Magnet Warriors Deck #727552 — Yu-Gi-Oh! OCG

50 Main, 17 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3, Magnet Warrior Sigma Minus x3. Created Jul 1, 2026 by YGO Mod.

Deck Magnet Warriors OCG

Created by: YGO Mod (20517634)

Created On: 07/01/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jan 15, 2026
0/ 100
Power Score
Structural 0
Reliability 0
Going First 0
Going Second 0

Deck — Deck Power Evaluation

Final Contextual Deck Power: 0/100 (±0 · Confidence: Low)

Overall score Value
Structural Deck Power 0
Going First 0
Going Second 0
Meta Power provisional
Tournament Reliability 0
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: ocg

Legality

Main 50 / Extra 17 / Side 0 — status under the rules at evaluation time: Illegal. 6 violation(s).

Identity & game plan

  • Win condition: Cannot evaluate — deck is illegal in OCG format; N/A
  • Turn 1 (going first): Theoretical only: establish Magnet Warriors synchro/fusion board with negation and removal coverage
  • Turn 2 (going second): Theoretical only: use hand traps (Nibiru, Evenly Matched, Ash Blossom) to disrupt, then leverage grind game
  • Recovery: Theoretical only: recursion through GY effects (Magnet Warriors, Fiendsmith engine, Mulcharmy Purulia) to rebuild after disruption
  • After siding: Unknown — no side deck present (0 cards)

Why it scores here

This deck cannot receive a normal evaluation because it is illegal in OCG format: it runs 5 forbidden cards (Barrier Statue of the Drought ×2, Baronne de Fleur, Block Dragon, Maxx "C"), 2 copies of Limited Solemn Judgment (legal limit is 1), and an Extra Deck with 17 cards (maximum 15). The evaluation is structural and theoretical only. The core Magnet Warriors engine is present (3× Conduction Warrior Linear Magnum Plus Minus, 3× Magnet Bonding, 3× Beta, 3× Sigma Minus, 1× Sigma Plus, 1× Omega Plus), but the illegal cards undermine consistency, resource economy, and board-building. Scoring is capped to reflect illegality and does not reflect the deck's potential in a legal format.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 0 Cannot score — illegality voids evaluation; archetype core is 70% present (14 of 20 core cards per usage stats) but forbidden cards break consistency (Verified)
D2 Opening-Hand Quality & Brick Management 0 Cannot score — illegality voids evaluation; 50-card main deck is at upper size limit with 14 hand traps (8 copies are forbidden or over limit) (Verified)
D3 Combo Conversion & Ceiling 0 Cannot score — no combo boards provided; Magnet Warriors typically build Synchro/Fusion lines, but Baronne de Fleur (Forbidden) is a key 10-star Synchro (Verified + Inferred)
D4 Combo Floor & Median Output 0 Cannot score — no median data; deck relies on Magnet Bonding tutoring and Magnet Warrior searchers, ceiling and floor both unknown (Inferred)
D5 Interruption Resilience & Route Redundancy 0 Cannot score — theoretically strong via Magnet Warrior recursion and GY effects, but Block Dragon (Forbidden) is a core line-recovery piece (Verified + Inferred)
D6 Resource Economy, Recovery & Grind 0 Cannot score — hand-trap density (14 copies, many illegal) and GY recursion (Mulcharmy Purulia, Magnet effects) suggest grind potential, but illegality voids assessment (Inferred)
D7 End-Board & Interaction Quality 0 Cannot score — Solemn Judgment ×2 (legal limit 1), Dominus Purge ×3, negation suite present but dependent on illegal Baronne de Fleur and Extra-Deck overflow (Verified)
D8 Going-Second & Board-Breaking Power 0 Cannot score — hand-trap suite (Nibiru, Evenly Matched, Ash Blossom, Ghost Belle) is robust, but several are forbidden or over limit, and no board-breaker data provided (Verified + Inferred)
D9 Offensive Pressure & Closing Power 0 Cannot score — end-board ATK values unavailable; hand-trap interaction focus suggests control over aggressive closing (Inferred)
D10 Main Deck Efficiency & Flexibility 0 Cannot score — 50-card main is above optimal; 28 distinct cards; high copy redundancy (8 three-ofs, 6 two-ofs) suggests tight tuning but illegality undermines coherence (Verified)
D11 Extra Deck Efficiency & Coverage 0 Cannot score — Extra Deck violates size rule (17 vs. 15 max); 6 Fusion, 6 Link, 3 XYZ, 2 Synchro; dependent on illegal Baronne de Fleur and redundant Conduction Warrior Plasma Magnum ×2 (Verified)
D12 Side Deck Adaptability 0 Cannot score — no side deck present (0 cards); post-side adaptation is unknown and cannot be evaluated (Verified)
D13 Matchup Coverage & Format Fit 0 Cannot score — no tournament link provided; archetype meta-share unavailable; illegality in OCG makes format-fit assessment impossible (Provisional)
D14 Pilotability & Error Tolerance 0 Cannot score — no combo step data; theoretically moderate complexity (Magnet Warrior sequencing, GY management, Fiendsmith bridge) but illegal cards disrupt decision flow (Inferred)

How the score was computed

Strategy profile: Combo (not applied; illegality voids score). Structural ≈ 0, Going First ≈ 0, Going Second ≈ 0, Meta = provisional, Tournament Reliability ≈ 0. Modifiers: Illegal deck cap (-100). Final formula: Illegality voids scoring — no formula applied

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

  • Archetype core (70% of recommended suite) is present and theoretically coherent — Magnet Warrior searchers (Beta, Sigma Plus/Minus) feed into Bonding tutoring
  • Hand-trap density is high (14 copies) and covers multiple axes: Evenly Matched (board wipe), Nibiru (combo disruption), Ash Blossom (searches/summons), Ghost Belle (GY interaction)
  • Grind game potential via GY recursion: Magnet Warriors recycle from GY, Mulcharmy Purulia draws on opponent's summons, Fiendsmith bridge and Lacrima enable follow-up
  • Extra-Deck has both defensive (Naturia Beast for spell negation, I:P Masquerena protection) and offensive options (S:P Little Knight for removal, Cross-Sheep for draw)

Weaknesses

  • ILLEGALITY: 5 Forbidden cards (Barrier Statue ×2, Baronne de Fleur, Block Dragon, Maxx C) and 1 over-limit card (Solemn Judgment ×2) make the deck unplayable in OCG
  • Extra Deck oversized (17 vs. 15 max) — contains 2 redundant Conduction Warrior Plasma Magnums and unplayable Baronne de Fleur
  • Missing 6 core cards from archetype usage stats (Gallant Granite 100%, Baronne de Fleur/Beast/Ochsenfeld/Plasma Magnum/Cross-Sheep all 60%)
  • No side deck (0 cards) — cannot adapt post-game; best-of-3 format fitness unknown
  • Duoterion run at 1 copy (typical 3) — limits Bonding access and recovery lines
  • No combo evidence provided — cannot verify claimed board consistency or understand starter-to-end-board conversion

Critical choke points

  • Baronne de Fleur (Forbidden, Extra Deck) — key 10-star Synchro boss monster for going-first layered negation; running it is format violation
  • Block Dragon (Forbidden, main) — enables Level 8 Magna Warrior recursion and rock monster search post-GY setup
  • Maxx C (Forbidden, main) — hand-trap draw engine on opponent's combo turns; no legal substitute handles this role identically
  • Solemn Judgment limit (2 copies run, 1 legal) — LP cost negation staple; forces cuts to other interaction
  • Extra Deck size violation — prevents all Extra monsters from being summoned in a real game; 17 cards = unplayable configuration
Priority Remove Add Reason
1 Barrier Statue of the Drought ×2, Block Dragon ×1, Maxx "C" ×1, Baronne de Fleur ×1 (Extra) Legal substitutes: consider Gallant Granite (100% core, search engine), Naturia Beast (60%, spell negation), Cross-Sheep (60%, draw + summon recovery), extra Duoterion (×2 more), extra tech traps or hand traps per meta Remove all 5 Forbidden cards; reduces to legal format immediately
2 Solemn Judgment ×1 (reduce from 2 to 1 copy) Another hand trap, board breaker, or Fiendsmith/Mulcharmy engine card Solemn Judgment is Limited (1 copy max in OCG); currently running 2 is illegal
3 Conduction Warrior Plasma Magnum ×1 (Extra Deck: reduce from 2 to 1) Flux Ochsenfeld ×1 or other 60% core card (Naturia Beast, Cross-Sheep, or format-meta tech) Extra Deck is 17 cards; must cut to 15 max. Plasma Magnum ×2 is redundant; keep 1, add missing core
4 0 cards (add side deck) 15-card side deck for post-side adaptation (e.g., additional hand traps, board breakers, anti-meta floodgates per format) Current side deck is empty (0 cards); best-of-3 requires 15-card side for matchup coverage
5 Duoterion ×0 (optional) Duoterion ×2 more (increase from 1 to 3 copies) Usage stats recommend 3× Duoterion for Bonding recursion and consistency; currently only 1, weakens search/recovery

Evidence & confidence

  • Verified: Legality status: Illegal (5 Forbidden cards, 1 Limited over-limit, Extra Deck size 17 > 15); Card text read from evidence for all 47 main + Extra Deck cards; Copy counts per card from evidence; Main Deck size: 50 (legal range 40–60); Side Deck size: 0 (legal range 0–15); Extra Deck size: 17 (illegal; max 15); Archetype core presence: 70% (14 of 20 usage-stat core cards present)
  • Observed: Hand-trap role tag count: 14 copies flagged; Negation text present in: Dominus Purge, Solemn Judgment, Infinite Impermanence, Ash Blossom, Ghost Belle, Baronne de Fleur (illegal), and Extra monsters; Searcher text in: Beta, Sigma Plus, Magnet Bonding, Tellusion, Fiendsmith Engraver, Fiendsmith's Tract, Block Dragon (illegal)
  • Inferred: Consistency estimate (P ≥1 starter in opening 5): 0.96 via hypergeometric from archetype core group; Primary strategy: Combo (Magnet Warriors fusion/synchro lines) + secondary Midrange/Control; Going-first plan: Establish Synchro/Fusion board with negation (Baronne de Fleur [illegal], Dominus, Solemn) and removal; Going-second plan: Disrupt with hand traps (Evenly Matched, Nibiru, Ash), then grind via recursion; Recovery plan: GY recursion (Magnet Warrior effects, Mulcharmy, Fiendsmith bridge) after disruption; Complexity: Moderate (Magnet Warrior sequencing, Bonding search routing, GY management); no combo step data to verify
  • Provisional: Meta Power: null — no dated metagame sample supplied; archetype meta-share unavailable in tournament context; Post-side performance: unknown — no side deck present; Format-level matchup fitness: cannot assess due to illegality in OCG
  • Data gaps: No combos supplied — cannot verify ceiling, median, or board diversity; end-board ATK/interaction layer unknown No tournament link — archetype meta-share, per-pilot record, and format-level win rates absent No win-rate telemetry — brick rate, starter reliability in practice, going-first vs. going-second split, matchup outcomes all unknown No guides — deck strategy intent and prioritized lines not documented Illegality voids practical evaluation — all scoring is theoretical and cannot reflect real-world performance Side Deck empty — post-side adaptation strategy and matchup resilience cannot be assessed

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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