This deck was kinda thrown together as an idea that actually worked way too well for the amount of effort I put into it.
MEHD stands for Musket Eldlich HERO Despia, as those are the four engines used in this deck (yes, that is a lot). Because of just how many engines there are, there’s actually no real way for your opponent to know what to expect; it plays on their expectations in later matches when you pull out Eldlich the Mad Golden Lord instead of sitting on your Magical Musket interruptions and a Phoenix Enforcer. Plus it’s just fun to play because of the variety!
The idea for this came out of trying to optimize another of my favorite archetypes, Magical Musket (the Musket part in MEHD), which had a problem with keeping its low-ATK monsters on the field for the turn. I went through an Eldlich variation a while back, which worked relatively well but had problems with consistency. Then I was reading the Despia article that came out this week, and I realized that changing your opponent’s monsters’ attack to zero was a sure way of making it through the Battle Phase with your weak Magical Musket monsters. Thus, an idea was born: why not combine all three, plus add a 5-card fusion engine that’s all the rage now?
The Main Deck
Tech cards:
In order to maintain consistency, I tried to limit the amount of engine-based cards to 36 so I could keep 3 Pot of Prosperity and an Upstart Goblin. I exceeded my expectations, keeping it to 30 cards, allowing 6 additional tech choices, of which I chose Summon Limit and Lord of the Heavenly Prison to slow down the opponent and add another body and consistency. Lord of the Heavenly Prison can give you protection and a free Spell/Trap, or it can just provide a body by setting and then activating a normal spell (this is useful when you really need a Liebe).
Magical Musket Engine:
The Magical Musket engine I streamlined as much as humanly possible to still get good results: 2 each of Starfire and Casper and 1 of each of the 4 best Magical Musket Spell/Traps. Magical Musket works very well with Eldlich the Golden Lord, as the Spell/Traps are useless without their monster counterparts, so they’re free of cost for use with the Golden One. Also, because of the massive amount of spells in this deck, you will almost always have enough to activate both Starfire’s effect to summon Caspar and Casper’s effect to add a Musket Spell/Trap, giving you an interruption or Spell/Trap negate.
It’s actually interesting because I thought the Musket Engine would wind up being useless due to the power of the other engines. However, they actually prove incredibly useful! All of the Magical Musket monsters can activate their effects if your opponent plays a Spell/Trap in their column. So if they’re dumb enough to activate a Prosperity vertical of your Caspar, you get to search another Trap for interuption! Magical Musketeer MAX can be an automatic Verte, Phoenix or even Unicorn depending on how many Spell/Traps your opponent has, or it can just be a good way to net interruptions, as it too is a Magical Musket monster. The Magical Musket Spell/Traps are also immune to Spell/Trap removal, as they can be activated from hand. The only reason you would need to set them is for Lord of the Heavenly Prison’s effect.
So, even though I only included them for my own pleasure, they actually have some phenomenal utility I wouldn’t otherwise have.
Eldlich Engine:
The E in MEHD and the beef of the deck at a 12 card engine, this too is a bit more streamline compared to typical iterations of the Eldlich archetype, cutting Eldlixir of Black Awakening entirely and playing only two each of Haquero and Conquistador. Eldland and Sanguine are still at three for maximum utility, however, and the Golden Lord himself is at two. I also added one Eldlich the Mad Golden Lord in the extra deck because you can summon it and it is a pain to out. There are a few ways to play Eldlich that I think may be different from the norm with this deck, so let me go over those:
First off, you NEVER want to keep Eldland into the Battle Phase, because it locks you out of attacking with anything other than Zombie monsters. Also, use Sanguine exclusively on your opponent’s turn: it locks you into Zombie monsters, which you don’t have a lot of (or really any of). Also, if you need to get rid of floodgates (ie Summon Limit or Eldland) or you have a useless Spell/Trap (ie spare Branded Openings or Destiny Fusions), simply set them and use Eldlich’s effect in the grave to remove it and get a free, hard-to-out body on the field. Thus, it can be imperative to get Eldlich in the grave. There are a few ways to do this: Link Summoning, Fusion Summoning and Eldland’s second effect. All of these are possible and can get your Golden Lord to the grave for that free body or necessary removal (which you would only need to do if you need to get out Accesscode or Liebe to beat over a stupid powerful monster). I think that’s it for the differences, and everyone reading this should know how to play Eldlich. If not, there’s a comments section for questions.
HERO Engine:
This is your typical Destroy Phoenix Enforcer engine. The only notable interactions with the other engines in this one are that Enforcer won’t have its attack changed to zero by Quaeritis’ effect due to being a Level 8 Fusion monster. You can also set all of your Spell/Traps to make use of Celestial’s effect. Your leftover Fusion Destinys can be used as fodder for the Golden Lord’s effects. Magical Musketeer Starfire can be a free Verte if you need an Enforcer that bad.
Despia Engine:
The reason I initially put this in was because of Quaeritis’ unique effect which helped with keeping my poorly equipped Magical Musketeers on the board for the next turn. But it then turned out it had a whole lot of utility, as Theater of the Branded can fusion the Mad Golden Lord and once used can be removed for cost. Note that every monster in the deck is LIGHT or DARK to maximize the utility of the fusions, though Proskenion is almost never summoned (and is a prime Prosperity target). I am incredibly proud of how this engine has performed, and I wouldn’t get rid of it. It’s also another normal-summonless fusion engine for any Invoked Shaddoll Dogmatika players who want something different to have. Note that Opening does require a discard (but it’s not for cost, so if it’s Ashed you don’t have to!)
Extra Deck:
Most of the Extra Deck is self explanatory, however I have a few notes:
You almost never use the Xyz monsters, and most of them are useless unless going second.
That being said, the three machine Xyz monsters are one of your only two ways to beat over huge bodies and are also your best OTK strategy going second (you can make Gustav using Golden Lord and Lord of the Heavenly Prison)
Prosperity targets tend to be the Xyz and Fusions you won’t use plus the extra Musketeer MAX and/or Imduk.
Side Deck:
The side deck is a bit thrown together, however it includes a lot of going second options because this deck is absolute trash going second. I suggest messing with it. Summon Limit and LotHP are typically the ones you’ll side out.
Final Notes:
There aren’t any handtraps in this one because you won’t need them: you’re going first. And anyways, they didn’t fit.
As always, if you have any questions, ask in the comments.
Thanks for reading this long article; I have another deck that I’m proud of if you want to look at it. It’s Code Talker, and it has a VERY different playstyle, so maybe you’ll be into it if you don’t like this one. Link here: https://ygoprodeck.com/code-talker-control-possible-meta-contender/.
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