Spell
NormalMagnet Induction
Archetype:
Magnet Warrior
View:
3688
If you control a "Magnet Warrior" monster whose original Level is 4 or lower: Special Summon 1 Level 4 or lower "Magnet Warrior" monster from your Deck with a different name than the cards you control, also for the rest of this turn after this card resolves, "Magnet Warrior" and "Magna Warrior" monsters you control cannot be destroyed by battle or your opponent's card effects. You can only activate 1 "Magnet Induction" per turn.
Magnet Induction — Power Evaluation
Final Score: 56 ± 8 · Confidence: Medium
- Intrinsic: 57 · Deck: 56 · Meta: provisional
- Primary role: Searcher/Tutor · Secondary: Negation/Interaction
Why it scores here
Magnet Induction is a core consistency piece in Magnet Warrior decks, tutoring a Level 4 or lower Magnet Warrior from the deck and granting temporary protection. It appears in 100% of matched Magnet Warrior decks (400/400) with 99.8%+ co-deck rates to archetype staples like Beta the Electromagnet Warrior, confirming reliable setup. The tutor builds board incrementally and the protection provides situational turn-end stabilization, but without combo database coverage we cannot verify how far the resulting boards reach. It trades evenly in cards and works clean in deck lists, making it a solid support card rather than a powerful engine.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 65 | Requires Level 4 or lower Magnet Warrior in play, but 400/400 matched decks run it and 99.8% include Beta the Electromagnet Warrior, making setup highly consistent within the archetype. (verified) |
| Combo & Conversion | 50 | Special Summons one body and grants destruction immunity for the turn, building incrementally; however, no combo database appearances (0 combos) prevent verification of actual board ceiling. (inferred) |
| Resource Economy | 50 | Trades one Spell card for one Special Summon from deck—a net-zero card exchange with no refuel or recursion effects. (verified) |
| Effect & Interaction | 45 | Provides soft protection against destruction effects for the remainder of the turn only; does not stop targeting, bouncing, banishing, or effect negation. (verified) |
| Material Utility | 60 | The card itself is inert as material, but the summoned Level 4 Magnet Warrior becomes usable for Synchro/Link constructs and Magna Warrior synergy. (inferred) |
| Resilience & Flexibility | 40 | One-time spell activation per turn with no multi-turn value; vulnerable to pre-resolution interrupts like Ash Blossom and fragile to interaction. (inferred) |
| Deck-Building Efficiency | 70 | Runs at 1.07 average copies per deck (384 decks at 1×, 5 at 2×, 11 at 3×) with minimal garnet risk in Magnet-heavy lists; clean single-slot support card with no locking restrictions. (observed) |
Calculation
Weight profile: 0.7×Searcher/Tutor + 0.3×Negation/Interaction. Intrinsic ≈ 57, Deck ≈ 56, Meta = provisional. Modifiers: none. Final formula: 0.40×Intrinsic + 0.60×Deck
Strengths
- Appears in 100% of matched decks with 99%+ co-deck synergy to core Magnet Warriors (Beta, Conduction Warrior, Magnet Bonding)
- Tutors consistent setup for Level 4 bodies within the archetype
- Grants meaningful turn-end protection that can secure a key turn
- Very clean deckbuilding slot at ~1 copy with no mandatory redundancy
Weaknesses
- Requires Level 4 or lower Magnet Warrior already in play—dead without pre-existing board
- Soft protection only (prevents destruction, not targeting/bounce/banish/position changes)
- Once-per-turn clause prevents repeated value generation
- Zero combo database coverage means actual win-line contribution and board potential are unconfirmed
Counters / choke points
- Ash Blossom & Joyous Spring (negates Special Summon before protection is granted)
- Effect negation (Effect Veiler, Gamma, Lancea) on spell activation
- Bounce and banish effects ignore the destruction immunity (Pot of Desires, Kaiju)
Best use
Consistency tutor and turn-end stabilization. Decks: Magnet Warriors, Bonding (Magnet hybrid), Adamancipator (Magnet tech). Suggested copies: 1.
Evidence & gaps
- Verified: Card text complete: tutors Level 4 or lower Magnet Warrior from Deck, grants Magnet Warriors and Magna Warriors destruction immunity for the turn.; Runs in all 400 matched decks at 1.07 copies average (384 single-copy, 5 double, 11 triple).; 99.8% co-deck with Beta the Electromagnet Warrior; 99.5% with Conduction Warrior, Magnet Warrior Sigma Plus/Minus, Magnet Bonding—confirming core synergy.; 100% inclusion in Bonding archetype at 1 typical copy (usage_statistics).; Featured in Magnet Warrior guide CORE section.
- Observed: Present in 29 distinct archetypes across the deck sample, with 61.8% prevalence in gameplay-type 7.; Extreme top-partner co-deck rates (96–99.8%) indicate tight integration as a core consistency piece, not a tech slot.
- Inferred: Primary role is Searcher/Tutor from the tutoring effect and deck/guide context.; Secondary role is Negation/Interaction from the destruction-immunity clause.; Card functions as a support/consistency tool rather than a combo engine (0 combos + guide context framing it as 'new support').; Magnet Warriors are likely a midrange/control shell (inferred from 0 combo appearances and protection focus; not metagame-confirmed).
- Data gaps: No combo database coverage—0 appearances in combos_evidence prevents verification of actual win-line impact or board ceiling. No banlist token; assumed unlimited (3 copies legal in TCG/OCG/MasterDuel). No search routing data—confirming which cards can tutor Magnet Induction itself would strengthen accessibility scoring. No metagame ranking or Top-Card data; competitive performance and tier placement unknown. Archetype count inflated by hybrids and variants; true portability outside Magnet Warriors and Bonding is unclear.






