Magnet Warriors Deck #771454 — Yu-Gi-Oh! OCG

55 Main, 13 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3, Duoterion 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 21, 2026
30± 8/ 100
Power Score
Structural 55
Reliability 45
Going First 57
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 55
Going First 57
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Control
  • Format: ocg

Legality

Main 55 / Extra 13 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Search-chained Magnet Warrior Level 4 monsters into Magna/Conduction Warrior boss monsters and Fusion/Link/Xyz end-boards; Mulcharmy draw-engine grind and Gogogo/Giant Hand Xyz board presence
  • Turn 1 (going first): Open a Magnet Bonding or Beta/Sigma Plus searcher, convert into Conduction Warrior Linear Magnum or Epsilon, and keep Sigma Minus up for an EARTH attack negation
  • Turn 2 (going second): Use the 12 hand traps (Ash Blossom, Infinite Impermanence, Effect Veiler, Ghost Ogre, Dominus Purge, Solemn Accusation) to slow the opponent's first summon, then rebuild the Magnet chain with the searchers
  • Recovery: Magnet Warrior Sigma Plus and Beta recur from the GY, and Mulcharmy draws on opponent summons, so the deck can rebuild after a clean interruption
  • After siding: No Side Deck is registered, so there is no post-side plan; the deck cannot adapt between games

Why it scores here

The deck reliably opens a Magnet Warrior starter: the 20-card archetype core gives roughly 0.91 chance of at least one core card in a 5-card opening hand (hypergeometric, Inferred), and the 14 searcher-text cards add redundancy. Its interaction is dense, with 12 hand traps and 22 negation-text cards, so it can slow an opening board on the going-second turn. The score is built from consistency, interaction, and the structural shape of the list; it is not an average of individual card power and does not reward popularity, since no meta-share or tournament data exists. The deck is Illegal because it runs 3 copies of Ash Blossom & Joyous Spring against an OCG limit of 2, so the final score is capped at 30 and the evaluation is structural-only. Median and ceiling output cannot be measured because no combo boards were recorded.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(>=1 archetype-core card in opening 5) ~0.91; P(>=1 searcher in 5) ~0.78; 2-card bootstrap via Magnet Bonding (Inferred)
D2 Opening-Hand Quality & Brick Management 55 55-card main with 16 three-of tech/hand-trap cards and 0 side cards gives moderate redundancy but some dead-card risk (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling read from text as Magnet chain into Conduction Warrior Plasma/Linear and Magna Warrior boss monsters (Inferred)
D4 Combo Floor & Median Output 45 combo data total combos 0; median output unknown, scored conservatively from text and starter spread (Inferred)
D5 Interruption Resilience & Route Redundancy 60 12 hand traps, Sigma Minus attack negation and multiple recursion routes give several independent lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and GY recursion (Sigma Plus, Beta) and Mulcharmy draw offset spend; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 65 22 negation-text and 15 removal-text cards across 12 hand traps and boss-monster negations; layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap density (~0.79 chance of at least one in 6-card hand) plus Ghost Ogre and Effect Veiler board-slowing (Inferred)
D9 Offensive Pressure & Closing Power 60 Boss monsters reach 2500-3000 ATK (Tellusion, Conduction Linear, Super Starslayer, Underworld Goddess) (Verified stat)
D10 Main Deck Efficiency & Flexibility 45 55 main cards across 22 distinct with 16 three-ofs; within the 40-60 main range but compact-to-bloated and heavy on Rock-type garnets (Inferred)
D11 Extra Deck Efficiency & Coverage 60 13 Extra cards with Fusion/Link/Xyz mix; Extra Deck is used but several Extra cards sit at 1 copy and some usage-stat flags conflict with the card list (Verified count, Inferred use)
D12 Side Deck Adaptability 5 No Side Deck registered; zero post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share unavailable; neutral placeholder (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Magnet chains with many conditional summon restrictions and optional-trigger timing demand careful pilotage (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 57, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-4); weak_post_side_plan (-3). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*55 + 0.20*45 - 7 = 46, then capped at 30 because the deck is Illegal (copy-limit violation); result is theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.91 · key two-card combo ≈ — · full-brick estimate ≈ 0.09 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense starter redundancy: 20 archetype-core copies and 14 searchers
  • Heavy interaction: 12 hand traps plus negation/removal-text cards
  • Strong boss monsters at 2500-3000 ATK in both Main and Extra Deck

Weaknesses

  • Illegal copy count: 3x Ash Blossom against an OCG limit of 2
  • No Side Deck, so no post-side adaptation
  • Long multi-step chains with many restrictions reduce pilotability

Critical choke points

  • Magnet Bonding is the key searcher; losing it to a hand trap or an early negate slows the Magnet chain
  • Sigma Minus must survive to protect EARTH monsters from attack
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring (none; keep the list at 2 copies to satisfy the OCG Semi-Limited limit) Required to make the deck legal; the deck cannot receive a normal score while illegal
2 A low-impact 1-copy tech or filler card in the main deck A 15-card Side Deck (e.g., 2-3 targeted negates and extra hand traps) Side count is 0; adding side cards gives post-side plans and lowers D12 weakness

Evidence & confidence

  • Verified: Illegal status: Ash Blossom 3 copies vs OCG Semi-Limited limit 2; Main 55 / Extra 13 / Side 0 within the 40-60 / 0-15 size rules; Boss-monster ATK values (Tellusion 2500, Conduction Linear 2700, Super Starslayer 2900, Underworld Goddess 3000)
  • Inferred: Starter probability ~0.91 for archetype-core in opening 5; Hand-trap density ~0.79 going second; Midrange primary strategy with Combo and Control secondary, from text and composition
  • Provisional: Meta Power (no dated metagame sample); D13 matchup/format fit (no tournament link)
  • Data gaps: no combos supplied (no parseable boards): combo floor, median, and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry in YGOVN; going-first/second and matchup rates are Inferred or Unknown no side deck registered, so post-side performance is unmeasurable usage statistics flags conflict with the card list: Gallant Granite, S:P Little Knight, Flux Ochsenfeld, and I:P Masquerena show in this deck=false but appear in the Extra Deck list at 1 copy each; the card list was trusted Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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