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
Main Deck (40)
- Beta The Electromagnet Warrior x3
- Block Dragon x1
- Cartorhyn the Hidden Gem of the Seafront x1
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x2
- Duoterion x3
- Epsilon The Magnet Warrior x1
- Koa'ki Meiru Guardian x3
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x2
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Tellusion the Magna Warrior x1
- Adamancipator Researcher x1
- Ash Blossom & Joyous Spring x3
- Called by the Grave x1
- Crossout Designator x1
- Magnet Bonding x3
- Magnet Induction x1
- Super Polymerization x2
Extra Deck (15)
- Conduction Warrior Plasma Magnum x2
- Flux Ochsenfeld x1
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Cross-Sheep x1
- Dogurad, the Stonetrooper x1
- I:P Masquerena x1
- S:P Little Knight x1
- Spright Elf x1
- Underworld Goddess of the Closed World x1
- Baronne de Fleur x1
- Naturia Beast x1
- Evilswarm Exciton Knight x1
- Gallant Granite x1
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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
Recommended changes
| 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
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