only use this card name’s (2) effect once per turn. (1) You can activate “Magibullet” Spell/Trap Cards from your hand during either player’s turn. (2) If a Spell/Trap Card is activated in the same column as this card: You can discard 1 “Magibullet” card; draw 2 cards.
DBSW-JP021 魔弾の射手 ワイルド Madan no Shashu Wild (Magibullet Shooter Wild) Level 4 LIGHT Fiend Effect Monster ATK 1700 DEF 900 You can only use the (2)nd effect with this card’s name once per turn. (1) You can activate “Magibullet” Spells/Traps from your hand during either player’s turn. (2) If a Spell/Trap Card is activated in this card’s column: You can target 3 “Magibullet” cards in your Graveyard; shuffle all 3 of them into the Deck, then draw 1 card.
DBSW-JP020 魔弾の射手 カラミティMadan no Shashu Calamity (Magibullet Shooter Calamity) Level 4 LIGHT Fiend Effect Monster ATK 1500 DEF 1300 You can only use this card name’s (2) effect once per turn. (1) You can activate “Magibullet” Spell/Trap cards from your hand during either player’s turn. (2) If a Spell/Trap Card is activated in the same column as this card: You can target 1 “Magibullet” monster in your GY; Special Summon it in Defense Position.
Named after Martha Jane Cannary better known as Calamity Jane. She was an American frontierswoman and professional scout
https://en.m.wikipedia.org/wiki/Calamity_Jane

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Madan – Deadman’s Burst (Magibullet – Deadman’s Burst) Counter(?) Trap Card {A card with this card’s name can only be activated once per turn. (1) If you control a “Magibullet” monster, and your opponent activates a Spell/Trap Card: Negate that activation, and if you do, destroy that card.} (UNCONFIRMED)
From a YuGiOh commercial
DBSW-JP026 魔弾-ダンシング・ニードル Madan – Dancing Needle (Magibullet – Dancing Needle) Normal Trap Card You can only activate a card with this card’s name once per turn. (1) If you control a “Magibullet” monster: You can target up to 3 cards in the GYs; banish those cards.
DBSW-JP025 魔弾-デスペラード Madan – Desuperaado (Magibullet – Death-perado) Normal Trap Card You can only activate 1 card with this card’s name per turn. (1) If you control a “Magibullet” monster: You can target 1 face-up card on the field; destroy that card.
Note: This card is probably just Desperado, but considering Never Endorphin, it wouldn’t be too shocking to suspect it might be a Des/Death pun.