Trap
NormalMagnet Conversion
Archetype:
Magnet
View:
4079
Target up to 3 Level 4 or lower "Magnet Warrior" monsters in your GY; add them to your hand. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished Level 4 or lower "Magnet Warrior" monsters; Special Summon it.
Magnet Conversion — Power Evaluation
Final Score: 55 ± 6 · Confidence: Medium
- Intrinsic: 51 · Deck: 57 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Extender
Why it scores here
This Trap Card's power lies in recycling Magnet Warriors from the graveyard and banish pile, providing modest resource refuel in its home archetype. The first effect recovers up to 3 monsters to hand, useful for recovery after setup, while the second enables delayed special summons as an extender. However, it contributes zero disruption, depends entirely on having prior milled or banished targets, and cannot participate in early combo turns, limiting its ability to convert into immediate winning advantage.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 65 | Appears in 66.1% of Magnet Warriors variants across the deck sample; in the home archetype, targets are abundant (verified from top partners: Alpha/Beta/Gamma at 98.2% co-inclusion), but accessibility is delayed since effects activate from GY, not from hand. (verified) |
| Combo & Conversion | 40 | As a passive recovery trap with no board-building potential on its own, it requires prior setup; no combo evidence supplied, so conversion estimated from text as requiring pre-existing GY/banish state. (inferred) |
| Resource Economy | 72 | The first effect adds up to 3 Magnet Warriors to hand, providing strong refuel if targets exist in GY; the second effect special summons 1 from banish with itself as cost, a balanced 0-card-swing but extending existing boards. (verified) |
| Effect & Interaction | 5 | This card provides no negation, removal, hand traps, or opponent disruption; it is entirely self-focused recursion with zero impact on opponent's board. (verified) |
| Material Utility | 8 | As a Trap Card with no stats (0 ATK/DEF), it cannot serve as material and has no value as a monster body, even when effect-negated. (verified) |
| Resilience & Flexibility | 58 | Once in the graveyard, the effects activate from zone safety; however, the delayed activation on the second effect (cannot use turn sent to GY) is a vulnerability, and if you lack GY/banished targets, the card is entirely dead. (inferred) |
| Deck-Building Efficiency | 70 | In Magnet decks, this is a 1–3 copy optional recursion tool with no brick risk (archetype naturally provides targets); it carries no deckbuilding restriction or lock-in, making it a clean include. (observed) |
Calculation
Weight profile: Primary Recovery/Recursion. Intrinsic ≈ 51, Deck ≈ 57, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck (decks present, combos absent)
Strengths
- Strong mass recursion (up to 3 monsters) as resource refuel in resource-heavy Magnet decks
- Delayed special summon effect extends existing boards on opponent's turn
- Trap Card avoids clogging monster zones
- Consistent inclusion across multiple Magnet Warrior deck variants (66.1% of sample)
Weaknesses
- Zero opponent interaction; provides no disruption, negation, or removal
- Entirely dependent on prior milling/sending Magnet Warriors to GY for first effect to function
- Cannot participate in early combo turns (delayed activation from GY)
- Becomes a dead card in non-Magnet archetypes lacking Level 4 or lower Magnet Warrior targets
- Cannot serve as material or contribute a monster body
Counters / choke points
- Decks with minimal graveyard setup or milling; if no Magnet Warriors are sent to GY, the card is unusable
- Banish-heavy strategies that remove Magnet Warriors before this card can leverage them
- Hand traps or effect negation during activation of recursion effects (though as a GY effect, activation is safer)
Best use
Graveyard recovery and recursive special summon engine. Decks: Magnet Warriors.
Evidence & gaps
- Verified: Card is a Normal Trap with no stats (0 ATK/DEF); First effect adds up to 3 Level 4 or lower 'Magnet Warrior' monsters from GY to hand; Second effect banishes card from GY to special summon 1 banished Level 4 or lower 'Magnet Warrior' monster; Appears in 56 decks, 66.1% of Magnet Warriors variants (39.3% + 26.8%); Top partners include Alpha, Beta, Gamma (98.2% co-decks); core Magnet Warrior monsters
- Observed: Average 1.41 copies per deck (range 1–3, with most running 1); Inclusion consistent across multiple Magnet Warrior deck variants and gameplay types; Appears across 10 distinct archetypes, with Magnet Warriors as primary home (66.1%); Not ranked as a top card in any format (top-card status: false)
- Inferred: Primary role is Recovery/Recursion (recycles from GY and banish); Secondary role is Extender (delayed special summon effect extends boards); Accessibility in Magnet decks is moderate-to-high because the archetype naturally mills/sends cards to GY; Combo conversion depends on prior board setup; cannot generate value in early turns; Becomes unusable in non-Magnet archetypes that lack Magnet Warrior targets; Delayed activation clause creates a 1-turn delay before the second effect can be used; No material utility as a Trap Card
- Data gaps: No combos supplied (combo data.total combos = 0) — combo conversion is text-only inference; cannot verify if recursion actually enables winning plays No guides supplied — no expert context on practical usage or meta role No usage statistics (StatisticsCard available = false) — archetype inclusion % estimated from 56-deck sample only; cannot confirm consistency across broader metagame No combo power index — cannot measure if decks run this card are winning boards or just recycling dead cards No top-card ranking — cannot confirm card's competitive impact at highest level of play






