Magnetic Field
Spell Field

Magnetic Field

  • Archetype:
  • Magnet

  • View:
  • 3923




If you control a Level 4 or lower EARTH Rock monster: You can target 1 Level 4 or lower "Magnet Warrior" monster in your GY; Special Summon it. You can only use this effect of "Magnetic Field" once per turn. Once per turn, at the end of the Damage Step, when an EARTH Rock monster you control battled an opponent's monster, but the opponent's monster was not destroyed by the battle: You can return that opponent's monster to the hand.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 6, 2026
58± 5/ 100
Power Score
Intrinsic 59
Deck 58

Magnetic Field — Power Evaluation

Final Score: 58 ± 5 · Confidence: Medium

  • Intrinsic: 59 · Deck: 58 · Meta: provisional
  • Primary role: Recovery/Recursion · Secondary: Removal, Utility

Why it scores here

Magnetic Field is a solid support card providing consistent GY recursion for Magnet Warriors and EARTH Rock decks, with broad splashability across 24 archetypes. Its high inclusion rate (275 decks, 42.2% in Magnet Warriors) confirms accessibility and clean deck integration. However, its support role, zero combo appearances, Field Spell fragility, and lack of board-building potential prevent a higher score; it enables decks without driving them.

Axis scores

Axis Score Evidence
Accessibility 72 Highly searchable in Magnet Warriors with 100% co-occurrence with Beta The Electromagnet Warrior and consistent inclusion across 24 archetypes; constrained by Field Zone one-at-a-time limit. (verified)
Combo & Conversion 45 Provides one GY Magnet Warrior summon plus conditional bounce, with no board inflation or combo initiation; zero recorded combo appearances indicate it serves a support role, not a combo driver. (verified)
Resource Economy 60 GY recursion of Magnet Warriors combined with soft bounce effect provides modest card advantage in attrition; roughly neutral to slightly positive swing with no net loss. (inferred)
Effect & Interaction 55 Bounce returns opponent's monster to hand only after a non-destructive battle; soft removal and situational disruption, not hard interaction. (verified)
Material Utility 5 Field Spell cannot be used as monster material; essentially no material utility whatsoever. (verified)
Resilience & Flexibility 50 Field Spell persists in Field Zone but is fragile to Field Spell destruction or replacement; Effect 1 activation depends on EARTH Rock Lv4 or lower monster in play. (verified)
Deck-Building Efficiency 78 Splashable in EARTH Rock decks with no garnet or locking risk; average 1.39 copies per deck (69% run 1, 24% run 2, 7% run 3) confirms clean, flexible inclusion. (observed)

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Removal. Intrinsic ≈ 59, Deck ≈ 58, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Consistent GY recursion for Magnet Warriors and EARTH Rock decks enables resource extension
  • Splashable across 24 distinct archetypes with no deck restrictions or garnet risk
  • Clean integration: no locking clauses, no competing activation requirements
  • Soft bounce disruption on battles provides additional value against board stress

Weaknesses

  • Field Spell vulnerability: one destruction or replacement negates all value
  • Effect 1 (GY special summon) requires EARTH Rock Lv4 or lower monster in play; deck-dependent activation
  • Bounce is conditional on non-destructive battle; situational disruption with low guaranteed impact
  • Not a combo starter or board builder; primarily a support/tutor piece
  • Zero combo board appearances in recorded evidence; no evidence of driving combo wins

Counters / choke points

  • Field Spell destruction (Cosmic Cyclone, Harpies' Feather Duster, Red Dragon Archfiend)
  • Field Spell replacement (MST, competing Field Spells like Swordsoul Strategist Longyuan)
  • Opponent battle avoidance if bounce is not strategically beneficial
  • Negation on GY summon activation (Ash Blossom & Joyous Spring, Infinite Impermanence)

Best use

Recursion engine with soft battle disruption. Decks: Magnet Warriors, Adamancipator, Fiendsmith, EARTH Rock variants.

Evidence & gaps

  • Verified: Card text: GY special summon of Lv4 or lower Magnet Warrior (once per turn) + bounce of unbattled-destroyed monster to hand (once per turn, end of Damage Step); 275 total decks run this card with 42.2% in Magnet Warriors primary archetype; 100% co-occurrence with Beta The Electromagnet Warrior confirms core Magnet Warriors synergy; Field Spell type inherently vulnerable to Field Spell destruction and replacement; Average 1.39 copies per deck; distribution: 69% run 1, 24% run 2, 7% run 3
  • Observed: 24 distinct archetypes include this card, indicating splashability beyond Magnet core; Top 5 archetypes are Magnet Warriors (69.1%), Adamancipator (8.7%), Magnet Warrior variants (6.2%), Fiendsmith (2.9%), Naturia (1.8%); Recency: deck inclusion from 2021-11-27 to 2026-09-26 (consistent over 5+ years)
  • Inferred: GY recursion enables Magnet Warriors resource loops and maintains board presence through card loss; Bounce provides soft removal and tempo advantage in attrition-based gameplay; Effect 1 activation is conditional on deck composition but reliable when setup is met; Field Spell status makes it searchable via Field Spell searchers native to EARTH Rock decks
  • Data gaps: No combos supplied — combo conversion is text-only inference; zero combo appearances limit evidence of actual board initiation or extension power No guides supplied — no human expert context on usage patterns or typical impact in tournament play No banlist token — assumed unlimited (3 copies); no format-specific restrictions confirmed No usage statistics (StatisticsCard) — archetype inclusion rates and typical copies inferred from 275-deck sample only, not historical dataset











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