Magnet Warriors Deck #767429 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3, Duoterion 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 57
Reliability 50
Going First 55
Going Second 65

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 65
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Magnet Warrior / Magna Warrior Extra Deck boards (Conduction Warrior Plasma Magnum, Tellusion, Nibiru, Fiendsmith's Desirae) built from the Magnet searcher chain; Fiendsmith link and fusion boards via Fiendsmith's Tract and Fiendsmith Engraver, with Lacrima as a backup finisher
  • Turn 1 (going first): Open a Magnet searcher (Beta / Magnet Bonding / Sigma Minus), chain Level 4 Magnet Warriors into Conduction Warrior Linear Magnum, and protect the board with Dominus Purge, Solemn and Ash/Ghost hand traps
  • Turn 2 (going second): Hold 1-2 hand traps (Infinite Impermanence, Ghost Belle, Ash Blossom, Droll) and negate the opponent's first summon or search, then rebuild through Magnet Bonding and Duoterion
  • Recovery: Recover via Magnet Warrior searchers and Mulcharmy draw effects, plus Dark Ruler No More and Lightning Storm to clear the opponent's field, then rebuild Level 4 Magnet Warriors from the Deck
  • After siding: No Side Deck is registered, so there is no post-side plan; the list cannot be adjusted between games

Why it scores here

The deck is scored as a system, not as an average of its cards. Its searcher density (17 searcher-text cards, about 86% chance of at least one in a 5-card opening hand) and the Magnet/Magna Warrior core (about 97% chance of at least one core card) give it a reasonably reliable opening, though the 21 tech slots and 12 hand traps raise brick and dead-card risk. Interaction is the strongest area: 20 negation-text and 17 removal-text cards, plus Dominus Purge, Solemn and Lightning Storm, give it a layered end-board. Going second is good because hand traps are present in about 79% of six-card hands. Closing power comes from the Extra Deck Magna/Conduction Warrior and Fiendsmith boards, and the lack of a Side Deck and missing combo or match data keep the score low. Popularity did not add points: the archetype core presence (75% of usage-core cards present) only confirms the list is real, and the score is capped because the list is illegal.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(≥1 searcher in 5-card hand) ≈ 0.86; P(≥1 archetype-core card) ≈ 0.97; redundancy across Magnet and Fiendsmith lines (Inferred)
D2 Opening-Hand Quality & Brick Management 55 21 tech and 12 hand-trap slots among 55 main cards raise dead-card and brick risk; no garnet count available (Inferred)
D3 Combo Conversion & Ceiling 58 No recorded combo boards (combos_evidence.total_combos = 0); ceiling read from text only, e.g. Magnet Bonding into Linear Magnum and Plasma Magnum (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so the floor and median are unmeasured; scored conservatively for the same reason (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Two independent searcher lines (Magnet and Fiendsmith) plus recursion from the GY give a second route after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Recursion through Magnet Induction, Magnet Bonding and Mulcharmy draws offsets the spend, but the deck has no float-to-recover engine beyond the searchers (Inferred)
D7 End-Board & Interaction Quality 75 20 negation-text cards, 12 hand traps and 17 removal-text cards give strong layered interaction; not counted again for going-second (Inferred from card text)
D8 Going-Second & Board-Breaking Power 70 Hand-trap density (about 79% of going-second six-card hands) and removal text give a real answer to a first board (Inferred)
D9 Offensive Pressure & Closing Power 65 Extra Deck bosses (Conduction Warrior Plasma Magnum 2300, Tellusion 2500, Nibiru 3000, Fiendsmith's Desirae 2800) give closing power, though Gallant Granite and Flux Ochsenfeld from the usage core are absent (Verified stats / Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 main cards with 21 tech-flagged slots and a 3-copy heavy spread are not compact; the usage core is only 75% present (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots spread across 7 Link, 5 Fusion and 3 Xyz cards, with all 15 distinct and no mandatory-slot conflicts evident (Inferred)
D12 Side Deck Adaptability 10 Side deck is empty (side_count 0), so there is no post-side adaptability at all (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 55 Requires remembering many hand-trap and Quick Effect timings across two engines, moderate decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 55, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-4). Final formula: Pre-cap: 0.80*Structural(57) + 0.20*TournamentReliability(50) + modifiers(-4) = 51.6; Illegal cap applied (legality status Illegal, no normal Final Contextual score) → 35. Meta Power provisional/null.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · 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 searcher and archetype-core density gives reliable access to the engine
  • Layered interaction (negates, hand traps, Dominus Purge, Solemn, Lightning Storm)
  • Strong Extra Deck closers across Link, Fusion and Xyz

Weaknesses

  • Illegal copy counts on three cards (Ash Blossom, Fiendsmith Engraver, Fiendsmith's Tract)
  • No Side Deck at all
  • 21 tech and 12 hand-trap slots raise brick and dead-card risk
  • No combo boards or tournament data to verify conversion

Critical choke points

  • Magnet Bonding / Beta searcher chain into the Level 4 Magnet Warriors that enable Linear Magnum
  • Single-copy Fiendsmith's Lacrima and Solemn Judgment as sole answers to some boards
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring none (reduce to 2 copies) Clears the Semi-Limited overrun; the deck is illegal until this is fixed
2 1 Fiendsmith Engraver and 1 Fiendsmith's Tract 1 non-Limited Fiend or Magnet searcher, or a Side Deck card Clears the Limited overruns; also adds a Side Deck, which is missing entirely

Evidence & confidence

  • Verified: Illegal status: Ash Blossom 3 vs 2, Fiendsmith Engraver 2 vs 1, Fiendsmith's Tract 2 vs 1; Main 55 / Extra 15 / Side 0 sizes; Side Deck is empty; Card text and archetype usage stats (core present 12 of 16)
  • Inferred: Searcher and core-access probabilities (≈0.86 and ≈0.97); Hand-trap frequency in going-second hands (≈0.79); Interaction density and brick risk from card text
  • Provisional: Meta Power (null, no dated metagame sample); Matchup and format-fit scoring (no 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: going-first/second and matchup signals are Inferred Meta Power is Provisional without a dated metagame sample

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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