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
Main Deck (60)
- Beta The Electromagnet Warrior x2
- Block Dragon x1
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x2
- Duoterion x3
- Epsilon The Magnet Warrior x1
- Gem-Armadillo x2
- Gem-Knight Hollowcore x1
- Gem-Knight Nepyrim x3
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x2
- Tellusion the Magna Warrior x1
- Adamancipator Researcher x2
- Adamancipator Seeker x1
- Ash Blossom & Joyous Spring x3
- Effect Veiler x1
- Ghost Belle & Haunted Mansion x1
- Ghost Ogre & Snow Rabbit x1
- Brilliant Fusion x3
- Crossout Designator x1
- Forbidden Droplet x3
- Gem-Knight Dispersion x3
- Gem-Knight Fusion x1
- Magnet Bonding x3
- Triple Tactics Talent x1
- Infinite Impermanence x3
Extra Deck (15)
- Conduction Warrior Plasma Magnum x1
- Flux Ochsenfeld x1
- Gem-Knight Seraphinite x1
- Gem-Knight Zirconia x1
- Cross-Sheep x1
- Dogurad, the Stonetrooper x1
- Gem-Knight Phantom Quartz x1
- I:P Masquerena x1
- S:P Little Knight x1
- Spright Elf x1
- W:P Fancy Ball x1
- Baronne de Fleur x1
- Naturia Beast x1
- Gallant Granite x1
- Super Starslayer TY-PHON - Sky Crisis x1
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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
Recommended changes
| 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
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