Magnet Warriors Deck #768381 — 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: Medium
30± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 55
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 54
Going First 55
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Magnet Warrior board pressure and Magna Warrior / Conduction Warrior Extra Deck beaters (Tellusion, Plasma Magnum, Linear Magnum), with Fiendsmith and Mulcharmy as secondary engines.; Fiendsmith link and Fusion pressure (Desirae, Agnumday, Requiem) and Underworld Goddess of the Closed World as a negate-and-attack finisher.
  • Turn 1 (going first): Normal Summon a Magnet Warrior, search a Level 4 or lower Magnet Warrior or Conduction Warrior with Beta, Magnet Bonding or Sigma Plus, then extend into a Link or Xyz with the Extra Deck, keeping Ash Blossom and Droll & Lock Bird up.
  • Turn 2 (going second): Hold Ash Blossom, Ghost Belle, Solemn Strike and Evenly Matched to answer the opponent's first summon, then rebuild through Mulcharmy draws and searchers.
  • Recovery: Recover through searcher and draw effects (Duoterion, Magnet Bonding, Beta, Mulcharmy draws) plus Fiendsmith's Tract or Engraver recursion from the GY, since the hand-trap count is high and the board is thin after a single removal.
  • After siding: No side deck is registered (side_count 0), so the post-side plan is undefined; the score assumes no adaptation between games.

Why it scores here

The deck's engine is reasonably accessible: the Magnet Warrior core (25 copies) has a 0.959 chance of at least one copy in a 5-card opening hand, and 21 searcher-text cards add redundancy, so the opening is likely to produce a live starter. Interaction is dense, with 11 hand traps, 14 negation-text cards and 16 removal-text cards, giving a credible going-second answer package. Conversion and floor were scored only from text, since no recorded boards exist, so the ceiling and median are Inferred and lower than the card pool suggests. The score comes from consistency, interaction and resilience on the system as a whole, not from averaging individual card scores, and the popularity of the Magnet Warriors archetype did not add points. The legality failure (four cards over OCG copy limits) caps the final score at 30, so this is a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(≥1 archetype-core card in opening 5) ≈ 0.959 across 25 core copies; per-card starters at 3 copies ≈ 0.25 each (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Searcher-text group P(≥1 in opening 5) ≈ 0.92 offsets 55 main slots with 20 tech cards and 70 off-archetype copies; brick rate estimated (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards; ceiling inferred from text only (Inferred)
D4 Combo Floor & Median Output 40 No combos evidence; median output cannot be measured and is inferred from starter diversity alone (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Two Ash Blossom and several hand traps give alternate lines after disruption, but no independent-line data (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searchers and draw effects (Duoterion, Beta, Mulcharmy, Magnet Bonding) support recovery from text (Inferred)
D7 End-Board & Interaction Quality 62 14 negation-text, 16 removal-text and 11 hand traps, with two Semi-Limited and two Limited interaction cards over the copy limit (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap group P(≥1 in opening 6) ≈ 0.757 gives strong early interaction, with Solemn cards capped by LP cost (Inferred)
D9 Offensive Pressure & Closing Power 60 Extra Deck closers: Tellusion 2500, TY-PHON 2900, Underworld Goddess 3000 link 5 (Verified stats, Inferred closing power)
D10 Main Deck Efficiency & Flexibility 58 55/55 main and 27 distinct cards; 20 tech slots and 70 off-archetype copies reduce core coherence (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 55 15/15 Extra Deck with 14 distinct cards; Fusion, Link and Xyz coverage is broad but spread thinly (Verified composition)
D12 Side Deck Adaptability 10 side_count 0: no post-side plan exists (Verified legality)
D13 Matchup Coverage & Format Fit 45 No tournament link and no dated meta sample; archetype fit is Provisional
D14 Pilotability & Error Tolerance 40 Multi-step Fiendsmith, Magnet and Magna Warrior sequencing with several decision points per turn (Inferred from example text)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54, Going First ≈ 55, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-10); illegal_copy_limit_cap (0). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*54 + 0.20*45 = 52.2; modifiers −10 → 42.2; Illegal cap applied → 30 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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 draw redundancy (21 searcher-text cards)
  • Broad interaction: 11 hand traps, 14 negation and 16 removal text effects
  • Good Extra Deck coverage across Fusion, Link and Xyz

Weaknesses

  • Four cards over OCG copy limits make the list illegal
  • 70 off-archetype copies lower engine coherence
  • No side deck, so no post-side adaptation

Critical choke points

  • Magnet Bonding and Beta as the main starter access routes
  • Fiendsmith Engraver and Tract as the Fiendsmith engine, both over limit
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Solemn Warning Non-Semi-Limited generic card, or a second copy of a legal Magnet searcher Brings the list within the OCG Semi-Limited limit of 2 for these cards
2 One copy each of Fiendsmith Engraver and Fiendsmith's Tract A legal Magnet Warrior or Magna Warrior card Fiendsmith copies are capped at 1 under Limited, so the second copies are illegal

Evidence & confidence

  • Verified: Legality: four cards exceed OCG copy limits; main 55 and extra 15 are within size rules; Card text and stats for all resolved cards; Archetype core count 25 and usage stats (core present 11 of 16)
  • Inferred: Hypergeometric consistency estimates (P(≥1 core) 0.959; searcher 0.92; hand-trap going-second 0.757); Dimension scores D1–D14 built from text and composition
  • Provisional: Meta Power (null); Matchup fit D13 and tournament reliability (no tournament link or meta sample)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no side deck registered — post-side plan cannot be evaluated no win-rate telemetry exists in YGOVN — going-first/second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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