Trap
NormalMagnet Force
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4559
This turn, all monsters on the field whose original Types are Machine or Rock, are unaffected by your opponent's monster effects (except their own).
Magnet Force — Power Evaluation
Final Score: 49 ± 5 · Confidence: Medium
- Intrinsic: 52 · Deck: 51 · Meta: provisional
- Primary role: Negation/Interaction · Secondary: Floodgate/Control
Why it scores here
Magnet Force is a turn-limited protection Trap that grants hard immunity to opponent monster effects for Machine and Rock monsters on your field. Its value is concentrated in Machine/Rock-heavy archetypes like Magnet Warriors (32% of running decks), where it synergizes strongly with all Magnet Warrior monsters. However, the card generates no combo value (zero appearances in recorded combo boards), no resource advantage, and only protects against a narrow category of effects (monster effects only, not Spells or Traps), limiting its application in the broader metagame.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Requires natural draw and active Machine/Rock board state; moderate in Magnet Warriors, low outside (verified: 53 decks with 1–3 copies, avg 1.45). |
| Combo & Conversion | 15 | Zero combo board appearances; card is purely defensive and does not generate extra summons, resources, or advance board state (verified: 0 combo evidence). |
| Resource Economy | 35 | Costs one card slot with no card advantage generation or recursion; defensive only (inferred from text: one-time Trap, no search, no GY refuel). |
| Effect & Interaction | 65 | Hard negation of opponent monster effects for up to 15+ monsters on field; limited to monster effects only and duration of one turn (verified: text restricts to 'monster effects' and 'this turn'). |
| Material Utility | 5 | Trap card with no ATK, DEF, level, or attribute; cannot be used as Synchro, Xyz, Fusion, or Link material (verified: card type is Normal Trap). |
| Resilience & Flexibility | 45 | One-turn protection window with no multi-turn or multi-zone value; single activation, cannot be repeated without redrawing (inferred from text: 'This turn' duration limit). |
| Deck-Building Efficiency | 60 | Clean archetype fit in Magnet Warriors and Machine/Rock decks with 1–2 copies typically run; poor splashability outside archetype-specific contexts (observed: 32.1% Magnet Warriors, 67.9% other/niche). |
Calculation
Weight profile: 0.7 Negation/Interaction + 0.3 Floodgate/Control. Intrinsic ≈ 52, Deck ≈ 51, Meta = provisional. Modifiers: Archetype-specific design (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Strong synergy with Magnet Warrior archetype (32.1% of running decks)
- Protects entire board of Machine/Rock monsters from opponent monster effects in one turn
- Flexible Trap activation timing post-summon
- 100% consistency with Magnet Warrior partners (Beta, Alpha, Gamma, Valkyrion, Berserkion, etc. all Machine/Rock type)
Weaknesses
- Turn-limited effect; protection expires at end of turn
- Does not protect against Spell/Trap effects, attacks, or being attacked by opponent monsters
- Zero resource economy (no card advantage, no recursion)
- Requires prior Monster summons to activate (Trap card dependency)
- No combo board presence (zero appearances in recorded combo lines)
- Archetype-dependent; minimal value outside Machine/Rock decks
Counters / choke points
- Spell/Trap negation and removal (MST, Cosmic Cyclone, Ash Blossom on Trap activation)
- Called by the Grave (negates Trap effects including this card)
- Monster attack-based removal (protection does not prevent being attacked)
- Forced summons or effect-bypassing mechanics
Best use
Negation/Interaction protection against opponent monster effects. Decks: Magnet Warriors, Machine decks, Rock decks. Suggested copies: 1.
Evidence & gaps
- Verified: Card is Normal Trap with clear, unambiguous text; Runs in 53 decks with 1–3 copies (distribution: 32 at 1, 18 at 2, 3 at 3); 32.1% of running decks are Magnet Warriors; All top partners (Beta, Alpha, Gamma, Valkyrion, Berserkion, Imperion, Epsilon, Delta) are Machine or Rock type; Zero combo board appearances (0 total combos in evidence)
- Observed: Average 1.45 copies per deck across all 53 running decks; 23 distinct archetypes run the card (suggests some splashability beyond Magnet Warriors); 56.6% of decks are gameplay type 7; 28.3% type 4; 9.4% type 6; 5.7% type 3; Appears 62–63% of the time with Beta/Valkyrion Electromagnet Warriors (primary Magnet archetype)
- Inferred: Primary role is Negation/Interaction based on text effect (grants immunity to monster effects); Secondary role is Floodgate/Control (temporary effect negation against opponent); Combo conversion very low (0 combo appearances suggests card is not a combo piece); Archetype-dependent value (all synergy is with Machine/Rock monsters); Protection scope is narrow (monster effects only, not Spells/Traps/attacks)
- Data gaps: No combo evidence (zero combos supplied); cannot directly observe how card functions in practical combo lines No guide mentions; no human commentary on card role or optimal usage No banlist token (assumed unlimited 3 copies, but no verification) No usage statistics (StatisticsCard); archetype inclusion % inferred from deck sample only No meta ranking (top-card status = false, but no ranked context provided)






