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.

Deck Magnet Warriors OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
25± 8/ 100
Power Score
Structural 50
Reliability 45
Going First 48
Going Second 42

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
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

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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