Magnet Warrior Deck #715693 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3, Duoterion x3.

Created by: YGO Mod (20517634)

Created On: 06/08/2026

 
 


Official AI Deck Power Analysis
StunConfidence: MediumEvaluated Jul 30, 2026
61± 5/ 100
Power Score
Structural 61
Reliability 60
Going First 62
Going Second 64

Deck — Deck Power Evaluation

Final Contextual Deck Power: 61/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 62
Going Second 64
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Stun
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Control and board disruption leading to advantage; Sustained resource generation for a long game
  • Turn 1 (going first): Open with hand traps (Ash Blossom, Maxx C) and searchers (Magnet Bonding) to secure a Magnet Warrior, then use Super Polymerization or a Magnet Warrior engine monster.
  • Turn 2 (going second): Deploy hand traps (Droll, Maxx C) to limit opponent draws, then board‑break with Super Polymerization or a high‑ATK extra‑deck monster.
  • Recovery: Use Duoterion, Magnet Induction and Mulcharmy Fuwalos for draw/search, and revive key monsters via Graveyard effects.
  • After siding: No side deck; adapt by leveraging remaining hand traps and flexible extra‑deck summons.

Why it scores here

The deck reliably opens with a hand‑trap suite and multiple searchers, giving it a high chance to start an engine on turn 1 or 2. Its many negation and board‑break tools let it survive disruption and convert resources into strong end‑board monsters. Resource generation from draw effects and grave‑yard recursion keeps the engine running, but the lack of a side deck and the variance of its many off‑archetype cards keep its ceiling modest. Scores reflect the system’s consistency, interaction density and flexibility rather than archetype popularity.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 Core‑group draw probability 0.9998 → almost certain starter (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Low exact‑name purity (3.6%) and many singletons increase brick risk, mitigated by searchers (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded combo boards; ceiling limited by lack of combo lines (Inferred)
D4 Combo Floor & Median Output 45 Typical boards rely on hand traps and single‑monster plays, giving modest median output (Inferred)
D5 Interruption Resilience & Route Redundancy 75 Multiple independent hand‑trap and search paths provide redundancy after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Draw engines (Mulcharmy, Maxx C, Droll) and extensive searchers give positive economy (Inferred)
D7 End-Board & Interaction Quality 75 11 negation/floodgate cards and several high‑ATK extra‑deck monsters supply strong interaction (Inferred)
D8 Going-Second & Board-Breaking Power 70 Hand‑trap group 0.6496 probability in a six‑card hand and board‑break Fusion options (Inferred)
D9 Offensive Pressure & Closing Power 65 Presence of Block Dragon, Tellusion, Flux Ochsenfeld gives solid closing pressure (Inferred)
D10 Main Deck Efficiency & Flexibility 60 40‑card main deck with 21 distinct cards; some off‑archetype noise reduces compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 65 15‑slot extra deck filled with 14 distinct summons, covering many zones (Inferred)
D12 Side Deck Adaptability 30 Side deck empty → no post‑side flexibility (Observed)
D13 Matchup Coverage & Format Fit 40 No tournament data; matchup fit unknown (Provisional)
D14 Pilotability & Error Tolerance 55 Complex hand‑trap and engine decisions lower error tolerance (Inferred)

How the score was computed

Strategy profile: Stun. Structural ≈ 61, Going First ≈ 62, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-5); High hand‑trap density (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very strong hand‑trap suite
  • Robust draw and search engine
  • Flexible extra‑deck with many board‑break options

Weaknesses

  • No side deck limits adaptability
  • High variance due to many off‑archetype cards
  • Limited combo power and ceiling

Critical choke points

  • Reliance on sending two Magnet Warriors to summon Linear Magnum Plus Minus
  • Missing core Conduction Warrior Plasma Magnum reduces Fusion options
Priority Remove Add Reason
1 Replace one copy of Magnet Warrior Omega Plus with a generic hand trap like Infinite Impermanence Add a side‑deck staple such as Cosmic Cyclone Improves board‑clear options and side‑deck flexibility

Evidence & confidence

  • Verified: Legality status Legal; Card text excerpts for all listed cards
  • Observed: Side deck count 0 (Observed)
  • Inferred: Core‑group starter probability 0.9998; Hand‑trap group probability 0.6496 in a six‑card hand; Brick risk from low purity and copy histogram; Resource engine from draw cards; Interaction density from 11 negation/floodgate cards
  • Provisional: Matchup/format fit lacking tournament data
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per‑pilot match record absent no win‑rate telemetry exists in YGOVN (going‑first/second, matchup, game‑level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Magnet Warrior

Magnet Warrior Breakdown

 
 

 

 

 

 

 

 
 

 

 
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