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.

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 49
Reliability 40
Going First 35
Going Second 50

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
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

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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