Magnet Warriors Deck #771637 — Yu-Gi-Oh! OCG
56 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Duoterion x3, Koa'ki Meiru Guardian x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (56)
- Beta The Electromagnet Warrior x2
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x1
- Duoterion x3
- Epsilon The Magnet Warrior x1
- Koa'ki Meiru Guardian x3
- Koa'ki Meiru Overload x1
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x3
- Radiant Typhoon Eldam x2
- Radiant Typhoon Swen x2
- Tellusion the Magna Warrior x2
- The Great Gallant Bandit x3
- Adamancipator Researcher x1
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x3
- Magnet Bonding x3
- Magnet Induction x1
- Mystical Space Typhoon x1
- Radiant Typhoon Chant x1
- Sky Striker Mecha - Hornet Drones x1
- Sky Striker Mobilize - Engage! x2
- Evenly Matched x3
Extra Deck (15)
- Conduction Warrior Plasma Magnum x2
- Flux Ochsenfeld x1
- Crystron Halqifibrax Prism x1
- Dragunity Lord - Georgius x1
- Gorgon of Zilofthonia x1
- I:P Masquerena x1
- S:P Little Knight x1
- Sky Striker Ace - Camellia x1
- Sky Striker Ace - Kagari x1
- Dragunity Knight - Areadbhair x1
- Cooky★Yummy Way x1
- Dragunity Knight - Luin x1
- Gallant Granite x1
- Mecha Phantom Beast Dracossack x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 53 |
| Going First | 52 |
| Going Second | 56 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: ocg
Legality
Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Extra Deck boss monsters from the Magnet Warrior / Magna Warrior engine, such as Conduction Warrior Plasma Magnum, Tellusion and Dragunity Knight - Areadbhair, once the Magnet Bonding and Linear Magnum searches land.; Link and Xyz beatdown (Dracossack, Georgius, Camellia) after hand traps and Mulcharmy draw have traded resources.
- Turn 1 (going first): Magnet Bonding or Beta/Sigma Minus into a Level 4 or lower Magnet Warrior, Conduction Warrior Linear Magnum via the two-monster Special Summon, then a Fusion or Synchro boss; interaction is held back.
- Turn 2 (going second): Hold Ash Blossom, Ghost Ogre & Snow Rabbit, Nibiru and Droll & Lock Bird for the opponent's first summon or search, then rebuild the Magnet board from the GY and hand.
- Recovery: Magnet Warrior Sigma Plus and Omega Plus recurse Level 4 or lower Magnet Warriors from the GY; Tellusion revives from the GY by banishing Sigma monsters; Mulcharmy draws reload the hand.
- After siding: No Side Deck is registered (side_count 0), so no post-side plan exists in this list.
Why it scores here
The deck opens its Magnet engine reasonably often: the archetype core is present in about 90% of opening hands, and Magnet Bonding plus Linear Magnum give two independent starter routes (Inferred). Its interaction density is the real strength: 13 hand traps and 17 removal-text cards let it answer summons and effects from both turns, which supports the going-second and end-board scores. The structure is weak, though. Only 27 distinct main-deck cards serve about five sub-archetypes (Mulcharmy, Radiant Typhoon, Sky Striker, Koa'ki Meiru, Dragunity), and the Extra Deck spans Fusion, Synchro, Xyz and Link, so engine coherence and Extra-Deck efficiency score low. No recorded boards, no Side Deck and no tournament data exist, so the floor, median and matchup scores are provisional. Popularity was not credited, and card scores were not averaged into the deck score. The list is Illegal because Ash Blossom & Joyous Spring runs 3 copies against a limit of 2, so the final score is capped low.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 58 | P(>=1 archetype-core card in 5-card opener) ~0.90 with 20 core copies; Magnet Bonding and Linear Magnum are the two 3-copy starters, each at P(>=1 in hand 5) ~0.25 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 52 | Hand-trap and tech density is high (13 of 56) and the Extra Deck is multi-archetype, so brick and dead-card risk is moderate; no measured brick rate (Inferred) |
| D3 | Combo Conversion & Ceiling | 50 | No recorded boards exist (total_combos 0); the ceiling is a semantic read of the Magnet to Magna Warrior chain (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded boards, so no median or power distribution; provisional estimate only (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Thirteen hand traps, Mulcharmy draw and Magnet recursion give alternate routes after one interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Recursion through Sigma/Omega Plus and Tellusion banish-revive gives some grind; there is no Gallant Granite and no measured resource data (Inferred) |
| D7 | End-Board & Interaction Quality | 65 | Ash, Ghost Ogre, Droll, Nibiru and Evenly Matched give layered negation and removal text on both turns (Verified card text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second hand-trap density is strong, and Areadbhair plus Tellusion provide board-breaking on the back end (Inferred) |
| D9 | Offensive Pressure & Closing Power | 62 | Extra Deck attackers reach 2300-3300 ATK (Areadbhair 3300, Dracossack 2600, Flux 2600, Plasma Magnum 2300) but depend on setup (Verified stat, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 56 main cards with 27 distinct and 10 singletons, and archetype purity of 0% spread across sub-archetypes; it is inefficient and not compact (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 45 | Extra Deck of 15 with 14 distinct cards across four summon types and several off-theme bosses; coverage is broad but incoherent (Verified composition) |
| D12 | Side Deck Adaptability | 20 | Side Deck is empty (side_count 0), so no post-side plan exists (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link and no dated metagame sample; archetype share is not available (Provisional) |
| D14 | Pilotability & Error Tolerance | 35 | Multi-archetype engine with 15 Extra Deck cards and many conditional triggers makes pilotage demanding (Inferred) |
How the score was computed
Strategy profile: Midrange primary, 1/2 Toolbox weighting on D8 and D10 (structural only; deck is Illegal). Structural ≈ 53, Going First ≈ 52, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-6); Engine conflicts (-4); Illegal cap (-11). Final formula: Illegal cap: pre-cap 0.80*Structural(53) + 0.20*TournamentReliability(45) + modifiers(-10) = 41, capped to 30 because the deck fails the copy limit (theoretical/structural-only); Meta Power provisional/null
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.25 · 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 present in roughly 90% of opening hands
- Dense layered interaction: 13 hand traps and 17 removal-text cards
- Extra Deck threats at 2300-3300 ATK with recursion routes
Weaknesses
- Illegal copy-limit violation (Ash Blossom x3, limit 2)
- Low archetype purity (0% exact name) and five-plus sub-archetypes compete for slots
- No Side Deck and no recorded boards, so no post-side or median evidence
Critical choke points
- Magnet Bonding or Linear Magnum as the sole reliable starters before the Extra Deck boss can be summoned
- Two-monster Special Summon requirement for Linear Magnum (needs two Level 4 or lower Magnet Warriors)
- Ash Blossom over-limit makes the list unplayable in a sanctioned event until one copy is removed
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One Ash Blossom & Joyous Spring | A non-limited card (e.g. a Magnet Warrior Level 4 or lower or a generic hand trap) | Fixes the only legality violation so the deck can be scored normally |
| 2 | Off-theme Sky Striker / Radiant Typhoon / Adamancipator cards that do not connect to the Magnet engine | Additional Magnet Warrior or Magna Warrior cards | Raises archetype purity and D10/D11 coherence |
| 3 | Extra Deck Link and Xyz cards outside the Magnet/Magna engine | Fusion or Synchro bosses that the Magnet Bonding route searches | Reduces Extra Deck spread and engine conflicts (D11) |
Evidence & confidence
- Verified: Main 56, Extra 15, Side 0 counts against the OCG size rules (40-60 / 0-15 / 0-15); Ash Blossom & Joyous Spring runs 3 copies against a legal limit of 2 (violation); Archetype purity: 0% exact name; 71 off-archetype copies across 14 sub-archetype labels; Card text for the 27 main and 14 Extra distinct cards is taken from the evidence pack
- Observed: Archetype core inclusion rates from usage statistics (Magnet Bonding 90%, Linear Magnum 81%)
- Inferred: P(>=1 archetype-core card in opener) ~0.90 from the hypergeometric draw table; Hand-trap density gives strong going-second interaction; Structural score from the Midrange weight profile
- Provisional: Meta Power (null: no dated metagame sample); Matchup and format fit (D13 = 45 provisional); Median and floor output (no recorded boards)
- 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 win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck registered, so D12 and any post-side plan are unevaluated Deck title is null in the export
Couldn't load the combos





