Ring of Magnetism
Spell Equip

Ring of Magnetism

  • View:
  • 3452




You can only equip this card to a monster on your side of the field. Decrease the ATK and DEF of a monster equipped with this card by 500 points. In addition, all the monsters on your opponent's side of the field can only attack the monster equipped with this card, if they attack.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 5, 2026
53± 7/ 100
Power Score
Intrinsic 55
Deck 52

Ring of Magnetism — Power Evaluation

Final Score: 53 ± 7 · Confidence: Medium

  • Intrinsic: 55 · Deck: 52 · Meta: provisional
  • Primary role: Floodgate/Control

Why it scores here

Ring of Magnetism is a defensive control tool that forces all opponent attacks to target a single equipped monster, making it a useful stall piece in control-oriented strategies. However, its lack of active resource generation, the -500 ATK/DEF penalty on the equipped body, and absence from recorded combos limit its power ceiling. It appears across seven archetypes primarily as a niche tech card rather than a core enabler, and the small deck sample (9 total) suggests modest adoption. Its straightforward effect and splashability keep the score moderate rather than low.

Axis scores

Axis Score Evidence
Accessibility 50 Appears in 9 decks across 7 archetypes with an average of 1.11 copies, indicating decent accessibility despite no search support; players accept the draw cost in control strategies (verified).
Combo & Conversion 30 Zero combo appearances and no stated combo interactions; the card is a static lock effect, not a combo engine or enabler (verified).
Resource Economy 35 Equipping costs one spell slot and reduces the equipped monster's ATK/DEF by 500, with no card draw or refuel; it is a -0 effect that purely disrupts (verified).
Effect & Interaction 55 Forces all opponent monsters to attack only the equipped target if they attack at all, a meaningful disruption against aggressive strategies but not a negate or removal (verified).
Material Utility 15 As an equip spell, it cannot serve as material and adds no body value; the equipped monster can still be used but with reduced stats (verified).
Resilience & Flexibility 55 Remains on field across multiple turns unless destroyed or the equipped monster dies; the effect persists but is circumventable by not attacking (verified).
Deck-Building Efficiency 70 A single spell card with no archetype lock or copy restrictions assumed; splashable across diverse control decks with no bricking risk (verified).

Calculation

Weight profile: Primary role: Floodgate/Control (no secondary blending). Intrinsic ≈ 55, Deck ≈ 52, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Splashable across diverse archetypes (7 homes) without archetype lock
  • Clear, stable effect that reliably forces opponent attack focus
  • Requires minimal setup: equip to any existing body
  • Works persistently across multiple turns once activated
  • Effective meta-call against aggressive, attack-heavy strategies

Weaknesses

  • Reduces equipped monster's ATK and DEF by 500, imposing a mild stat cost
  • Requires an existing body on field; not a standalone effect
  • Circumventable: opponent can refrain from attacking or use board breakers
  • Not searchable; relies on natural draw or held setup
  • Zero recorded combos; not a power enabler, purely defensive

Counters / choke points

  • Field wipes or spell destruction removing the equip
  • Destruction of the equipped monster
  • Preventative effects (Threatening Roar, Scapegoat, passive board wipes)
  • High-ATK monsters (the -500 penalty is negligible at 3000+ ATK)
  • Going-second board breakers that clear before equip is activated

Best use

Board lock / attack redirection. Decks: Control, Defensive strategies, Stall-focused rogue decks.

Evidence & gaps

  • Verified: Card is an Equip Spell that forces all opponent monsters to attack only the equipped target (text); Equipped monster loses 500 ATK/DEF (text); Appears in 9 decks across 7 distinct archetypes (deck data); 77.8% of appearances in Control-type gameplay (deck data); Average 1.11 copies per deck, mostly 1 copy (deck data); Zero recorded combos (combo data); No guides mentioning this card (guide data)
  • Observed: Splashable across Exodia, Mikanko, Infernoble Knight, Paleozoic, Kashtira, Egyptian God, and generic decks (deck data); Top deck partners are hand traps and control staples (Maxx C, Ash Blossom, Harpie's Feather Duster) (deck data); Card not rated in top-card rankings across any format (top-card data)
  • Inferred: Card is not searchable; accessibility relies on natural draw or held setup; No resource generation (no draw, no search, no field generation); Effect is control-oriented, not a combo engine; The -500 ATK/DEF cost is mild but not negligible for low-ATK bodies; Card functions as a tech piece or meta-call rather than a core strategy element; Splashability across 7 archetypes suggests generic utility
  • Data gaps: No combos supplied — combo conversion is text-only inference No guides supplied — cannot confirm intended role from expert analysis No banlist information — assumed 3 copies (unlimited) No usage statistics (StatisticsCard) — archetype inclusion % inferred from small deck sample (9 decks) only Small deck sample may not be representative of actual meta adoption











https://metaduelist.com/
Top