Magnet Warriors Deck #771825 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (55)
- Droll & Lock Bird x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x3
- Rescue-ACE Air Lifter x3
- Rescue-ACE Fire Attacker x1
- Rescue-ACE Hydrant x2
- Rescue-ACE Impulse x3
- Rescue-ACE Preventer x1
- Rescue-ACE Quick Attacker x3
- Rescue-ACE Turbulence x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x3
- Ghost Ogre & Snow Rabbit x3
- ALERT! x1
- EMERGENCY! x3
- Lightning Storm x3
- One for One x1
- Raigeki x1
- Reinforcement of the Army x1
- Rescue-ACE HQ x1
- RESCUE! x1
- Super Polymerization x3
- CONTAIN! x1
- EXTINGUISH! x1
- REINFORCE! x1
- Solemn Judgment x1
- Solemn Warning x3
Extra Deck (15)
- Favorite HERO Flame Wingman x1
- Favorite HERO Shining Flare Wingman x1
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- The Dragon that Devours the Dogma x1
- Flametongue the Burning Blade x1
- Hiita the Fire Charmer, Ablaze x1
- Knightmare Phoenix x1
- Laevateinn the Burning Blade x1
- Promethean Princess, Bestower of Flames x1
- Rescue-ACE Arbitrator x1
- S:P Little Knight x1
- Salamangreat Almiraj x1
- Salamangreat Sunlight Wolf x1
- W:P Fancy Ball x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 49.2 |
| Going First | 35 |
| Going Second | 50 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Stun
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).
Identity & game plan
- Win condition: Link and Fusion boss monsters (Rescue-ACE Arbitrator, Rescue-ACE Turbulence, Rescue-ACE Preventer, The Dragon that Devours the Dogma) after clearing the opponent's interaction with hand traps and Solemn traps; Rescue-ACE Fire Attacker and Quick Attacker beats once the board is contested
- Turn 1 (going first): Open a Rescue-ACE starter or searcher (ALERT!, RESCUE!, Rescue-ACE Hydrant, Rescue-ACE Air Lifter), then Link or Fusion into a boss; hand traps are mostly dead on going first
- Turn 2 (going second): Hold hand traps (Ash Blossom, Ghost Belle, Nibiru, Ghost Ogre, Droll) to answer the opponent's first summon chain, then convert with a Rescue-ACE line
- Recovery: Banish Rescue-ACE cards from the GY to Special Summon Turbulence or Preventer, and use the Hydrant-protected searchers to rebuild the Rescue-ACE field
- After siding: Not evaluable: the deck runs zero side-deck cards, so there is no defined post-side plan
Why it scores here
The deck is scored as a system, not as an average of its card scores. Its Rescue-ACE core (about 24 copies including Hydrant, ALERT!, RESCUE! and Arbitrator) gives a real searcher-and-summon engine, and the 13 hand traps plus Solemn Judgment and Solemn Warning give strong interaction density on the going-second side. Consistency is held back by a 55-card main that carries 24 tech slots, so many hands contain dead hand traps when going first, and the copy histogram is inflated by three Semi-Limited staples run at 3 copies. The deck does not earn points for the Magnet Warriors label: none of the 14 archetype core cards in the usage stats are present (14.3% core coverage), so the archetype name is a mismatch rather than a strength. Combos are absent, so the ceiling and median scores are text-only inferences, and the deck has no side deck, which caps adaptability. The legality failure (three over-limit cards) prevents a normal Final Contextual score, so the result is capped at 30 and labelled theoretical and structural-only.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 52 | P(at least one searcher in opening 5) is about 0.65 and the Rescue-ACE starter set is redundant; engine is live on T1 only sometimes (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 40 | 13 hand traps plus 24 tech slots mean many going-first hands are dead; estimated from composition and text, no brick data (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No recorded boards; ceiling read from Link/Fusion boss text and Rescue-ACE chain (Inferred) |
| D4 | Combo Floor & Median Output | 35 | No recorded boards, so median output is unknown; estimated from starter redundancy only (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Hydrant protection, Rescue-ACE recursion from the GY and multiple hand traps give some redundant routes after disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | About 10 searcher-text cards and GY recursion through banish costs (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | 21 removal-text and 11 negation-text cards, plus three Solemn-family traps, give dense interaction (Inferred semantic read from card text) |
| D8 | Going-Second & Board-Breaking Power | 60 | 13 hand traps and 3 Solemn-family negations target the opponent's going-second board breaking (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Turbulence at 3000 ATK and Preventer at 2800 ATK are real closers; no end-board data (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 55 main slots with 24 tech and 28 distinct main cards is inflated versus a focused build; three cards over limit (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15 Extra slots with 10 Link and 5 Fusion; Arbitrator and Turbulence are the key bosses (Verified composition) |
| D12 | Side Deck Adaptability | 15 | Zero side-deck cards; no post-side plan is possible (Verified composition) |
| D13 | Matchup Coverage & Format Fit | 45 | No dated metagame or tournament link; archetype meta-share absent (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Multi-step Rescue-ACE sequencing plus hand-trap timing is moderately complex; no per-pilot data (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 49.2, Going First ≈ 35, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-3); engine conflict / archetype mismatch (-3); no post-side plan (-2); hard-garnet burden (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*49.2 + 0.20*40 = 47.4; modifiers -12 gives 35.4; illegal-deck cap (three over-limit cards) reduces the final score to 30 (theoretical/structural-only)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.65 · 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
- Rescue-ACE engine with redundant searchers (ALERT!, RESCUE!, Hydrant, Air Lifter, Arbitrator) and GY recursion
- Dense interaction: 13 hand traps, Solemn Judgment, Solemn Warning, Lightning Storm and Raigeki
- Strong closers: Turbulence 3000 ATK, Preventer 2800 ATK, The Dragon that Devours the Dogma 3000 ATK
- Extra Deck covers both Link and Fusion lines
Weaknesses
- Illegal: three cards exceed the OCG copy limit
- Too many dead-when-first cards: 13 hand traps and 24 tech slots in a 55-card main
- No side deck, so no post-side plan
- Archetype label mismatch: 0 core Magnet Warriors cards in the list
- No combo or tournament evidence to confirm the deck works in practice
Critical choke points
- Rescue-ACE Hydrant is needed for several searches and protection lines; running only 2 copies makes it a single point of failure
- The Magnet Warriors name implies a core that is absent, so the deck relies on a single engine route
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Ash Blossom & Joyous Spring, 1 Super Polymerization, 1 Solemn Warning | Nothing yet; the deck is 55 cards and within the 40-60 range | Clears all three violations so the deck is legal; the Illegal cap is the main reason the score is 30 |
| 2 | 2 weakest tech slots (for example extra copies of dead-when-first hand traps) | Side deck of up to 15 cards (Solemn Judgment extra copies are not possible: Limited) | A side deck is needed for any post-side plan and reduces dead-card risk |
| 3 | Either the Magnet Warriors name or the core cards, after deciding which build is intended | Consistent archetype core or a retitled Rescue-ACE build | Stops the archetype label from misrepresenting the deck's engine |
Evidence & confidence
- Verified: Legality: three cards over the OCG copy limit (Ash Blossom, Super Polymerization, Solemn Warning); Main 55 and Extra 15 are within the OCG size rules; Side 0; Extra Deck composition: 10 Link and 5 Fusion; 0 exact-name Magnet Warriors copies; 14.3% core coverage in usage stats
- Inferred: Engine accessibility and brick risk from hypergeometric draws and card text; Interaction density from card text; Going-first and going-second split estimates
- Provisional: Meta Power and matchup fit (no dated metagame 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 win-rate telemetry exists in YGOVN — brick, starter and matchup rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no guides attached for the archetype deck title is null
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