Berserkion the Electromagna Warrior
EARTH 8

Berserkion the Electromagna Warrior

  • Archetype:
  • Magnet Warrior

  • ATK:
  • 3000

  • DEF:
  • 2800

  • View:
  • 4382




Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Alpha The Electromagnet Warrior", "Beta The Electromagnet Warrior", and "Gamma The Electromagnet Warrior" from your hand, Graveyard, and/or face-up from your Monster Zone. You can banish 1 Level 4 or lower "Magnet Warrior" monster from your Graveyard, then target 1 card your opponent controls; destroy it. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 each of your banished "Alpha The Electromagnet Warrior", "Beta The Electromagnet Warrior", and "Gamma The Electromagnet Warrior"; Special Summon them.




 
 
AI Power Analysis
Boss/End-boardConfidence: Medium
61± 8/ 100
Power Score
Intrinsic 61
Deck 61

Berserkion the Electromagna Warrior — Power Evaluation

Final Score: 61 ± 8 · Confidence: Medium

  • Intrinsic: 61 · Deck: 61 · Meta: provisional
  • Primary role: Boss/End-board · Secondary: Removal

Why it scores here

Berserkion is scored as a Boss/End-board piece with a secondary Removal role. Its text reliably converts three named Magnet Warrior bodies into one 3000-ATK monster, a destroy effect, and a revival of the three banished bodies when it is destroyed by battle or an opponent's effect. The 3000 ATK and Level 8 earn no points on their own, and the score is held down by the Special Summon requirement, the missing combo data, and the lack of any negation. Deck presence is strong (400 of 400 sampled decks, with Beta The Electromagnet Warrior in 98.2%), but that frequency only confirms the role is real and does not raise the score on its own.

Axis scores

Axis Score Evidence
Accessibility 65 Needs Alpha, Beta and Gamma from hand, GY or field to Special Summon, and Beta is in 98.2% of sampled decks, so access is practical but not guaranteed (verified text; observed deck partners).
Combo & Conversion 68 The destroy plus revival-of-three-bodies line is clear from text, but no recorded combo boards exist to confirm the conversion (verified text; combo evidence absent, so inferred).
Resource Economy 70 Banishing a Level 4 or lower Magnet Warrior from the GY is a cost, but the revival can return three banished bodies, a net gain on recovery (verified text; inferred net value).
Effect & Interaction 55 A single targeted destroy with no negation or hand-trap reach, so interaction is real but limited (verified text).
Material Utility 50 Level 8 Earth Rock is a usable material, but no evidence shows it as material in practice (inferred; combo as_material is zero).
Resilience & Flexibility 70 Revival on destruction by battle or opponent effect gives recursion, though the three bodies still must be present in banish (verified text; inferred).
Deck-Building Efficiency 55 No garnet, but it requires the full three-card Magnet Warrior set, which restricts the deck to that theme (observed deck data; inferred restriction).

Calculation

Weight profile: 0.7 Boss/End-board + 0.3 Removal. Intrinsic ≈ 61, Deck ≈ 61, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Destroys one opponent card and, on destruction, revives up to three banished Magnet Warriors (verified text).
  • Present in 400 of 400 sampled decks, with Beta The Electromagnet Warrior in 98.2% (observed deck data).
  • Recursion value after destruction by battle or opponent effect (verified text).

Weaknesses

  • Requires three specific Magnet Warrior cards to Special Summon, which limits it to that theme (verified text).
  • No recorded combo boards, so conversion is text-only (data gap).
  • No negation or hand-trap reach; interaction is one targeted destroy (verified text).

Counters / choke points

  • Opponent interaction that prevents its Special Summon or destruction (inferred from its summon and revival conditions; not in evidence).

Best use

Boss/End-board. Decks: Magnet Warriors. Suggested copies: 1.

Evidence & gaps

  • Verified: Special Summon requires banishing Alpha, Beta and Gamma Electromagnet Warrior from hand, GY and/or field.; Banish a Level 4 or lower Magnet Warrior from GY to destroy one opponent card.; On destruction by battle or opponent card effect, Special Summon banished Alpha, Beta and Gamma.
  • Observed: Present in 400 of 400 sampled decks, 1.03 copies average, 36 distinct archetypes.; Beta The Electromagnet Warrior co-occurs in 98.2% of decks.
  • Inferred: Revival loop gives recursion value after the card is destroyed.; Accessibility depends on having two of the three summon bodies available.
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











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