Magnet Warriors Deck #767117 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being 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: LowEvaluated Oct 20, 2026
35± 10/ 100
Power Score
Structural 53
Reliability 50
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Tempo
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Rescue-ACE board presence (Turbulence, Preventer, Fire Attacker, Arbitrator) and Link/Fusion pressure, supported by hand traps that protect the line; Mulcharmy draw and hand-advantage stall
  • Turn 1 (going first): Normal Summon a Rescue-ACE Tuner or Hydrant, then use ALERT!/RESCUE! to recover a Rescue-ACE into a Link Arbitrator line; hold Ash Blossom, Solemn Judgment and Droll for the opponent's first activation
  • Turn 2 (going second): Hold a hand trap (Ash, Nibiru, Ghost Ogre, Ghost Belle, Solemn Warning) to disrupt the opponent's first board, then rebuild through Rescue-ACE searchers
  • Recovery: Recur Rescue-ACE cards from the GY via RESCUE!, ALERT! and Turbulence's banish-cost summon; Mulcharmy draws refill the hand once the field is empty
  • After siding: Not evaluable: no side deck is supplied

Why it scores here

The deck is scored as a system: it reliably reaches a Rescue-ACE starter and has substantial interaction, with 13 hand traps and 21 removal-text cards giving it strong end-board disruption. The Rescue-ACE recursion and searchers give it grind and recovery, and Link/Fusion closers reach 2800 to 3000 ATK. Its consistency is capped by singleton-heavy structure, many situational hand traps that can brick, and no combo or board data to measure its real output. The Magnet Warriors label is not what the list plays: exact-name purity is 0% and the core Magnet cards are almost entirely absent, so popularity of the archetype earned no points. The list is also illegal under OCG copy limits, so the score is capped and reported as a theoretical, structural-only read. Cards were not averaged into the score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one 3-copy starter in opening 5) ≈ 0.25; searcher-text group P(≥1 in 5) ≈ 0.68; Rescue-ACE starter density is moderate (Inferred)
D2 Opening-Hand Quality & Brick Management 50 13 hand traps and 14 singleton slots with conditional use raise dead-draw risk; P(hand trap in 6) ≈ 0.81 (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; Link Arbitrator into Hydrant/HQ is a plausible conversion read from text only (Inferred)
D4 Combo Floor & Median Output 40 No combos_evidence and no median; floor is unobserved (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple hand traps and GY recursion via RESCUE!/ALERT! give independent continuation routes (Inferred)
D6 Resource Economy, Recovery & Grind 58 11 searcher-text cards and banish-cost recursion give good grind (Inferred)
D7 End-Board & Interaction Quality 75 13 hand traps, 11 negation-text cards and 21 removal-text cards give broad, layered interaction (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 62 Lightning Storm, Raigeki and Solemn/Ash/Droll going-second answers give board-breaking; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 60 Three 3000-ATK or 2800-ATK bosses and Link 4 Arbitrator give reasonable closing (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 50 56 Main cards with three-copy staples and 24 tech slots is coherent but not compact (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards, 10 Link and 5 Fusion; several flex Links, mostly Rescue-ACE and Knightmare access (Verified composition, Inferred use)
D12 Side Deck Adaptability 10 No side deck supplied; no post-side plan is possible to assess (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; archetype share unknown (Provisional)
D14 Pilotability & Error Tolerance 45 Many timing-sensitive hand traps and Rescue-ACE chains require frequent decision points (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun secondary (no separate weight set applied). Structural ≈ 53, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-6); no_side_deck (-4). Final formula: Uncapped: 0.80*Structural(53) + 0.20*TournamentReliability(50) + modifiers(-10) = 42; capped to 35 because the deck is Illegal (three copy-limit violations). Theoretical/structural-only; Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense hand-trap and negation suite for disrupting the opponent's first board
  • Rescue-ACE recursion and searchers give grind and recovery
  • Link and Fusion closers reach 2800 to 3000 ATK

Weaknesses

  • Illegal under OCG copy limits: Ash Blossom, Super Polymerization and Solemn Warning are at 3 copies
  • Declared Magnet Warriors but the list plays almost no Magnet cards (0% exact-name purity; 3 of 16 usage core cards present)
  • No side deck, so no post-side plan
  • No recorded boards, so the combo ceiling and floor cannot be measured

Critical choke points

  • Rescue-ACE Hydrant and the Rescue-ACE monster count gate most of the engine
  • Hand traps depend on holding the right one for the opponent's first activation
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring, Super Polymerization and Solemn Warning Legal alternatives (e.g. a second Droll or a different hand trap), or leave the slot empty Deck is Illegal; cutting to OCG limits is required before any normal score can be given
2 Non-Rescue-ACE filler (e.g. Lightning Storm, Ghost Ogre or Ghost Belle at 3 copies) A Side deck of at least a few tech cards for best-of-3 Side count is 0; post-side adaptation is currently unavailable
3 None Correct the archetype label to Rescue-ACE or Mulcharmy-hybrid, or add the Magnet core if Magnet Warriors is intended Label does not match the list, which affects archetype stats and purity reads

Evidence & confidence

  • Verified: Legal copy limits and three over-limit cards; Card text and stats for each card; Extra Deck: 10 Link, 5 Fusion; Main Deck: 56 cards; Extra Deck: 15 cards; Side: 0 cards
  • Inferred: Hypergeometric starter, brick and hand-trap draw estimates; Interaction quality from text; Combo conversion read from card text only
  • Provisional: Meta power and matchup fit (no dated meta sample or tournament link)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record are absent No win-rate telemetry for going-first, going-second, matchup or brick rates No side deck supplied Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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