View Deck on Dueling Nexus
First, let’s talk about the ratios
First we have the first part of the deck, the P.U.N.Ks; they’re the main engine for making Phantasmal Lord Ultimitl Bishbaalkin (the P.U.N.K. Synchros are there for a going second plan and OTK), the main monster of this deck, and it’s a great consistency boost to the deck, thanks to the field spell that draws 2 (P.U.N.K. JAM Extreme Session), as we want to draw at least one of the monsters of the second part of the deck, the Magical Muskets!
As for the Magical Muskets part of the deck, we run only nine Magical Muskets monsters, as we’re only going to use them to summon the best monster of their archetype: Magical Musketeer Max. (And makes use of one of the traps that we were going to use if the opponent makes Max leave the field.)
He’s the main part of this deck too, as it synergies with Bishbaalkin, and it’s the reason this whole deck exists (I’m going to explain why in the combo part).
The Combo
There are two versions of the combo: the one with Ukiyoe-P.U.N.K. Rising Carp and the one without it. The only difference is that we don’t get to summon Joruri-P.U.N.K. Madame Spider in the one without Rising Carp, so we don’t get to search for a P.U.N.K. trap.
Without Rising Carp
• Activate Emergency Teleport
• Summon Punk Ze-Amin and activate its effect to search for Punk Foxy Tune.
• Activate Foxy Tune’s effect to summon Punk Deer Note from the deck.
• Use Ze-Amin and Deer Note to Synchro Summon Geomathmech Magma.
• When sent to the GY, Deer Note’s effect activates to summon Foxy Tune from the GY.
• Send both Foxy Fune and Geomathmech Magma to Special Summon Bishbaalkin.
• Activate Bishbaalkin’s effect and summon 5 tokens on both fields.
• Link summon I:P Masquerena using Bishbaalkin and a token, then link summon Link Spider and Linkuriboh.
• Link summon Saryuja Skull Dread using all of the link monsters we summoned and a token.
• Saryuja’s effect activates on Chain Link 1, Chain Link 2 Linkuriboh to tribute a token; Chain resolves to summon Linkuriboh, then draws 4, and here’s the important part: we’re going to draw 1 of the nine Muskets we have in the deck, 2 if possible, and keep them in the hand, then return to the deck 3 cards we don’t need or the Musket Spells or Traps if we drew them (if we draw a Punk Trap, it’s ok to keep it for more disruptions).
• Activate Saryuja’s effect to summon a musket from the hand, then use it to link the summon into Max.
• Finally, Max’s effect activates to add five magical musket spells or traps from the deck to your hand.
With Rising Carp
And this Is the entire combo, It ends on 5 to 7 interruptions (8 if we get to use Emergency teleport twice to use a token to Synchro into Herald of the Arc Light), 5 being the 5 Musket Spell/Traps, 2 being both the Punk Traps, and optionally Linkuriboh if the opponent wants to beat over Max (Herald instead of Linkuriboh if we get to make It), the version with Rising Carp Is almost the same, but we get to normal summon Ukiyoe-P.U.N.K. Sharakusai to fuse into Rising Carp using both Ze Amin and Sharakusai, and allowing the summon of Joruri-P.U.N.K. Madame Spider and Deer Note, to guarantee us getting one of the Punk traps (preferably Joruri-P.U.N.K. Dangerous Gabu for a negate), then Synchro into Magma and doing the same combo line as the one without Rising Carp.