Magnet Warriors Deck #772409 — 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.

Deck Magnet Warriors OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
52± 6/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (Confidence: Medium)

  • Primary strategy: Midrange
  • Secondary strategies: Tempo, Toolbox
  • Format: ocg

Legality

Main 42 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion/Xyz boss (Imperion Magnum, Valkyrion, Skull King) backed by Magnet Warrior level-4 recursion and EARTH-attack field control; Tellusion/Berserkion board-breaking Magna Warrior and Xyz pressure
  • Turn 1 (going first): Normal Summon Alpha/Beta/Gamma for a searcher or Epsilon/Gamma recursion, build a Magnet Warrior board, then Fusion Summon Imperion or Conduction Plasma through Fossil Fusion or Magnet Bonding
  • Turn 2 (going second): Hand traps (Effect Veiler, Droll & Lock Bird, Nibiru) to stop the opposing combo, then rebuild with Magnet Induction/Magnetic Field recursion and a single boss
  • Recovery: Epsilon/Sigma Plus recursion and Magnetic Field from the GY to re-establish Level 4 or lower EARTH bodies; Bonding searches to refill
  • After siding: No side deck in this list; post-side plan not applicable (0 side cards)

Why it scores here

The deck reliably opens a Magnet Warrior body on turn one: about 97% of opening hands hold at least one archetype core card (20 copies), and the searcher text (18 copies) gives roughly 95% odds of a search-enabled starter in hand. Its conversion is strong on paper, with Imperion Magnum, Valkyrion and Skull King giving 2500–4000 ATK bosses, but the recorded boards are absent, so the ceiling is text-inferred only. Interaction comes from seven hand-trap-style cards plus Magnet Warrior Sigma Minus and Imperion's negate, which is real but thin for a 42-card main with no floodgates. The score does not come from Magnet Warriors being a popular archetype, and it is not an average of card scores; the 0.80 structural weight reflects consistency and a self-recovering engine on a legal, fully defined list. The deck is held back by a 10-point side-deck score (zero side cards), a 42-card main with 9 Fusion and 6 Xyz that depends on a fixed Extra Deck, and a 20-copy archetype core that is still 64% of the 14 typical core cards present.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(≥1 archetype-core card in 5-card opener) ≈ 0.97; P(≥1 starter in 5) ≈ 0.32 for any single 3-copy starter; searcher text 0.95 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Copy histogram 7×1, 4×2, 9×3 with 9 Magnet/Gorgonic/Fossil bodies that are interchangeable; some hands will hold redundant Level 4 bodies (Inferred)
D3 Combo Conversion & Ceiling 60 Imperion Magnum and Valkyrion provide 4000 and 3500 ATK bosses off two-card Fusion bases; no recorded combos, so ceiling is text-only (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards and no usage-based median output; floor rests on Level 4 recursion alone (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Epsilon/Sigma Plus/Magnetic Field recursion gives a second line after a single disruption, but many lines depend on Fossil Fusion or Extra Deck Fusion (Inferred)
D6 Resource Economy, Recovery & Grind 60 Magnet Bonding, Weathering Soldier and Magnet Warrior Sigma Plus return resources; Fusion costs are heavy but recurring (Inferred)
D7 End-Board & Interaction Quality 58 Seven hand traps plus Sigma Minus, Effect Veiler, Imperion negate and Gorgonic Guardian; layered but no floodgate (Inferred)
D8 Going-Second & Board-Breaking Power 50 Going second relies on Imperion and Gorgonic negates and Tellusion removal; board-breaking is present but not dedicated (Inferred)
D9 Offensive Pressure & Closing Power 62 Multiple 3000+ ATK bosses and Droll-protected Fusion lines give pressure; no end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 42 main cards across 20 distinct names with 3 Magnet Induction, 3 Magnet Bonding and 9 Effect Monsters; 20-card core makes slot efficiency mid-range (Verified count, Inferred quality)
D11 Extra Deck Efficiency & Coverage 60 15-card Extra with 9 Fusion and 6 Xyz; 11 distinct Extra cards, some flex Xyz like Leviair and Armor Fortress (Verified count, Inferred quality)
D12 Side Deck Adaptability 10 Zero side cards in the export; post-side plan is absent (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no meta sample; Meta Power provisional, archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Fusion/Xyz lines with recursion and summon chains demand careful sequencing; moderate error tolerance (Inferred)

How the score was computed

Strategy profile: Midrange primary with Toolbox secondary, disclosed 80/20. Modifiers: none.


More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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