Magnet Warrior Deck #759377 — Yu-Gi-Oh! Master Duel

60 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Duoterion x3, Gem-Knight Nepyrim x3. Created Oct 2, 2026 by YGO Mod.

Deck Magnet Warrior Master Duel

Created by: YGO Mod (20517634)

Created On: 10/02/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 17, 2026
56± 6/ 100
Power Score
Structural 62
Reliability 58
Going First 64
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 56/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 62
Going First 64
Going Second 58
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Magnet Warrior and Gem-Knight boss monsters (Zirconia, Block Dragon, Tellusion, Nibiru) attacking through a field the deck controls with Magnet Warrior and Magnet Bonding search lines; Extra Deck Link and Fusion finishers (Conduction Warrior Plasma Magnum, Gem-Knight Phantom Quartz) once the board is stable
  • Turn 1 (going first): Open with Magnet Bonding or Duoterion to search a Magnet Warrior, Normal Summon Sigma Minus or Beta, then reach a Magnet Warrior or Gem-Knight Fusion line while holding hand traps (Ash Blossom, Infinite Impermanence, Ghost Ogre) for the opponent's first interaction
  • Turn 2 (going second): Hold a hand trap (Ash Blossom, Droll & Lock Bird, Maxx C, Effect Veiler) to answer the opponent's starter, then rebuild through a searcher such as Gem-Armadillo or Gem-Knight Nepyrim on the next turn
  • Recovery: Recycle through the graveyard with Magnet Warrior and Gem-Knight GY effects (Gem-Knight Fusion, Magnet Warrior Omega Plus) and rebuild the Extra Deck line from searchers
  • After siding: No side deck is registered, so no post-side plan is available; the deck relies on its main-deck hand traps for every matchup

Why it scores here

The deck reliably opens its engine: the archetype core group has about a 97 percent chance of at least one card in a 5-card opening hand (Inferred from hypergeometric estimates), and 22 searcher-text cards give about a 91 percent chance of at least one searcher in hand. Redundant hand traps (14 cards, about 81 percent chance of one in a going-second 6-card hand) and several independent engines (Magnet Warrior, Gem-Knight, Mulcharmy, Bonding) keep the deck functional after a single disruption. Its ceiling is a Magnet Warrior or Gem-Knight boss line, but no recorded boards exist, so the combo floor, median, and conversion scores are text-based estimates only. Popularity of the archetype did not add points, and the score was built from the deck's system properties rather than from averaging individual card scores. The main deficits are the missing side deck, the fragmented sub-archetype composition, and the lack of any tournament or win-rate data, which keeps meta fit provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 75 P(at least one archetype-core card in a 5-card opening hand) is about 0.97, and searcher-text cards are about 0.91 per hand (Inferred)
D2 Opening-Hand Quality & Brick Management 68 Hand-trap and searcher redundancy keeps most hands functional, though Gem-Knight and Magnet cards can conflict in a single hand (Inferred)
D3 Combo Conversion & Ceiling 62 No parseable recorded boards, so the ceiling is a text-based read of Magnet Warrior and Gem-Knight boss lines (Inferred)
D4 Combo Floor & Median Output 55 No recorded boards exist, so the median is a text-based estimate with a moderate floor from searchers and hand traps (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Fourteen hand traps and several independent starters give multiple routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Searchers and graveyard recursion (Gem-Knight Fusion, Magnet Warrior Omega Plus) support rebuilding; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 72 Ash Blossom, Infinite Impermanence, Ghost Ogre, Effect Veiler, Droll & Lock Bird and Maxx C supply layered interaction (Verified text and flags, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going-second interaction is strong through hand traps, but no going-second combo split or board-breaker density data is available (Inferred)
D9 Offensive Pressure & Closing Power 65 Boss monsters with 2500 to 3000 ATK (Zirconia, Block Dragon, Tellusion, Nibiru, TY-PHON) give real closing power (Verified stats)
D10 Main Deck Efficiency & Flexibility 60 Sixty main-deck cards, 31 distinct, at the top of the Master Duel range with 19 tech slots and a 1-to-3 copy spread (Verified counts, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 62 Fifteen Extra Deck cards span Fusion, Link, Synchro and Xyz with no visible unused breadth, though several listed core cards are not run (Verified composition)
D12 Side Deck Adaptability 25 Side count is 0, so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 Archetype share and tournament context are unavailable, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-engine sequencing and hand-trap timing require frequent decisions across several sub-archetypes (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 62, Going First ≈ 64, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: No side deck (-2); Sub-archetype fragmentation (-2); Limited-card exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.80*62.1 + 0.20*58 = 61.3, then -5 modifiers = 56.3, rounded to 56

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · key two-card combo ≈ — · full-brick estimate ≈ 0.03 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Redundant searchers and multiple independent engines (Magnet Warrior, Gem-Knight, Mulcharmy, Bonding)
  • Fourteen hand traps give layered going-second interaction
  • Boss monsters with 2500 to 3000 ATK provide closing power

Weaknesses

  • No side deck, so no post-side adaptation
  • Fragmented sub-archetype composition with 74 off-archetype copies
  • Sixty-card main deck with 19 tech slots reduces compactness
  • No recorded combos or win-rate telemetry to confirm the ceiling

Critical choke points

  • Magnet Bonding and Duoterion are the main searchers; losing both to hand traps leaves the Magnet Warrior line dependent on Sigma Minus and Beta
  • Limited and Semi-Limited hand traps (Maxx C, Crossout Designator, Droll & Lock Bird) are single-point interaction in many lines
Priority Remove Add Reason
1 One Mulcharmy Purulia or Mulcharmy Fuwalos copy One Magnet Warrior or Bonding-searchable Magnet Warrior Reduces off-archetype copies and makes the searcher line more consistent, although the effect on the score is unverified.
2 One tech card with low archetype synergy A side deck of 3 to 5 hand-trap or floodgate answers Adds post-side adaptability, which the current 0-card side deck lacks.

Evidence & confidence

  • Verified: Legal in master-duel with 60 main, 15 extra and 0 side cards; Maxx C and Crossout Designator are Limited at 1 copy each; Droll & Lock Bird is Semi-Limited at 2 copies; Card stats and text as listed in evidence (e.g. Block Dragon 2500/3000, Tellusion 2500/2500); Archetype core usage stats show 100 percent inclusion for several Magnet Warrior core cards
  • Observed: Archetype usage stats show Magnet Warrior core cards are standard for this archetype
  • Inferred: Opening-hand consistency about 0.97 for the archetype core group (hypergeometric estimate); Hand-trap coverage about 0.81 for a going-second 6-card hand; Structural and going-first and going-second estimates built from the rubric dimensions; Ceiling and median estimates based on text, not recorded boards
  • Provisional: Meta power and matchup fit, since no dated metagame sample or tournament link is available
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-based inference No tournament link, so archetype meta-share and per-pilot record are absent No win-rate telemetry (going-first or going-second split, matchup, brick or starter rates) Meta power is provisional without a dated metagame sample No side deck, so post-side performance cannot be assessed

More Master Duel Info

Magnet Warrior

Magnet Warrior Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
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