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.

Deck Magnet Warrior TCG

Created by: YGO Mod (20517634)

Created On: 06/11/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Jun 11, 2026
63± 5/ 100
Power Score
Structural 69
Reliability 65
Going First 70
Going Second 70

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
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

More TCG Info

Magnet Warrior

Magnet Warrior Breakdown

 
 

 

 

 

 

 

 
 

 

 
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