Magnet Warrior Deck #734752 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 07/23/2026
Main Deck (41)
- 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 x1
- Epsilon The Magnet Warrior x1
- Fossil Dyna Pachycephalo x1
- Koa'ki Meiru Guardian x1
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Tellusion the Magna Warrior x1
- PSY-Frame Driver x1
- Adamancipator Researcher x2
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x1
- PSY-Framegear Gamma x1
- Called by the Grave x1
- Crossout Designator x1
- Magnet Bonding x3
- Super Polymerization x2
- Triple Tactics Talent x1
- Infinite Impermanence x1
Extra Deck (15)
- Conduction Warrior Plasma Magnum x1
- Flux Ochsenfeld x1
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Sea Monster of Theseus x1
- Cross-Sheep x1
- Curious, the Lightsworn Dominion x1
- Dogurad, the Stonetrooper x1
- Proxy F Magician x1
- Reprodocus x1
- S:P Little Knight x1
- Spright Elf x1
- Baronne de Fleur x1
- Naturia Beast x1
- Gallant Granite x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 64 |
| Going First | 68 |
| Going Second | 62 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Control
- Format: master-duel
Legality
Main 41 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion Summon and Link-based boards with interaction and removal; Beatdown via high-ATK Magnet Warrior fusions and synchro monsters
- Turn 1 (going first): Establish a board with Conduction Warrior Linear Magnum Plus Minus or Block Dragon, layered with hand traps and negation effects from Naturia Beast or Baronne de Fleur
- Turn 2 (going second): Use Super Polymerization and Mulcharmy Fuwalos to disrupt opponent setup while generating advantage; convert disruption into OTK pressure
- Recovery: Recursive effects from Magnet Warrior monsters and Bonding support; Block Dragon recovery when banishing materials; cross-turn continuation via Tuner Synchro lines
- After siding: Adjust hand trap ratios and tech cards; optimize Fossil Dyna Pachycephalo or removal suites based on metagame
Why it scores here
This Magnet Warrior deck opens a functional engine with high consistency (P≥1 core starter ≈ 0.999) and runs 16 of 25 archetype-standard core cards, supporting Fusion Summons into boards with negation and removal. The combo ceiling reaches 70+ via Conduction Warrior and Block Dragon lines with Baronne de Fleur negation, but the median output is moderate (ceiling-to-median gap suggests inconsistent extension lines). Resilience is fair but not exceptional—the deck lacks redundant independent starter lines, so a single disruption on key Magnet Warrior monsters or Bonding can compress options significantly. Resource economy is solid through recursive effects and Tuner synchro access, but the going-second game and board-break potential depend heavily on Super Polymerization and Mulcharmy Fuwalos, creating a choke point. The deck is well-assembled within its constraints, but missing 36% of core Extra-Deck and Main-Deck staples (Conduction Warrior Plasma Magnum, Cross-Sheep, Gallant Granite, Naturia Beast) limits its ceiling and adaptability.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | P(≥1 Magnet core starter in opening 5) ≈ 0.999; three-copy Bonding and Beta searchers live reliably (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 68 | Low duplicate Normal Summon conflict (Beta and Bonding are the only competing searcher summons); main brick risk is hand-trap-heavy opening (9 hand traps at 1-3 copies) (Inferred) |
| D3 | Combo Conversion & Ceiling | 71 | Best line: Conduction Warrior Linear Magnum Plus Minus with Baronne de Fleur negation and removal; Fusion Summon via Proxy F Magician continuation; estimated 70+ ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 61 | Median output: two-summon boards (Conduction Warrior + removal or block), fewer extended lines without perfect draws; starter diversity limits consistency of high-end boards (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 58 | Two core Magnet Warrior routes (Beta/Epsilon searchers) but both feed similar Fusion paths; disruption on Bonding or a single searcher constrains options; synchro recovery via Tuners (Ash, Adamancipator Researcher) provides secondary but limited resilience (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 64 | Bonding, searcher effects, and Block Dragon GY recovery generate card advantage; resource signature spans searcher advantage and Fusion material cycling; no major resource leak but also limited surplus generation (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Endboard depth: Baronne de Fleur (negate + removal), Naturia Beast access (spell negate via Tuner synchro, but missing from this list), negation-text cards at 12 copies including hand traps; interaction_density moderate (~2.5-3 layers estimated) (Observed) |
| D8 | Going-Second & Board-Breaking Power | 65 | Super Polymerization (negate-proof disruption), Mulcharmy Fuwalos (draw on opponent Special Summon), Maxx C (hand advantage generation); going-second game plan exists but relies on specific card flow; board-break access is limited without Naturia Beast or dedicated removal packages (Inferred) |
| D9 | Offensive Pressure & Closing Power | 59 | End-board ATK: Conduction Warrior Linear Magnum Plus Minus (2700), Baronne de Fleur (3000); Tellusion Magna Warrior (2500) with removal effect; no piercing or direct-damage cards; OTK path requires opponent board to be undefended (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 70 | 41-card main (1 over minimum); 26 distinct cards with 3-of/2-of core; slot ratio efficient for engine + interaction; minimal true garnet cards (Koa'ki Meiru Guardian requires Iron Core maintenance, a potential soft brick) (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 67 | 15 Extra-Deck slots (full): 5 Fusion, 7 Link, 2 Synchro, 1 XYZ; heavy Link reliance (Proxy F, Dogurad, Curious missing) for Fusion cycling; Baronne de Fleur access improves Tuner synchro utility; deck runs key Fusions but lacks some standard utility Links (Observed) |
| D12 | Side Deck Adaptability | 55 | No side deck supplied (Master Duel, 0 side limit); adaptability evaluation not applicable; post-side play inferred from main deck flexibility only (Verified) |
| D13 | Matchup Coverage & Format Fit | 60 | Archetype meta-share and per-pilot tournament record not available; Magnet Warrior is a niche mid-tier archetype in Master Duel format; no dated metagame sample supplied (Provisional) |
| D14 | Pilotability & Error Tolerance | 64 | Combo steps moderate: Bonding → searcher → Fusion Summon → Link extension is a 4-5 decision chain; hand trap and recovery interactions add complexity; multiple routes (Beta/Epsilon) reduce tight sequencing burden but decision trees still significant (Inferred) |
How the score was computed
Strategy profile: 80% Combo + 20% Midrange. Structural ≈ 64, Going First ≈ 68, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Missing archetype staple Extra-Deck cards (-3); Tuner synchro access improves resilience (2); No side deck in format (-1). 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 ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High opening-hand consistency: ~99.94% chance of drawing at least one Magnet Warrior core starter or Bonding searcher
- Recursive engine: Bonding, searcher effects, and Block Dragon GY recovery maintain resource flow across turns
- Layered interaction: 12 negation-text cards (Baronne de Fleur, Naturia Beast potential, hand traps, negation Staples) provide multiple disruption layers
- Fusion toolbox: Five dedicated Fusions (Conduction Warrior, Plasma Magnum, Flux Ochsenfeld, Sea Monster, Mudragon) enable diverse endboards
- Going-first control: Baronne de Fleur and negation-heavy construction support strong T1 lock potential
- Tuner synchro access: Multiple Tuners (Ash, Adamancipator Researcher, Ghost Belle) support secondary synchro recovery and resilience
Weaknesses
- Missing archetype-standard Extra-Deck cards: Conduction Warrior Plasma Magnum (100% meta), Cross-Sheep, Gallant Granite, Naturia Beast, S:P Little Knight absent; limits ceiling and consistency of high-end boards
- Median-to-ceiling gap: Best lines (Baronne + Conduction Warrior) require perfect extension; many hands resolve into single-negate boards or 2-summon walls
- Single-choke-point vulnerability: Disruption on Bonding or a Beta/Epsilon searcher during T1 can collapse optimal lines; backup routes exist but are notably weaker
- Going-second dependency: Super Polymerization and Mulcharmy Fuwalos are the primary going-second tools, creating a resource pinch if either is disrupted or discarded early
- Limited offensive pressure: No piercing, direct-damage, or OTK package; relies on opponent board being cleared; 2700–3000 ATK ceiling is not exceptional in aggressive meta
- Tuner Synchro bottleneck: While Tuners support recovery, Naturia Beast and other key synchro fusions are missing from the Extra-Deck, limiting spell-line negation
- Soft brick potential: Fossil Dyna Pachycephalo requires setup; Koa'ki Meiru Guardian requires Iron Core maintenance (a soft garnet)
Critical choke points
- Bonding disruption (ash on Bonding search, or Bonding in hand without live targets) collapses optimal Magnet core extension lines
- Searcher denial (ash on Beta or Epsilon effects) limits access to the second Magnet Warrior for Fusion material or recursion
- Fusion Material scarcity: Hand or GY disruption on Magnet Warriors during combo turn reduces Conduction Warrior summon triggers
- Missing Extra-Deck staples: Absence of Conduction Warrior Plasma Magnum and Naturia Beast directly limits interaction ceiling and spell negation availability
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Koa'ki Meiru Guardian (1 copy) | Conduction Warrior Plasma Magnum (1 copy) | Plasma Magnum is 100% meta inclusion for Magnet Warrior; adds spell negate search on Fusion Summon and grants field-wide EARTH attribute lock; Koa'ki Meiru requires Iron Core, a soft garnet |
| 2 | Garura, Wings of Resonant Life (1 Extra slot) | Naturia Beast or S:P Little Knight (1 Extra slot) | Naturia Beast is 71% meta and provides spell-line negation via Tuner synchro; S:P Little Knight (71% meta) offers removal flexibility via Link points; Garura's draw effect is redundant with existing advantage generation |
| 3 | Reprodocus or Curious, the Lightsworn Dominion (1 Extra slot) | Cross-Sheep or Gallant Granite (1 Extra slot) | Cross-Sheep (85% meta) generates card advantage on Fusion summons and supports recovery loops; Gallant Granite (85% meta) provides Rock-monster recursion searcher; Reprodocus and Curious are low-impact type/attribute changers |
| 4 | 1 Droll & Lock Bird copy (shift to 1 or consolidate ratios) | Crossout Designator or Called by the Grave (already run 1; consider increasing to 2) | Negation breadth is valuable; hand trap density (9 copies) may cause brick scenarios; flexible negation from Crossout/Called By is more universally applicable and enables opponent-disruption plays |
Evidence & confidence
- Verified: Legality: 41 main, 15 extra, 0 side; all cards legal in Master Duel banlist; Archetype composition: 1 exact Magnet Warrior card, 8 Magnet sub-archetype, 30 generic/engine cards; Restricted cards: Called by the Grave (Limited 1/1), Crossout Designator (Limited 1/1), Fossil Dyna Pachycephalo (Limited 1/1), Maxx C (Limited 1/1), PSY-Framegear Gamma (Limited 1/1), Droll & Lock Bird (Semi-Limited 2/2), Super Polymerization (Semi-Limited 2/2); all within copy limits; Core archetype cards present: Beta, Magnet Warrior Sigma Plus/Minus, Epsilon The Magnet Warrior, Conduction Warrior Linear Magnum Plus Minus, Bonding (3x), Mulcharmy Fuwalos (3x), Tellusion Magna Warrior, Block Dragon, Cartorhyn
- Observed: Archetype usage statistics: 16 of 25 core cards (64%) present; missing Plasma Magnum (100%), Cross-Sheep (85%), Gallant Granite (85%), Garura (85%), Naturia Beast (71%), S:P Little Knight (71%), Mudragon (71%), Flux Ochsenfeld (71%), Dogurad (71%); Hand trap density: 9 copies across Ash Blossom (3), Maxx C (1), Droll & Lock Bird (2), Infinite Impermanence (1), PSY-Framegear Gamma (1), Ghost Belle (1)
- Inferred: Consistency: P(≥1 Magnet core or Bonding in opening 5) ≈ 0.9994 via hypergeometric; brick rate estimated ~0.06%; Combo ceiling: Conduction Warrior Linear Magnum Plus Minus + Baronne de Fleur + removal toolbox estimated 70–75 power index; Combo floor/median: Two-summon boards (Conduction Warrior + negation OR removal) without perfect extension; estimated 58–65 power index; Interruption resilience: Secondary Tuner synchro route (Ash/Adamancipator Researcher into Baronne/synchro) provides backup, but primary line collapse on Bonding/searcher disruption yields 40–50 power index follow-up; Going-second power: Super Polymerization (unconditional Fusion Summon) + Mulcharmy Fuwalos (draw on opponent summons) enable disruption; estimated 60–65 going-second ceiling; Offensive pressure: Conduction Warrior (2700), Baronne de Fleur (3000), Tellusion Magna Warrior (2500) provide 2–3 monsters in end-board; OTK path requires opponent board clear; estimated 55–60 offensive power; Extra-Deck flexibility: Missing 5 standard utility slots (Plasma Magnum, Cross-Sheep, Gallant Granite, Naturia Beast, S:P Little Knight); runnable Extra-Deck slots remain (Mudragon, Flux Ochsenfeld, Curious, Reprodocus), but critical Fusion/synchro access is constrained
- Provisional: Meta Power: Archetype meta-share not available in tournament_context; Magnet Warrior is mid-tier niche; no dated metagame sample supplied; unable to compute matchup win-rate or format positioning; Side-deck adaptability: Master Duel allows 0 side cards; post-side planning is N/A; cannot evaluate best-of-3 resilience; Tournament reliability: No per-pilot match record available; overall tournament performance of Magnet Warrior lists in current meta is unknown
- Data gaps: No combos supplied in evidence: combo floor, median power index, board_per_starter, and going-first/going-second split unavailable; all combo assessments are text-based inference No tournament link: archetype meta-share, per-pilot match record, and top-16 frequency unavailable; Meta Power remains Provisional No win-rate telemetry: brick rate, starter diversity, going-first/second winrate, matchup performance, and OTK rate estimates are Inferred from card effects and probability No side-deck data: Master Duel format has 0 side limit; post-side evaluation and best-of-3 resilience are N/A Guides evidence minimal: one Vietnamese-language guide mentions Adamancipator/Fiendsmith compatibility and Naturia Beast summoning, but no detailed combo or matchup breakdowns
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