Magnet Warriors Deck #771842 — Yu-Gi-Oh! OCG

59 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Koa'ki Meiru Guardian x3, Magnet Warrior Sigma Minus 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 56
Reliability 45
Going First 52
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 56
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Magnet Warrior / Magna Warrior and Adamancipator Synchro boards (Tellusion, Risen Tiamite, Dragunity Areadbhair) converting through board-breaking and attacks; Link and Fusion boards from Conduction Warrior Plasma Magnum and Accesscode Talker
  • Turn 1 (going first): Open on Magnet Bonding or Beta The Electromagnet Warrior to fetch a Level 4 Magnet Warrior, then build toward Adamancipator or Magnet Synchro/Fusion lines; hold hand traps for the opponent's first activation
  • Turn 2 (going second): Use hand traps (Ash Blossom, Infinite Impermanence, Ghost Ogre, Ghost Belle, Nibiru, Droll and Lock Bird) to slow the opponent's first board, then recover through Adamancipator Researcher and Magnet searchers
  • Recovery: Searchers (Adamancipator Mates, Magnet Bonding, Half Slice of Nickeline, Gallant Granite) and Adamancipator Crystal - Tiamite from the GY rebuild the Level 4 and Rock bodies
  • After siding: Not assessable: the deck runs no side deck (Side Deck size 0), so there is no post-side plan in the list

Why it scores here

This list cannot receive a normal score: it runs Ash Blossom & Joyous Spring three times against a limit of two, so the status is Illegal and the score is capped at 30 as a theoretical, structural-only read. Structurally it is a midrange shell with a real engine core. The probability tool puts the archetype core at about 87% to open at least one copy with five cards, and the 16 hand traps give about 86% of at least one interaction when going second. Its end-board interaction density is high. Its weaknesses are the sprawl across Adamancipator, Magnet, Dragunity, Koa'ki Meiru, Mulcharmy, Code Talker and Harpie (74 of 74 non-generic copies are off the exact archetype name), the zero-slot side deck, and the absence of any recorded combo or matchup data. Popularity and archetype usage were not credited, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one copy in a 5-card opening hand) is 0.237 per 3-copy card; the archetype core group opens at 0.869; the engine is accessible but spread over several sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 65 Proxy brick rate is about 0.131 for the core group; 16 hand traps and 15 searchers keep most hands functional, with some conflicting Normal Summons from the Magnet and Adamancipator lines (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards in combo data, so the ceiling is a text-only read of Adamancipator and Magnet Synchro and Fusion lines (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards exist, so the median and floor are unknown and the score is a conservative placeholder (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Sixteen hand traps and several independent starters (Magnet Bonding, Beta, Researcher, Half Slice) give alternate routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Fifteen searcher-text cards and recursion from the GY (Adamancipator Mates, Crystal Tiamite) give recovery; P(searcher in hand of 5) is 0.783 (Inferred)
D7 End-Board & Interaction Quality 72 Sixteen hand-trap and 21 negation-text cards, plus Solemn Judgment, Dark Ruler No More and Harpie's Feather Duster, give layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 68 The hand-trap group reaches 0.865 at least one in a 6-card going-second hand; Dark Ruler and Ghost Belle answer boards directly (Inferred)
D9 Offensive Pressure & Closing Power 55 Board-breakers reach 3300 ATK (Dragunity Areadbhair, Adamancipator Risen - Tiamite), but there is no direct or piercing text read beyond the Extra Deck bodies (Inferred)
D10 Main Deck Efficiency & Flexibility 50 Fifty-nine main cards with 29 distinct names and 74 off-archetype copies, so the compaction is poor and the list is a toolbox sprawl (Verified)
D11 Extra Deck Efficiency & Coverage 60 Fifteen Extra Deck slots mix Synchro, Link, Fusion and XYZ; Gallant Granite and Flux Ochsenfeld are absent (Verified)
D12 Side Deck Adaptability 10 Side deck is empty, so post-side adaptability is effectively zero (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame sample; archetype share is unavailable, so this is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Many decision points across four archetype families, with hand traps and Link and Synchro sequencing; error tolerance is low (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (approximately 80/20 in the structural read, applied to the Midrange weights). Structural ≈ 56, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: illegal_copy_limit_cap (-26); no Side Deck (-2); no_combo_or_meta_evidence (0). Final formula: Illegal cap: theoretical structural-only read. Structural 56 (Midrange weights). No normal Final Contextual formula applied; final capped at 30 because the copy-limit violation makes the list unplayable as submitted.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · key two-card combo ≈ — · full-brick estimate ≈ 0.13 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong layered interaction: 16 hand traps plus negation and removal text
  • Engine core accessible at about 87% for at least one archetype starter in a 5-card opening hand
  • Tall board-breaker Extra Deck (3300 ATK bodies) for closing

Weaknesses

  • Illegal as submitted: Ash Blossom & Joyous Spring run 3 against a limit of 2
  • Spread across roughly seven archetype families with 30 generic and 74 off-archetype copies
  • No side deck, so no post-side adaptability
  • No recorded combos or matchup data to validate the score

Critical choke points

  • Magnet Bonding and Beta The Electromagnet Warrior as the first search for the Level 4 Magnet line
  • The Extra Deck link and synchro material requirements for the Adamancipator and Magnet bodies
Priority Remove Add Reason
1 one copy of Ash Blossom & Joyous Spring a legal card such as a non-Ash hand trap or a generic searcher Makes the list legal so it can receive a normal score; this is the only blocking issue.
2 one generic tech or off-archetype copy a side deck of 3 to 6 cards Gives a post-side plan and answers to Forbidden or Limited cards in a changed metagame.
3 a second off-archetype engine or a splash card a third copy of a core Magnet or Adamancipator searcher Raises engine coherence and reduces brick risk.

Evidence & confidence

  • Verified: Legality: Ash Blossom & Joyous Spring is 3 copies against a Semi-Limited limit of 2 (Illegal); Main 59 and Extra 15 are within the OCG size rules; Limited cards (Droll & Lock Bird, Harpie's Feather Duster, S:P Little Knight, Solemn Judgment) each run 1 copy, which is legal; Side count is 0
  • Observed: Usage stats: 10 of 14 core archetype cards are present; Gallant Granite, S:P Little Knight, Flux Ochsenfeld and I:P Masquerena are missing
  • Inferred: Hypergeometric opening-hand consistency for the core group (0.869); Hand-trap coverage when going second (0.865); Brick and conflict estimate from the composition and text
  • Provisional: Meta Power and any matchup or format fit (no dated metagame sample)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and pilot match record are absent No win-rate telemetry (going-first/second, matchup, brick, starter rates) Meta Power is provisional without a dated metagame sample Deck title is null in the export Illegal list: the normal Final Contextual score is withheld and the score is a capped structural read

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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