Magnet Warrior Deck #723974 — Yu-Gi-Oh! TCG
58 Main, 16 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3, Duoterion x3.
Created by: YGO Mod (20517634)
Created On: 06/24/2026
Main Deck (58)
- Beta The Electromagnet Warrior x3
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x2
- Duoterion x3
- Epsilon The Magnet Warrior x1
- Fabled Lurrie x1
- Fiendsmith Engraver x2
- Jizukiru, the Star Destroying Kaiju x1
- Lacrima the Crimson Tears x1
- Lava Golem x2
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x2
- Magnet Warrior Sigma Plus x2
- Mulcharmy Fuwalos x3
- Tellusion the Magna Warrior x1
- The Wicked Avatar x1
- Three-Eyed Ghost x1
- Ash Blossom & Joyous Spring x3
- Book of Eclipse x2
- Called by the Grave x1
- Fiendsmith's Tract x2
- Forbidden Droplet x3
- Lightning Storm x3
- Magnet Bonding x3
- Mistaken Arrest x3
- Pair Bear Scare!! x2
- Subspace Battle x3
- Triple Tactics Talent x1
- Solemn Accusation x2
Extra Deck (16)
- Aerial Eater x1
- Conduction Warrior Plasma Magnum x1
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Flux Ochsenfeld x1
- Necroquip Princess x1
- Cross-Sheep x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- I:P Masquerena x1
- S:P Little Knight x1
- D/D/D Wave High King Caesar x1
- Evilswarm Exciton Knight x1
- Gallant Granite x1
- Number 60: Dugares the Timeless x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 22/100 (±6 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 47 |
| Going First | 45 |
| Going Second | 40 |
| Meta Power | provisional |
| Tournament Reliability | 20 |
- Primary strategy: Combo
- Secondary strategies: Toolbox
- Format: tcg
Legality
Main 58 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Fusion/Link boss beatdown via Magnet and Fiendsmith engines; Board control with hand traps and removal spells
- Turn 1 (going first): Summon Conduction Warrior or Fiendsmith link/fusion, set negation backrow
- Turn 2 (going second): Use Lightning Storm/Droplet/Kaiju to clear and push
- Recovery: Recursion via Fiendsmith Engraver and Magnet Sigma effects
- After siding: None – side deck empty
Why it scores here
This deck is evaluated as illegal due to an extra deck of 16 cards exceeding the TCG maximum of 15, so it cannot be played in its current form and receives a capped theoretical score rather than a normal contextual rating. The system shows a Magnet Warrior core blended with a Fiendsmith splash and generic board breakers, with high opening accessibility (P(core)≈0.92 inferred) but a 58-card main and several dead bosses inflate brick risk. No parsed combo records exist, so ceiling and floor are text-inferred only; the extra-deck violation and zero side deck severely limit tournament reliability. Popularity of archetype core cards did not earn points, and the score reflects the connected system's illegality and inefficiency, not an average of card powers.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 60 | Hypergeometric P(≥1 archetype core in 5) ≈ 0.92 from 22 copies; multiple starters present (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | 58-card main with several garnet-like bosses (Wicked Avatar) and 10 singles increases brick risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | No parsed combos; theoretical ceiling via Fusion/Link bosses like Fiendsmith's Desirae and Conduction Warrior Plasma Magnum (Inferred) |
| D4 | Combo Floor & Median Output | 40 | No combo floor data; median output uncertain due to missing boards (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 40 | Some recursion via Fiendsmith Engraver GY effect and Magnet Sigma revival but limited redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | Resource economy supported by searchers (Magnet Bonding, Beta) but 58-card size dilutes (Inferred) |
| D7 | End-Board & Interaction Quality | 60 | Interaction from hand traps (Ash, Droll) and negation traps (Solemn Accusation) but no measured board (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 50 | Board breakers present (Lightning Storm, Forbidden Droplet, Kaiju) but going-second split unknown (Inferred) |
| D9 | Offensive Pressure & Closing Power | 50 | Boss ATK up to 3300 (Jizukiru) but closing power depends on illegal extra (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 40 | Main deck 58 within size rules but extra 16 illegal; compactness poor (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 30 | Extra deck 16 exceeds limit of 15; efficiency invalid (Verified) |
| D12 | Side Deck Adaptability | 0 | Side deck 0 cards; no post-side plan (Verified) |
| D13 | Matchup Coverage & Format Fit | 30 | No tournament context; matchup fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Complex multi-engine (Magnet+Fiendsmith) raises pilot error; no combo steps recorded (Inferred) |
How the score was computed
Strategy profile: primary only (theoretical). Structural ≈ 47, Going First ≈ 45, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 20. Modifiers: Illegal extra deck size (-20); No side deck (-5). Final formula: Illegal deck: capped low theoretical evaluation; normal 0.80*Structural+0.20*TR formula not applied
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High opening accessibility for Magnet core (P≈0.92)
- Multiple hand traps and board breakers included
- Fiendsmith engine adds generic link/fusion utility
Weaknesses
- Illegal extra deck size (16 > 15)
- No side deck for best-of-3
- 58-card main dilutes consistency
- Several dead bosses (Wicked Avatar) act as garnets
Critical choke points
- Extra deck over limit makes deck illegal
- Missing staple extra deck cards from archetype core (S:P Little Knight, I:P Masquerena, Super Polymerization)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Any one Extra Deck monster (e.g., Necroquip Princess) | Reduce extra deck to 15 to make deck legal | |
| 2 | The Wicked Avatar | Super Polymerization or Triple Tactics Thrust | Replace garnet with archetype-standard staple to improve cohesion |
| 3 | Side deck cards (e.g., more hand traps, Dimensional Barrier) | Provide post-side adaptability missing entirely |
Evidence & confidence
- Verified: Legality status Illegal from size_rules; Extra deck count 16 > 15; Card text excerpts for all listed cards; Banlist statuses (Called by Grave Limited, etc.); Side deck count 0
- Inferred: Hypergeometric opening probabilities from 58-card main; Brick risk from singleton count and boss dead weight; Interaction layering from text hints; Resource recursion from GY effects
- Provisional: Matchup format fit (no dated metagame sample); Meta Power
- 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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