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.
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: 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.
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