Fossil Deck #772408 — Yu-Gi-Oh! OCG
42 Main, 15 Extra, incl. Alpha The Electromagnet Warrior x3, Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (42)
- Alpha The Electromagnet Warrior x3
- Berserkion the Electromagna Warrior x1
- Beta The Electromagnet Warrior x3
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x1
- Epsilon The Magnet Warrior x3
- Gamma The Electromagnet Warrior x1
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x2
- Nibiru, the Primal Being x3
- Tellusion the Magna Warrior x1
- Valkyrion the Magna Warrior x1
- Weathering Soldier x2
- Effect Veiler x3
- Fossil Fusion x2
- Magnet Bonding x3
- Magnet Induction x3
- Magnetic Field x2
- Full-Armored Xyz x1
Extra Deck (15)
- Conduction Warrior Plasma Magnum x2
- Flux Ochsenfeld x1
- Fossil Machine Skull Convoy x1
- Fossil Warrior Skull Bone x1
- Fossil Warrior Skull King x2
- Imperion Magnum the Superconductive Battlebot x2
- Full Armored Dark Knight Lancer x1
- Gorgonic Guardian x2
- Leviair the Sea Dragon x1
- Xyz Armor Fortress x1
- Xyz Armor Torpedo x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 49/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 56 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 52 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Toolbox
- Format: ocg
Legality
Main 42 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion and Xyz boards led by Imperion Magnum (4000 ATK, 2 copies), Valkyrion the Magna Warrior (3500 ATK, 1 copy), and Fossil Warrior Skull King (2800 ATK, 2 copies, second attack each Battle Phase); Berserkion the Electromagna Warrior (3000 ATK) and Conduction Warrior Plasma Magnum (2 copies) as Fusion pressure; Gorgonic Guardian (2 copies) as Xyz removal and negation
- Turn 1 (going first): Open Magnet Bonding or Magnet Induction to reach Level 4 or lower Magnet Warrior monsters (Alpha, Beta, Gamma, Epsilon, Sigma Minus), then use Effect Veiler and Magnet Warrior Sigma Minus to protect the Fusion or Xyz line and begin Berserkion or Imperion summons
- Turn 2 (going second): Use the hand-trap suite (Effect Veiler, Nibiru, Droll & Lock Bird, Sigma Minus negation) to stop the opponent's first board, then rebuild through Magnetic Field and Magnet searches into Fusion or Xyz pressure
- Recovery: Recover from the Graveyard with Magnetic Field (Level 4 or lower Magnet Warrior revival), Magnet Warrior Sigma Plus and Omega Plus GY effects, and Weathering Soldier searching Fossil Fusion when destroyed or sent to the GY
- After siding: None. The deck has no Side Deck (0 cards), so no post-side plan can be evaluated; this is the largest gap in the list.
Why it scores here
The deck is scored as a system: Magnet Bonding, Magnet Induction and Magnetic Field (3, 3 and 2 copies) plus the Level 3 and 4 Magnet Warrior line give a reasonable chance of a live starter, with an archetype-core P(at least one in a 5-card opening hand) of about 0.83 (Inferred). Recovery is decent through 18 searcher-text cards, Graveyard revival, and Weathering Soldier, and seven hand traps plus negation text give the deck real interruption and going-second answers. The Fusion and Xyz end boards (Imperion, Valkyrion, Skull King, Gorgonic) close well, but many of them depend on single-copy or two-card conditions, and the list has no Side Deck. Popularity and archetype usage were not counted as power, and card scores were not averaged; no combo boards, tournament record, or metagame sample were supplied, so Meta Power is provisional and the score sits near the middle of the band.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 60 | P(at least one 3-copy starter in a 5-card opening hand) ≈ 0.32; archetype-core group P ≈ 0.83; the Magnet Bonding and Induction searches add redundancy (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 18 searcher-text cards and 7 hand traps give functional hands, but Fossil Fusion (2 copies) and Fusion materials need specific Rock monsters, so brick risk is moderate (Inferred) |
| D3 | Combo Conversion & Ceiling | 58 | Fusion and Xyz ceilings are high (Imperion, Valkyrion, Skull King, Gorgonic) but depend on specific Level and Rock conditions in the text; no recorded boards (Inferred) |
| D4 | Combo Floor & Median Output | 48 | No parseable combo boards and no median output data; the floor is estimated from text only and set below the ceiling (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Seven hand traps and a negation text density give several independent lines after an interruption, and Graveyard revival adds recovery (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Searchers and Graveyard revival (Magnetic Field, Sigma Plus, Omega Plus, Weathering Soldier) support rebuild after spent resources (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Imperion negation, Gorgonic negation and removal, Effect Veiler negation, Flux Ochsenfeld bounce, and Full-Armored Xyz give layered end-board interaction (Inferred semantic) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second hand traps and Imperion or Gorgonic negation help challenge a board, but no going-second combo split is recorded (Inferred) |
| D9 | Offensive Pressure & Closing Power | 72 | Imperion 4000 ATK, Valkyrion 3500 ATK, Berserkion 3000 ATK, Skull King 2800 ATK with a second attack, and piercing text give strong closing stats (Verified stat, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 58 | 42 Main cards across 20 distinct names with a heavy Magnet and Fossil split (exact-name purity 14%, Magnet-family share high); 3-copy starters are efficient but off-archetype cards dilute the engine (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 50 | 15 Extra cards with 2-copy Fusion and Xyz staples and 1-copy boss monsters; the Extra Deck is strong but relies on single-copy Valkyrion and Berserkion (Inferred) |
| D12 | Side Deck Adaptability | 15 | No Side Deck (0 cards); best-of-3 post-side adaptability cannot be evaluated and is scored low (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no dated meta sample; archetype-level meta-share is absent, so matchup fit is neutral (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Multi-step Fusion summons (banish or tribute conditions), Xyz lines, and Magnet level-chaining require many decision points and precise sequencing (Inferred) |
How the score was computed
Strategy profile: primary Combo profile (about 75%) with Midrange as the secondary; both profiles sum to 100 and the blend is disclosed here. Structural ≈ 58, Going First ≈ 56, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: No Side Deck (-3); Single-copy Extra Deck dependency (-3); Archetype fragmentation (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated metagame sample)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.83 · 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
- Dense starter and searcher package: 18 searcher-text cards and 3-copy Magnet Warrior starters
- Hand-trap suite (7) plus negation text gives going-second and interruption coverage
- High-ATK Fusion and Xyz closers with a second-attack Skull King
Weaknesses
- No Side Deck, so the list cannot adapt across a best-of-3 match
- Fusion bosses (Imperion, Valkyrion, Berserkion) depend on single copies and specific Magnet material
- Split identity between the Magnet and Fossil engines reduces coherence (exact-name purity 14%)
Critical choke points
- Valkyrion and Berserkion, each 1 copy, gate Imperion Magnum
- Level 4 or lower Magnet Warrior monsters must be live in the hand for the Fusion line
- Fossil Fusion (2 copies) is needed for the Skull King and Skull Bone summons
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Full-Armored Xyz (1 copy, trap) | A 15-card Side Deck tuned to the expected field (negation or floodgate answers) | A 0-card Side Deck removes all post-side adaptation; the trap also needs an Xyz on the field to be useful |
| 2 | One Fossil-only card with weak role (for example Weathering Soldier, 2 copies) if the Fossil engine is not the intent | A second Magnet searcher or a Magnet-family card | Exact-name Fossil purity is 14%; consolidating on the Magnet Warrior engine reduces off-archetype dilution |
Evidence & confidence
- Verified: Legal status: 42 Main, 15 Extra, 0 Side; Droll & Lock Bird is Limited with 1 copy (legal); Card text and ATK/DEF values from the resolved card list; Archetype spread: Magnet 15, Magnet Warrior 10, Fossil 8, (generic) 15
- Inferred: Starter access 0.83 from the archetype-core hypergeometric estimate; Consistency, brick risk and interaction scores from card text and composition; Combo conversion and going-second read from text only
- Provisional: Meta Power and matchup fit: no dated metagame sample or tournament link; Side deck adaptability: no post-side performance data
- Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and per-pilot record are absent no win-rate telemetry exists in YGOVN for going-first, going-second, matchups, or brick rates Meta Power is provisional unless a dated metagame sample is supplied deck title is null; the archetype label (Fossil) does not match the list's dominant Magnet Warrior engine
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