Spell
QuickMagnet Bonding
Archetype:
Bonding
View:
1702
During the Main Phase: Activate 1 of these effects (but you can only use each effect of "Magnet Bonding" once per turn); ● Add 1 "Conduction Warrior Linear Magnum Plus Minus" or 1 Level 4 or lower "Magnet Warrior" monster from your Deck to your hand. ● Add 1 Level 8 "Magna Warrior" monster from your Deck to your hand. ● Fusion Summon 1 Rock Fusion Monster from your Extra Deck, by shuffling Rock monsters from your hand, field, GY, and/or banishment into the Deck as material.
Magnet Bonding — Power Evaluation
Final Score: 61 ± 8 · Confidence: Medium
- Intrinsic: 57 · Deck: 63 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Combo enabler
Why it scores here
Magnet Bonding is a main-phase Spell whose value is access: it searches a Level 4-or-lower Magnet Warrior or Conduction Warrior Linear Magnum Plus Minus, searches Level 8 Magna Warrior, or Fusion Summons a Rock Fusion Monster by banishing or shuffling Rock monsters from hand, field, GY, or banishment. It converts reliably into a Magnet Warrior board because 400 of 400 recent decks run 2.98 copies on average and its top partners are the core Magnet Warrior monsters. The score is held down by the absence of interaction, a body that is not itself material, and the lack of recorded combo boards, so its popularity and the card's deck count do not lift it above the mid-60s.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 78 | Three search and summon routes, 2.98 average copies in 400 decks, and a Bonding name that the guide says lets it be searched by Duoterion (observed and verified: deck and text evidence; the combo starter count is absent). |
| Combo & Conversion | 62 | The Fusion Summon mode turns Rock monsters in hand, field, GY, or banishment into a Rock Fusion Monster, and the guide places it in the CORE section with eight co-cards (verified text plus guide, inferred board size; no combo examples recorded). |
| Resource Economy | 55 | A one-for-one search is card-neutral, and the Fusion Summon mode converts already-committed Rock monsters into a board, so the card gives no net card advantage on its own (verified text, inferred balance). |
| Effect & Interaction | 5 | The card has no negation, removal, or hand-trap function (verified from text). |
| Material Utility | 15 | It is a Spell and provides no material body, so it contributes only as a route to Magnet Warrior and Magna Warrior bodies (verified from text, inferred). |
| Resilience & Flexibility | 45 | It is main-phase only with no quick-play speed, so it cannot be used in the opponent's turn, though its three once-per-turn modes give several routes and it runs three copies (verified text, inferred). |
| Deck-Building Efficiency | 70 | It is run three copies in 394 of 400 decks with no garnet or lock restriction, but three slots of a Spell in a single-engine line is a real cost (observed in decks, inferred). |
Calculation
Weight profile: 0.7 Searcher/Tutor + 0.3 Starter/Combo enabler. Intrinsic ≈ 57, Deck ≈ 63, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Searches two Magnet Warrior routes and a Level 8 Magna Warrior from the Deck, all from a single main-phase activation
- Fusion Summon mode converts Rock monsters from several zones into a Rock Fusion Monster
- Runs in 400 of 400 recent decks at near-maximum copies, across 47 distinct archetypes
- Requires no garnets and sits in an engine that can be built without locks
Weaknesses
- No opponent interaction, so it cannot break or stop the opponent's line
- Main-phase only with no quick-play speed, so it is exposed to a board being set before it resolves
- Its value depends on the Magnet Warrior and Rock ecosystem, so without those monsters it is a dead card
- Its deck count reflects a dominant ecosystem, not standalone strength (guardrail 3)
Counters / choke points
- Searchers can be answered by search-stopping cards that respond to the search effect (general mechanic, not specific cards from the evidence)
- Opponent interaction that stops the Fusion Summon or the searched monsters, if the opponent can respond in the Main Phase
Best use
Searcher and Fusion enabler for the Magnet Warrior core. Decks: Magnet Warrior (1253, gameplay 4), Magnet Warriors (886, gameplay 7), Adamancipator (629), Bonding (2106, gameplay 6). Suggested copies: 3.
Evidence & gaps
- Verified: Effect text: Level 4 or lower Magnet Warrior or Conduction Warrior Linear Magnum Plus Minus search, Level 8 Magna Warrior search, and Rock Fusion Summon, all once per turn per effect, in the Main Phase; 400 of 400 recent decks run it, 2.98 copies on average, distribution 1:2, 2:4, 3:394; Usage statistics show 100% inclusion in several Magnet Warrior and Bonding archetype homes
- Observed: Top partners are the core Magnet Warrior monsters at 90% or more co-deck presence; Guide 1369 places the card in the CORE section with eight co-cards
- Inferred: Searches reliably reach the Magnet Warrior core, so accessibility is high in practice; Without a quick-play window, its disruption and flexibility are low; Its value is in access and conversion rather than in its own body
- Data gaps: No combo boards: as_starter, as_searched, as_material, and avg_power_index are absent, so combo conversion rests on text and deck evidence No banlist token: copies assumed at 3 (unlimited) No rulings: the once-per-turn interaction across the three modes is read from text only Only one guide mention, with no combo steps top_card_context shows the card is not a Top Card, so popularity is not used






