Magnet Warriors Deck #772688 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Artifact Lancea 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: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 60
Reliability 52
Going First 58
Going Second 64

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 60
Going First 58
Going Second 64
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Rock-based Synchro/Fusion boss monsters (Tellusion the Magna Warrior, Adamancipator Risen - Dragite, Conduction Warrior Plasma Magnum, Zalen) built from Magnet Warrior and Adamancipator searches and excavations (Inferred from card text); Recursive Magnet Warrior board pressure through Magnet Bonding and Beta The Electromagnet Warrior searches (Inferred from card text)
  • Turn 1 (going first): Open Magnet Bonding or Beta / Epsilon to search or summon a Rock Magnet Warrior, then extend into Sigma / Omega Plus and a Synchro or Fusion boss (Inferred; no recorded boards)
  • Turn 2 (going second): Use the 14 hand traps (Ash Blossom, Ghost Belle, Infinite Impermanence, Droll & Lock Bird, Nibiru, Artifact Lancea) to interrupt the opponent's first engine, then rebuild through Adamancipator excavation (Inferred)
  • Recovery: Replay from the GY through Magnet Warrior GY-effects and Tellusion's GY Special Summon condition, with Mulcharmy monsters refilling the hand (Inferred from card text)
  • After siding: None: the Side Deck is empty (0 cards), so there is no post-side plan in this list (Verified)

Why it scores here

The deck is scored as a connected Magnet Warrior and Adamancipator system. Its strongest points are the 21 core Magnet and Mulcharmy-adjacent copies, a 92% chance of at least one core card in a 5-card opening hand (Inferred), and two searchers (Magnet Bonding x3, Beta x3) that feed the Rock starters. Interaction is dense: 14 hand traps and 18 negation-text cards give the deck real end-board and going-second answers (Inferred from card text). The main weaknesses are the unresolved floor and median, since no recorded boards exist, and an empty Side Deck with no post-side plan. Popularity and archetype usage stats were not credited, and card scores were not averaged. The result is capped because the list is illegal: Ash Blossom runs 3 copies against a Semi-Limited limit of 2.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one core card in a 5-card hand) = 0.92 across 21 core copies; searcher group P = 0.69; 1-copy starters have P = 0.25 each (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Brick proxy 0.08 for no core card in hand 5; 15 non-engine blanks and 14 hand traps make some hands dead (Inferred)
D3 Combo Conversion & Ceiling 58 No parseable boards; ceiling read only from card text (Tellusion, Dragite, Plasma, Zalen) (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; median and floor are not measurable, so the score is a low-confidence guess (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Magnet Bonding x3 and Beta x3 provide redundant searches, and 14 hand traps help rebuild after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Adamancipator excavation and Magnet recursion regenerate resources; Tellusion GY summon adds recovery (Inferred from card text)
D7 End-Board & Interaction Quality 75 Lightning Storm, Forbidden Droplet, Infinite Impermanence, Lancea and Zalen give layered removal and negation (Inferred from text)
D8 Going-Second & Board-Breaking Power 70 Hand traps and Droplet hit the second player's board; 14 hand traps raise the going-second chance (Inferred)
D9 Offensive Pressure & Closing Power 68 Dragite 3000, Zalen 2800, Plasma 2300, Tellusion 2500 provide high ATK bosses (Verified stats)
D10 Main Deck Efficiency & Flexibility 52 55 Main cards is within the 40-60 size rule; 24 distinct cards, 8 singletons, and 20 tech/role slots make the deck crowded (Verified composition, Inferred consistency)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards with 6 Synchro, 5 Link, 3 Fusion and 1 Xyz; Plasma and Raptite need 2 copies each (Verified composition)
D12 Side Deck Adaptability 15 Side Deck has 0 cards, so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no meta-share data; placeholder score (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Magnet choreography with multiple once-per-turn effects and a 3-card Extra Deck line raises decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 60, Going First ≈ 58, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist exposure (over copy limit) (-8); empty side deck (-3); illegal list cap (0). Final formula: Structural 59.6 (Midrange profile). No reliable metagame: 0.80*59.6 + 0.20*52 = 58.1; modifiers -11 give 47; Illegal cap sets final to 30 (theoretical / structural-only).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 21 core copies with a 92% chance of at least one in a 5-card opening hand (Inferred)
  • Dense interaction: 14 hand traps and 18 negation-text cards (Verified count, Inferred quality)
  • Several high-ATK Rock bosses (Verified stats)
  • Redundant searchers: Magnet Bonding and Beta (Inferred)

Weaknesses

  • Illegal list: Ash Blossom over copy limit (Verified)
  • No Side Deck: no post-side plan (Verified)
  • No recorded boards: floor and median unmeasured (Verified gap)
  • Low exact-name purity: engine spread across several sub-archetypes (Verified)

Critical choke points

  • Ash Blossom at 3 copies is illegal and must be cut to 2 before the list can be played
  • Magnet Bonding and Beta are the main searchers; losing both to hand traps limits the Rock line (Inferred)
  • Single-copy Tellusion and Dragite with Magna and Adamancipator dependencies (Inferred)
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring None (reduce to 2 copies) Makes the list legal under the Semi-Limited limit of 2
2 Tech slot (lowest-value tech, e.g. one Forbidden Droplet) Side Deck of up to 15 cards A 0-card Side Deck gives no post-side plan; the rubric scores D12 at 15 (Inferred)

Evidence & confidence

  • Verified: Legality: 55 Main, 15 Extra, 0 Side; Ash Blossom at 3 copies over the Semi-Limited limit of 2; Droll & Lock Bird and S:P Little Knight are Limited and run at 1 copy each (legal); Composition counts, copy histogram and card stats from evidence; Usage stats: Magnet Bonding 90%, Conduction Warrior Linear Magnum 81% core inclusion
  • Inferred: Consistency: 0.92 for at least one core card in hand 5; 0.69 for a searcher; 0.08 brick proxy; Interaction quality from card text (14 hand traps, 18 negation text); Going-second plan and recovery plan read from card text; Dimension scores D1-D11, D14 from text and probabilities
  • Provisional: Meta Power (null, no dated metagame sample); D13 matchup and format fit (no tournament data)
  • Data gaps: no combos supplied: floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot record absent no win-rate telemetry: going-first/second, matchup, and brick rates are Inferred or Unknown Side Deck empty: post-side performance cannot be assessed Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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