Magnet Warriors Deck #768536 — Yu-Gi-Oh! OCG

59 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± 8/ 100
Power Score
Structural 59
Reliability 52
Going First 60
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 59
Going First 60
Going Second 45
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 8 violation(s).

Identity & game plan

  • Win condition: Large Rock/EARTH beatsticks (Conduction Warrior Plasma Magnum, Ryzeal Detonator, Nibiru, Lava Golem) and Xyz/Fusion boards built from Magnet Warrior searches; Magna Warrior Tellusion summoned from GY after Magnet Warrior Sigma pair is used as material
  • Turn 1 (going first): Magnet Bonding or Beta The Electromagnet Warrior search, then Magnet Warrior or Conduction Warrior Linear Magnum Plus Minus Special Summon, with Ash Blossom / Ghost Belle / Ghost Ogre as hand-trap backup
  • Turn 2 (going second): Open hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Droll and Nibiru) to disrupt the opponent first, then rebuild the Magnet line from the Deck
  • Recovery: Searchers and GY-based Special Summons (Ghost Belle, Magnet Warrior Sigma Plus, Ryzeal Cross) rebuild the board after a hand-trap or removal exchange
  • After siding: Not evaluable: the deck runs no Side Deck, so there is no post-side plan

Why it scores here

The deck is illegal in OCG: three copy-limit overages, two Limited overages and five Forbidden cards, so it is capped at 35 and reported as theoretical and structural only. Its engine is consistent on paper: the archetype core has about a 96 percent chance of at least one card in a 5-card opening hand, and 18 searcher-text cards give a strong draw-to-line chain (Inferred). Interaction is dense (13 hand traps, 18 negation-text cards, 16 removal-text cards), and the Rock/EARTH beatsticks give real closing power. Scoring is done on the system and not by averaging card scores: the deck has no side deck, a loose archetype purity of 0 percent exact-name, no recorded combos and no tournament data, which keep the consistency and matchup reads at Inferred or Provisional. Popularity of the Magnet Warriors theme in the usage stats confirmed the list is real but did not add points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 P(at least one archetype-core card in a 5-card opening hand) = 0.96 across 27 core copies; 18 searcher-text cards give P(at least one) = 0.85 (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Hand-trap group P(at least one in a 6-card hand going second) = 0.79; 13 hand traps plus 19 tech cards offset by 3-of-heavy off-engine slots such as Lava Golem and Nibiru (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling is read from text only, e.g. Conduction Warrior Linear Magnum Plus Minus with Magnet Bonding and Magna Warrior Tellusion giving multi-step lines (Inferred)
D4 Combo Floor & Median Output 50 No combo aggregate supplied, so median output is unknown and set at a neutral 50 (Provisional)
D5 Interruption Resilience & Route Redundancy 65 Multiple independent starters (Magnet Bonding, Beta, Ghost Belle, Mulcharmy, Lava Golem) and hand traps allow continuation after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searcher and recursion text (Ryzeal Cross, Gallant Granite, Magnet Warrior Sigma Plus) gives reasonable grind; no netCardAdvantage data (Inferred)
D7 End-Board & Interaction Quality 68 Interaction density from 13 hand traps, 18 negation-text cards and 16 removal-text cards; Called by the Grave is Forbidden and removed from the list (Inferred semantic read with verified banlist)
D8 Going-Second & Board-Breaking Power 55 Going-second board breaking comes from Ash, Ghost Ogre, Ghost Belle and Nibiru disruption; no going-second win-rate split exists (Inferred)
D9 Offensive Pressure & Closing Power 70 End-board ATK includes Lava Golem 3000, Ryzeal Detonator 3000, Nibiru 3000 and Conduction Warrior 2700 (Verified card stats)
D10 Main Deck Efficiency & Flexibility 50 59 Main cards, 30 distinct, copy histogram 13x1 / 5x2 / 12x3 (1 over the 3-copy profile); exact archetype purity 0 percent, with 74 off-archetype copies (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 55 15 Extra cards: 3 Fusion, 2 Synchro, 6 Xyz, 4 Link; 3 of them are Forbidden or Limited-overflow, reducing coverage (Verified)
D12 Side Deck Adaptability 15 Side deck is empty (side_count 0) so there is no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 50 tournament_context unavailable; no dated metagame sample supplied (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Special Summon chains with several material conditions and quick-effect timing make the deck hard to pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 59, Going First ≈ 60, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist exposure (-10); no side deck (-2). Final formula: Illegal cap: Final = min(0.80*Structural + 0.20*TournamentReliability + ContextModifiers, 35); Meta Power provisional (null). Uncached raw value about 46 before the cap; reported as 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

  • Archetype core is dense (27 copies) and 96 percent accessible in a 5-card opening hand (Inferred)
  • Strong interaction suite: 13 hand traps and 18 negation-text cards (Verified text, Inferred quality)
  • High-ATK closing bodies at Level 7 and above (Verified stats)

Weaknesses

  • Illegal as built: three copy-limit overages and five Forbidden cards (Verified)
  • No side deck, so best-of-3 adaptation is absent (Verified)
  • Low archetype purity: 74 off-archetype copies dilute the engine (Verified)
  • No recorded combos or tournament data to validate median output (Verified gap)

Critical choke points

  • Magnet Bonding and Beta are the main searchers; losing them to Ash or Droll shuts down the opening line (Inferred)
  • Forbidden and Limited removals reduce the legal interaction count (Verified)
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent, Charmer Quartet in Bloom, Naturia Beast, Cross-Sheep Legal replacements from the Magnet / Ryzeal core or a 3-card Side Deck Five Forbidden cards make the list illegal; the deck cannot be played as built
2 1 copy of Ash Blossom & Joyous Spring; 1 copy of Ice Ryzeal; 1 copy of Droll & Lock Bird Legal replacements or the Side Deck Copy limits are exceeded for these Semi-Limited and Limited cards
3 Lava Golem or Harpie's Feather Duster (one slot) A Magnet / Rock on-engine card Reduces off-archetype dilution and raises purity
4 None A Side Deck of 10 to 15 cards A best-of-3 deck with no Side Deck has no post-side plan (D12 is 15)

Evidence & confidence

  • Verified: Deck is Illegal under the OCG BanList: copy-limit overages and five Forbidden cards; Main 59, Extra 15, Side 0; size is within the OCG range; Copy histogram 13x1 / 5x2 / 12x3; Extra breakdown 3 Fusion / 2 Synchro / 6 Xyz / 4 Link
  • Observed: Usage stats show the Magnet Warriors core (Conduction Warrior Linear Magnum, Magnet Bonding) is run at high inclusion; the list is a real, accessible build
  • Inferred: Opening-hand accessibility of the archetype core is about 0.96 (hypergeometric); Hand-trap density gives a going-second disruption plan; Interaction density is high from text reads
  • Provisional: Meta Power is null: no dated metagame sample; Matchup coverage (D13) is a neutral placeholder
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry exists in YGOVN for going-first, going-second or matchups Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck; post-side plan cannot be evaluated

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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