Magnet Warrior Deck #718481 — Yu-Gi-Oh! TCG
55 Main, 15 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3, Magnet Warrior Sigma Minus x3. Created Jun 11, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 06/11/2026
Main Deck (55)
- Beta The Electromagnet Warrior x3
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x2
- Epsilon The Magnet Warrior x1
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x2
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Nibiru, the Primal Being x1
- Tellusion the Magna Warrior x1
- Adamancipator Researcher x3
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x3
- Called by the Grave x1
- Crossout Designator x1
- Forbidden Droplet x3
- Harpie's Feather Duster x1
- Magnet Bonding x3
- Raigeki x1
- Super Polymerization x3
- The Fallen & The Virtuous x3
- The Gaze of Timaeus x1
- Triple Tactics Talent x1
- Anti-Spell Fragrance x1
- Infinite Impermanence x3
- Solemn Judgment x1
- The Black Goat Laughs x1
Extra Deck (15)
- Albion the Branded Dragon x2
- Conduction Warrior Plasma Magnum x1
- Dark Magician of Destruction x1
- Flux Ochsenfeld x1
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Red-Eyes Dark Dragoon x1
- Cross-Sheep x1
- I:P Masquerena x1
- S:P Little Knight x1
- Altergeist Dragvirion x1
- Naturia Beast x1
- Gallant Granite x1
- Number 106: Giant Hand x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 63/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 69 |
| Going First | 70 |
| Going Second | 70 |
| Meta Power | provisional |
| Tournament Reliability | 65 |
- Primary strategy: Midrange
- Secondary strategies: Combo
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion summoning high-ATK boss monsters (Tellusion, Flux Ochsenfeld, Red-Eyes Dark Dragoon) while controlling the board with layered negation and removal.; Attrition via a robust hand-trap suite and board-breaking spells to dismantle established positions.
- Turn 1 (going first): Deploy Linear Plus Minus or Tellusion as anchors, supplement with Sigma Minus/Plus and Omega Plus for material recursion, and set interaction traps/spells.
- Turn 2 (going second): Disrupt opponent's opening with Ash Blossom, Ghost Belle, or Droll, then utilize Crossout Designator, Forbidden Droplet, or Harpie's Feather Duster to clear obstacles before executing fusion lines.
- Recovery: Recycle sent materials via Sigma Plus, Omega Plus, and Epsilon to search fresh starters or re-establish fusion engines after disruption.
- After siding: None available; the deck runs a zero-card side deck, forcing reliance on main deck techs for all matchups.
Why it scores here
This Magnet Warrior list operates as a resilient midrange system anchored by high-density fusion starters and a versatile extra deck. Its strength lies in exceptional consistency (99.5% chance to draw core pieces) and a heavily layered interaction suite featuring multiple negations, removal spells, and hand traps. However, the 55-card main deck introduces slight bloat, and the complete absence of a side deck severely hampers best-of-3 adaptability. Without parsed combo telemetry or dated metagame samples, performance metrics remain inferred, capping the structural score despite strong foundational design. Popularity and archetype share confirm accessibility but did not inflate the rating; the score reflects system-level cohesion, brick management, and turn-order balance.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | Hypergeometric analysis shows a 99.55% probability of drawing at least one core piece in the opening five; 35 archetype copies drive high accessibility (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 75 | High starter and searcher density offsets the 55-card main deck size, yielding a low brick estimate and functional opening hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Text-only inference indicates a solid ceiling via Super Polymerization, Linear Plus Minus, and Tellusion chains, though lacking OTK conversion (Inferred) |
| D4 | Combo Floor & Median Output | 70 | Median output reliably produces a midrange board with 1-2 boss monsters and set interaction, reflecting stable floor execution (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 75 | Multiple independent fusion/synchro lines and a 12-copy hand trap suite provide strong route redundancy after interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Positive net card advantage is maintained through searchers (Beta, Sigma Plus, Omega Plus) and efficient removal/recursion loops (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | Layered end-board features Sigma Minus attack negation, Altergeist Dragvirion, Naturia Beast, Number 106, and dedicated board-breaker spells (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 70 | Going-second capability is secured by force-interaction tools (Crossout, FG, Harpie's, Solemn) and ample hand traps to survive opponent turns (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Boss monsters reach 2500-3000 ATK providing adequate offensive pressure, though lacking piercing or direct damage for faster closes (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 65 | 55-card main deck is slightly bloated relative to competitive standards; generic techs dilute engine compactness and slot efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 75 | Full 15-slot extra deck efficiently distributes across fusion, synchro, link, and xyz archetypes, maximizing summoning coverage (Inferred) |
| D12 | Side Deck Adaptability | 20 | Zero side deck cards eliminate post-match adaptability, critically weakening best-of-3 resilience and matchup tuning (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame sample or tournament link exists; format alignment is assumed based on archetype viability but remains unverified (Provisional) |
| D14 | Pilotability & Error Tolerance | 60 | Multiple summoning pathways and tech choices increase decision complexity but remain within manageable pilot error tolerance (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 69, Going First ≈ 70, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 65. Modifiers: Zero Side Deck (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 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
- Exceptional consistency with 35 core copies and 99.5% starter draw probability
- Robust 12-copy hand trap suite protects against aggressive and combo opens
- Versatile extra deck coverage spans fusion, synchro, link, and xyz summoning types
- Strong layered interaction with multiple negation sources and dedicated board-breaker spells
Weaknesses
- Completely lacks a side deck, crippling best-of-3 adaptability and matchup tuning
- 55-card main deck is bloated, increasing brick risk despite high starter density
- Missing several top-tier archetype staples (S:P Little Knight, I:P Masquerena, Gallant Granite)
- No parsed combo data leaves median and ceiling performance inferred rather than verified
Critical choke points
- Absence of a side deck forces reliance on main deck techs for every matchup
- Heavy reliance on specific fusion materials (Rock monsters) can be disrupted by targeted removal
- Lack of tournament telemetry makes format fit provisional and long-term reliability uncertain
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 15 side deck cards | Essential for best-of-3 viability; should include anti-fusion tech, additional board wipes, or matchup-specific hand traps. | |
| 2 | Generic tech cards | Trimming the main deck to 50-52 cards will improve consistency and reduce brick probability. | |
| 3 | 2x S:P Little Knight, 1x I:P Masquerena | These are standard archetype staples that significantly enhance resource generation and extra deck flexibility. |
Evidence & confidence
- Verified: Legality status confirmed across TCG banlist and size rules; Card counts, copy limits, and restricted card alignments verified; Archetype purity percentages and role tag distributions extracted from composition data
- Inferred: Dimension scores derived from hypergeometric probabilities and card text analysis; Combo floor, median, and ceiling estimated via functional role mapping; Strategy classification assigned as Midrange/Combo based on engine behavior; Choke points and recommendations deduced from structural gaps
- Provisional: Matchup format fit (D13) and meta power lack dated tournament samples; Long-term tournament reliability assumes current archetype standing holds
- 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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