Magikey Archetype: The Overview
We finally have a new reveal from the next core Yu-Gi-Oh! set, Dawn of Majesty and I have to say, the Magikey Archetype is…interesting to say the least. Comprised of Normal, Ritual, and Fusion Monsters, Magikey focuses on the use of Normal Monsters to fuel the effects of your Ritual and Fusion Monsters, with a heavy emphasis on having multiple attributes in your Graveyard. Magikey certainly is an interesting Archetype, but does it have what it takes to be a competitive force in today’s Meta? Well, let’s take a look at the cards and find out!
Magikey Archetype: The Monsters
Magikey Skyblaster – Clavis
Level 4 DARK Warrior-Type Normal Monster
Every person is brimming with potential. To go or to stop, to close or to open depends on yourself. There are many doors in this dazzling world. What opens them is a magical key. Two keys and one door. Two wills and one form. If the door is opened the world shall be connected, and an enormous power shall reveal itself.
The first Monster of the Magikey Archetype, Clavis is currently the only Normal Monster of the Archetype, essentially being the lynchpin of the deck. Being a Level 4 Dark Warrior Monster gives Clavis a lot of utility outside of the Archetype, being both a RoTA target and a target for much of the Normal Support Cards in the game, with the first one to come to mind being Rescue Rabbit (Don’t worry, we’ll talk about him later). Clavis’ stats are decent, and for a deck whose plays revolve around the use of Normal Monsters, they certainly could have done worse. He’s easily a 3 of in the deck for obvious reasons.
Magikey Blaster – Batosbuster
Level 4 DARK Machine Ritual Tuner Effect Monster
You can Ritual Summon this card with “Magikey – Maphteah”. You can only use the 1st effect of this card’s name once per turn.
(1) If this card is Ritual Summoned: You can add 1 “Magikey” card from your Deck to your hand.
(2) Once per turn, when an attack is declared involving this card and an opponent’s monster with the same Attribute as a Normal Monster or “Magikey” monster in your GY: You can place any number of cards from your hand on the bottom of the Deck, and if you do, negate that opponent’s monster’s effects (until the end of this turn), then draw cards equal to the number of cards you placed.
The first and so far only Ritual Tuner Monster (Yes folks you read that correctly), Batosbuster is a strange card indeed. While so far no Synchro Monsters have been revealed for the Archetype, this could be a hint of things to come, and Ritual Summoning a Tuner is certainly an interesting way of going about it should the archetype get some. Or hey…Konami just gave Drytron some good Synchro options. Thanks, Konami. Ok, onto the card itself. Batosbuster is actually a great card to run for its first effect alone, allowing you to search out the entire Archetype when Ritual Summoned. His second effect is a really strange one and one that I don’t see coming up very often. Typically effect negation of any kind if great in the Meta, but Batosbuster only negates the effects of Monsters it does battle with, and only Monsters who’s attributes matches the attributes of a Normal or Magikey Monster in your Graveyard. Oh, and the random adding cards to the bottom of your deck and drawing the same amount…Like I said, very weird. Run 3 of this guy just for his first effect alone.
Magikey Cannon – Garesvet
Level 8 EARTH Machine Ritual Effect Monster
You can Ritual Summon this card with “Magikey – Maphteah”. You can only use the 2nd and 3rd effects of this card’s name once per turn each.
(1) Gains 300 ATK for each monster Attribute in your GY.
(2) When your opponent activates the effect of a monster with the same Attribute as a monster in your GY, and you control this card Ritual Summoned using monsters with 2 or more Attributes (Quick Effect): You can negate the activation, and if you do, destroy that monster.
(3) If this Ritual Summoned card is sent to the GY: You can add 1 “Magikey” monster from your Deck to your hand.
The second RItual Monster of the Archetype, Garesvet is a great card. Being a decently sized wall having 2800 DEF, this card comes with far better effect negation than Batosbuster, allowing you to negate the effect of a Monster with the same Attribute as any monster in your Graveyard whenever the effect activates. The downside of this being that you must have Ritual Summoned Garesvet with two or more Attributes. Not hard when you think about it, but it does mean that you can’t solely rely on your In-Archetype Monsters. The third effect of this card is also very good as it can search any of your Magikey Monsters from your deck when it’s destroyed, even another copy of itself. Overall, this is a very good card that I’d run 2 of since he could potentially be a brick at 3 copies.
Magikey Summon Beast – Ansyalabolas
Level 4 DARK Beast Fusion Tuner Effect Monster
Materials: 1 “Magikey” monster + 1 non-Token Normal Monster
You can only use the 1st effect of this card’s name once per turn.
(1) If this card is Fusion Summoned: You can add 1 “Magikey – Maphteah” from your GY to your hand.
(2) Once per turn: You can target 1 opponent’s Attack Position monster with the same Attribute as a Normal Monster or “Magikey” monster in your GY; change it to Defense Position, and if you do, it loses 1000 DEF.
(3) Banish any monster destroyed by battle with this card.
Our first Fusion Monster, Ansyalabolas is well…another Tuner! This beast requires any Magikey Monster and a non-token Normal Monster to Fusion Summon, but if you want to skip all of that, it’s interesting to note that it is an Instant Fusion Target. Regardless of how you Fusion Summon this Monster, you will get to get a copy of Magikey – Mapthteah from your Graveyard, which we will go over in a bit. His second and third effects are pretty good as well, applying pressure on your Opponent by switching their Monsters to DEF and decreasing their DEF by 1000 (RIP this effect when facing Link Monsters), and also Banishing any Monster Ansyalabolas destroys. Of course, the second effect is dependent on the Attributes in your Graveyard, so be sure to plan accordingly. I’d say run 2 of him.
Magikey Summon Dragon – Andrabimus
Level 8 WIND Dragon Fusion Effect Monster
Materials: 1 “Magikey” Effect Monster + 1 non-Token Normal Monster
(1) When Fusion Summoned, your opponent cannot activate cards or effects.
(2) Once per turn: You can target 1 Normal Monster or “Magikey” monster in your GY; destroy all monsters your opponent controls with the same Attribute.
(3) Once per turn, if an opponent’s monster(s) with the same Attribute as a monster in your GY is destroyed by battle or card effect, and you control this card Fusion Summoned using monsters with 2 or more Attributes as material: You can draw 1 card.
Our second and last Fusion Monster, Andrabimus is an overall solid card. Very solid stats makes this card the best offensive Monster the Archetype has access to so far, and stopping your Opponent from activating cards to effects when it’s summoned makes it harder for your Opponent to respond to its summon. Now, its second and third effects are where this card shines, and actually work incredibly well together. Andrabimus is able to wipe out all Monsters your Opponent controls that share the attribute of a Normal or Magikey Monster in your Graveyard. This is non-targeting removal which is always nice, though destroy instead of send is a little unfortunate. However, it does tie into the third effect, which allows you to draw a card when your Opponent’s Monsters that share attributes with Monsters in your Graveyard are destroyed. Much like Garesvet though, Andrabimus requires having to be summoned using Monsters with 2 or more Attributes. Overall, I’d say run 3 of this card. This alongside Garesvet are your Boss Monsters, and you are going to want to go into Andrabimus as many times as you can.
Magikey Archetype: The Spells/Traps
Magikey – Maphteah
Normal Spell Card
(1) Fusion Summon 1 “Magikey” Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, OR Ritual Summon 1 “Magikey” Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster. If you control a Normal Monster, you can also send 1 Normal Monster from your Deck to the GY as Fusion Material or as 1 of the monsters required for the Ritual Summon.
The single most important Spell card of the entire Archetype, Maphteah acts very much like Secrets of Dark Magic, allowing you to either Fusion Summon or Ritual Summon a Magikey Monster. However, Maphteah also comes with a very powerful effect that makes cards like Shaddoll Fusion so insanely powerful, and that is allowing you to use a Monster from your Deck as Fusion or Ritual material if you control a Normal Monster. This Monster needs to be a Normal Monster as well, but considering how much the Archetype revolves around Normal Monsters, that is to be expected. Run 3 of this card no matter what, unless you want to be stuck with nothing but Vanilla Monsters.
Field Spell Card
You can only activate 1 card with this card’s name per turn. You can only use the 3rd effect of this card’s name once per turn.
(1) When this card resolves, you can add 1 “Magikey” monster from your Deck to your hand.
(2) The first time each Normal Monster you control would be destroyed by battle or card effect each turn, except Tokens, it is not destroyed.
(3) During your Main Phase: You can add 1 “Magikey – Maphteah” from your Deck to your hand, then place 1 card from your hand on the bottom of the Deck.
Magikey Unsealing is the Field Spell for the Archetype, and a very important card indeed. Upon activation and resolution, Unsealing nets you any Magikey Monster from your Deck, which is already really good. However, during your Main Phase, you can also add the all important Maphteah from your Deck to your hand, opening up your plays with this one single card. The second effect to protect your Non-token Normal Monsters is an ok effect, but if you’re playing the Archetype right, this effect shouldn’t really be coming into play very often at all. Run 3, no matter what.
Normal Trap Card
(1) Target 1 Normal Monster or “Magikey” monster in your GY; add it to your hand, then you can apply 1 of these effects.
● Fusion Summon 1 “Magikey” Fusion Monster from your Extra Deck in Defense Position, using monsters from your hand or field as Fusion Material.
● Ritual Summon 1 “Magikey” Ritual Monster from your hand in Defense Position, by Tributing monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster.
This card is…well the best way I can describe it is meh. It’s not a bad card by any means, but it’s not exactly great either. Sure, recurring your resources from the Graveyard is great, but considering Connected Magikey is a Trap Card, it already makes this card slow and somewhat unreliable. Being able to potentially Fusion or Ritual Summon on your Opponent’s turn is cool though. Honestly, there isn’t much more to say about this card. Run 1-2 I’d say.
Magikey Lock – Unlock
Counter Trap Card
You can only activate 1 card with this card’s name per turn.
(1) When your opponent activates a Spell/Trap Card while you control a “Magikey” Ritual Monster or a “Magikey” monster Special Summoned from the Extra Deck: Negate that activation, and if you do, destroy that card, then you can declare 1 Attribute, and if you do, all face-up monsters your opponent currently controls become the declared Attribute until the end of this turn.
Now, THIS is a Trap Card. Unlock gives this Archetype a layer of disruption that it desperately needs, negating your Opponent’s Spell or Trap while also converting all Monsters your Opponent controls to an attribute of your choice, making applying your Magikey effects much easier. Of course, you need to control either a Magikey Ritual Monster or a Magikey Monster from the Extra Deck, but that isn’t the worst thing in the world. I’d say run 2 since it can be easily searched and could be dead drawing multiples.
Magikey Archetype: The Techs
Rescue Rabbit! Any Decks that use Normal Monsters loves this little guy, and it’s easy to see why. Rabbit can easily bring out two copies of Clavis for your plays, either using them to Ritual Summon or Fusion Summon. However, if you are feeling spicy, you could always use those copies of Clavis for an Xyz or Link Summon. I won’t judge. Either way, Rescue Rabbit is a card I think should be run in here for sure, especially for easy access to other Normal Monsters you may want to run in the deck. You could also easily have this spot be “Unexpected Dai” for a very similar effect. Or you know…you could run both.
Oh boy, this one honestly almost went over my head. Advanced Ritual Art. You know, the card that lets you Ritual Summon by sending Normal Monsters from your Deck to the Graveyard? Yeah, that Advanced Ritual Art. This card has the potential to be crazy in this deck if used correctly. On the surface level, sure you can just send one copy of Clavis from your Deck to the Graveyard in order to bring out Batosbuster for a search, which by itself is a very good play. But you could also go one better and load up your Graveyard with two Normal Monsters with different attributes and summon a Level 8 Ritual Monster (either Garesvet or any other level 8 Ritual Monster you wish to run). So yeah, I’d say consider a few copies of Advance Ritual Art in any Magikey Deck for sure.
Friendship ended with Shaddolls, now Magikey is my best friend. Yeah, Cross-Sheep I can see being a very good card in Magikey, since the Archetype can make use of two of Cross-Sheep’s better effects. You can Draw two cards and discard two cards if you Ritual Summon, or bring back a level 4 or lower monster from your Graveyard when you Fusion Summon. Consider throwing this one into the Extra Deck if you feel confident in your abilities to make it.
The Neos Package. This maybe isn’t the best thing to fit into the deck, but it is certainly something to think about. With the Neos Package, you can get both a fairly powerful Monster on the field in Rainbow Neos (The nest target to Fusion Summon) but also gets a LIGHT Normal Monster in your Graveyard, helping fuel your Magikey effects. Like I said, maybe not the best, but certainly worth thinking about.
Magikey Archetype: Conclusion
Magikey is certainly an interesting Archetype that I think has potential. It isn’t perfect and isn’t even great, but I think with some more support and some creative uses of outside cards, I think that Magikey could become a fun and even fairly powerful deck. I am, however, honestly worried about there being a Ritual Tuner Monster in a world where Drytron exists, but that doesn’t have anything to do with Magikey themselves. Overall, I like what Magikey are trying to do, and I hope we get some future support for this Archetype, especially in the form of Synchro Monsters.