Magnet Warriors Deck #771453 — Yu-Gi-Oh! OCG

50 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Magnet Warrior Sigma Minus x3, Nibiru, the Primal Being x3. Created Oct 21, 2026 by YGO Mod.

Deck Magnet Warriors OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
35± 8/ 100
Power Score
Structural 57
Reliability 50
Going First 55
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Stun
  • Format: ocg

Legality

Main 50 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Synchro/Fusion/Link end-boards from Magnet Warrior and Adamancipator engines (Adamancipator Risen - Tiamite 3300 ATK, Conduction Warrior Plasma Magnum, Tellusion the Magna Warrior); Excavate-driven Adamancipator Synchro recursion and Gallant Granite / Daigusto Emeral card advantage
  • Turn 1 (going first): Search a Magnet Warrior via Magnet Bonding or Beta, excavate with an Adamancipator monster, then Synchro or Fusion into a Magnet Warrior board that controls the attack-declaration space (Inferred)
  • Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird, Infinite Impermanence and Solemn effects to answer the opponent's starter, then rebuild through excavation and the Magnet Bonding searches (Inferred)
  • Recovery: Adamancipator Mates and Magnet Bonding recover from the GY and Adamancipator Risen - Tiamite can search an Adamancipator Spell/Trap from the GY-dependent effect (Inferred from card text)
  • After siding: No side deck is registered (Side Deck size 0); no post-side plan can be evaluated (Provisional)

Why it scores here

The deck's consistency rests on the system rather than on any single card: the archetype-core group (19 copies) gives about a 92% chance of at least one core card in a going-first opening hand, and 15 searcher-text cards (Magnet Bonding, Beta, Adamancipator Mates) keep the engine reachable (Inferred from hypergeometric estimates). Two Adamancipator excavate engines and a Magnet Warrior Fusion/Synchro route provide several independent starts, while 13 hand traps and 5 Limited or Semi-Limited interaction cards give it durable interaction on both turns. Conversion and median output cannot be measured because no recorded boards exist, so the ceiling (Tiamite 3300 ATK, Plasma Magnum) and floor are text-based inferences only. The deck is Illegal (Ash Blossom run 3 times against a limit of 2), so the score is capped at 35 and labelled theoretical/structural-only. Popularity was not credited: the archetype usage statistics confirm the list is real but do not by themselves raise the score, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one archetype-core card in hand of 5) ≈ 0.92; searcher-text group P ≈ 0.85 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Estimated full-brick proxy ≈ 0.08 from core-group miss; 17 tech slots and 14 singletons increase conflicts (Inferred)
D3 Combo Conversion & Ceiling 62 No parseable boards; ceiling read from card text (Tiamite 3300 ATK, Plasma Magnum) (Inferred)
D4 Combo Floor & Median Output 48 No median or power distribution available; floor assumed near the going-first reliable line (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple independent starters (Droll, Beta, Koa'ki Meiru Guardian, Magnet Warrior Omega Plus) and 13 hand traps (Inferred)
D6 Resource Economy, Recovery & Grind 62 15 searcher-text cards and GY recursion via Mates and Magnet Bonding (Inferred from text)
D7 End-Board & Interaction Quality 66 Solemn x2 and Solemn Judgment, Ash Blossom, Infinite Impermanence, Evenly Matched and Adamancipator Resonance give layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap density (P ≥1 hand trap in 6 ≈ 0.85) and Tiamite ceiling; no board-breaker data (Inferred)
D9 Offensive Pressure & Closing Power 62 Synchro and Fusion closers reach 2300 to 3300 ATK with piercing/direct text in part; no sample of closing games (Inferred)
D10 Main Deck Efficiency & Flexibility 52 50 main cards with 27 distinct; 18 level-0 Spell/Trap cards and tech density reduce main-deck efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 52 15 Extra cards across 12 distinct, 2 Tiamite copies and singletons; Synchro and Link flexibility is adequate (Inferred)
D12 Side Deck Adaptability 15 Side deck is empty (Side Deck size 0); no post-side plan (Provisional)
D13 Matchup Coverage & Format Fit 45 No tournament link or archetype meta-share; matchup fit is Provisional
D14 Pilotability & Error Tolerance 45 Multiple decision points (hand-trap timing, Synchro material choices, excavate ordering) with no sample of pilot performance (Inferred)

How the score was computed

Strategy profile: Midrange primary, Combo secondary (approx. 80/20 by dimension weight). Structural ≈ 57, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-4); engine conflicts (-2); illegal_copy_limit_cap (0). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (= 49.7 uncapped); Illegal deck capped at 35 and labelled theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core engine is reachable in most opening hands (about 92%, Inferred)
  • Searcher density (15 cards) and GY recursion reduce dead draws
  • Layered interaction: 13 hand traps plus Solemn, Harpie and Infinite Impermanence

Weaknesses

  • Illegal copy count: Ash Blossom run 3 times against a limit of 2
  • Empty side deck leaves no post-side plan
  • Sub-archetype mix (Gusto, Harpie, Solemn, Koa'ki Meiru) dilutes engine coherence

Critical choke points

  • Magnet Bonding and Beta as the main searchers: losing them leaves the Magnet Warrior line dependent on draws
  • Adamancipator excavate engine requires an Adamancipator monster on the field or in hand
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring none required (49 main cards is within the OCG 40-60 range) Restores legality: the third copy breaks the Semi-Limited limit of 2
2 1 copy of Solemn Warning or a Harpie's Feather Duster a Magnet or Adamancipator searcher or an extra side slot Off-archetype interaction adds dilution; a side deck would give the deck a post-side plan

Evidence & confidence

  • Verified: Deck is Illegal: Ash Blossom & Joyous Spring 3 copies vs legal 2; Main 50 and Extra 15 are within OCG size rules; side 0; Five Limited and two Semi-Limited cards present; Usage statistics available: Magnet Bonding 91%, Conduction Warrior Linear Magnum 85%
  • Inferred: Starter reliability ≈ 0.92 for the archetype-core group; Interaction layering from card text; Brick proxy ≈ 0.08; Going-first and going-second estimates
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and match record absent No win-rate telemetry for going-first/second, matchup, or brick/starter rates Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null and no side deck is registered

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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