Magnet Warriors Deck #767049 — Yu-Gi-Oh! OCG
42 Main, 15 Extra, incl. Ars Magna the Finite and the Infinite x3, Conduction Warrior Linear Magnum Plus Minus x3, Magnet Warrior Sigma Minus x3. Created Oct 20, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (42)
- Ars Magna the Corruption and the Purification x1
- Ars Magna the Division and the Union x1
- Ars Magna the Finite and the Infinite x3
- Beta The Electromagnet Warrior x1
- Block Dragon x1
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x1
- Epsilon The Magnet Warrior x1
- Koa'ki Meiru Guardian x1
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x1
- Maxx "C" x1
- Medius the Pure x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x1
- Protector of the Sanctuary x1
- Tellusion the Magna Warrior x1
- The Great Gallant Bandit x3
- Theorealized Medius x1
- Witch of the Black Forest x1
- Adamancipator Researcher x2
- Ash Blossom & Joyous Spring x2
- Ars Magna "Citrinitas" x1
- Dark Magical Curtain x2
- Magnet Bonding x3
- Subspace Battle x1
Extra Deck (15)
- Conduction Warrior Plasma Magnum x1
- Flux Ochsenfeld x1
- Nerva the Power Patron of Creation x1
- Artemis, the Magistus Moon Maiden x1
- Clown Crew Dristy x1
- Cross-Sheep x1
- Curious, the Lightsworn Dominion x1
- I:P Masquerena x1
- Mediclius the Extraordinary Power Patron x1
- Reprodocus x1
- S:P Little Knight x1
- Underworld Goddess of the Closed World x1
- Zenna's Deceiving Doll Maidens x1
- Baronne de Fleur x1
- Gallant Granite x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 50 |
| Going First | 48 |
| Going Second | 42 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Midrange
- Secondary strategies: Control, Tempo
- Format: ocg
Legality
Main 42 / Extra 15 / Side 0 — status: Illegal. 4 violation(s).
Identity & game plan
- Win condition: Extra Deck Link and Fusion boss monsters (Nerva, Conduction Warrior Plasma Magnum, Mediclius, Zenna) backed by Magnet Warrior and Ars Magna recursion; Synchro and Fusion pressure from Medius and Ars Magna pieces, with hand traps protecting the board
- Turn 1 (going first): Magnet Bonding or Conduction Warrior Linear Magnum searches a Level 4 or lower Magnet Warrior, which then Special Summons into a Link or Fusion line; hand traps are held for the opponent's first activation
- Turn 2 (going second): Hold Ash Blossom, Droll and Lock Bird, Maxx C and Nibiru as interaction, then rebuild through Magnet Warrior recursion from the GY
- Recovery: Ars Magna and Beta The Electromagnet Warrior recycle searches from the GY and banishment, and Magnet Warrior Sigma Plus or Omega Plus can revive a Level 4 or lower Magnet Warrior
- After siding: Not evaluable: the side deck is empty (0 cards), so no post-side plan exists in this list
Why it scores here
The list reliably opens its Magnet Warrior and Bonding searchers: the archetype core is about 97 percent likely to show at least one card in a 5-card hand (Inferred), and the 19 searcher-text cards give strong redundancy into the Link and Fusion bosses. Interaction is real but thin for a going-second plan: Ash Blossom, Droll and Lock Bird, Maxx C, Nibiru and Magnet Warrior negations cover common openers, yet the hand-trap group is only about 56 percent to appear in a 6-card hand (Inferred). Floor and median output are unmeasured because no recorded boards exist, so the score rests on text and structure, not observed results. The list is Illegal: four Forbidden Extra Deck cards (Reprodocus, Cross-Sheep, Baronne de Fleur, Curious) are run, and there is no side deck, so this is a theoretical and structural read only and the score is capped low. Popularity and archetype share were not credited, and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least one archetype-core card in opening hand of 5) = 0.969; 19 searcher-text cards and 20 core copies give redundant starts (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 52 | 27 distinct main-deck cards, 18 singletons and several Extra Deck summon conditions raise brick risk; no brick rate measured (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No parseable boards; best line not measurable, so conversion is text-only read of Link and Fusion bosses (Inferred) |
| D4 | Combo Floor & Median Output | 38 | No recorded boards exist; median output is unmeasured and inferred only from starter count (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Multiple independent starters (Bonding, Linear Magnum, Ars Magna, Medius) and GY recursion give some route redundancy after a hand trap (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 58 | Searcher density and GY recursion (Beta, Ars Magna, Magnet Warrior Sigma Plus and Omega Plus) support recovery, but Link and Fusion costs are high (Inferred) |
| D7 | End-Board & Interaction Quality | 60 | Five hand traps plus negation text on Sigma Minus, Koa'ki Meiru Guardian and Medius give layered interaction; durability is unmeasured (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 45 | Going-second hand-trap coverage is about 56 percent per 6-card hand; board-breaking depends on Nerva and Block Dragon cards and is inferred (Inferred) |
| D9 | Offensive Pressure & Closing Power | 50 | Closing power from Nerva (3300 ATK), Plasma Magnum and Mediclius is present, but the Extra Deck is partly illegal and no closing data exists (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 42 main cards with 27 distinct and a strong Rock and EARTH core; 9 off-archetype copies lower purity (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 45 | 15 Extra slots include 4 Forbidden cards, so the usable Extra Deck is 11 legal cards; several boss summons are conditional (Verified legality) |
| D12 | Side Deck Adaptability | 10 | Side deck is empty (0 cards), so no adaptability plan exists for best-of-three play (Verified) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament link, no meta share, and no dated sample; matchup fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Multi-step Link and Fusion lines with many decision points, plus hand-trap timing, make the deck demanding to pilot (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 50, Going First ≈ 48, Going Second ≈ 42, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-12). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 49, plus banlist modifier -12 = 37, then Illegal cap applied = 25 (theoretical/structural only)
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
- Dense searcher text (19 cards) with heavy Magnet Warrior redundancy
- Five hand traps plus negation text across Ash Blossom, Maxx C, Droll and Lock Bird, Nibiru and Sigma Minus
- Strong EARTH and Rock engine coherence across Magnet, Ars Magna and Conduction Warrior sub-archetypes
Weaknesses
- Illegal: four Forbidden Extra Deck cards
- No side deck, so no best-of-three adaptability
- No recorded boards, so the combo ceiling and floor are unmeasured
Critical choke points
- Extra Deck legality: removing the four Forbidden cards leaves 11 Extra cards and breaks several Link lines
- Hand-trap dependence on Ash Blossom (2 copies) and Droll and Lock Bird (1 copy) for going-second interaction
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Reprodocus, Cross-Sheep, Baronne de Fleur, Curious, the Lightsworn Dominion | Legal Link or Fusion replacements that fit the Rock and EARTH engine (for example Flux Ochsenfeld or Gallant Granite, both already in the core list) | The deck is Illegal as built; this is required before any normal score can apply |
| 2 | None | A 10 to 15 card side deck of Magnet and Ars Magna answers | Without a side deck, best-of-three adaptability is zero |
Evidence & confidence
- Verified: Four Forbidden cards are run, and the list is Illegal (legality); Main 42 and Extra 15 are within size limits (legality); Archetype core presence and copy counts (composition); Side deck is empty (composition)
- Inferred: Opening-hand starter probability 0.969 (hypergeometric estimate); Hand-trap coverage 0.557 on going-second (hypergeometric estimate); Interaction density and consistency reads from card text
- Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament data)
- Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for this deck Deck title is null Side deck is empty, so post-side plan cannot be evaluated
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