Magnet Warriors Deck #772765 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus 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
36± 12/ 100
Power Score
Structural 49
Reliability 45
Going First 50
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 36/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 49.1
Going First 50
Going Second 45
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters (Perfectron Hydradrive Dragon, Conduction Warrior Plasma Magnum, Flux Ochsenfeld, Tellusion the Magna Warrior) reached through Magnet Warrior Rock-chain Special Summons and Fusion/Link material loops; Magna Warrior and Block Dragon board presence supported by Magnet Bonding searches
  • Turn 1 (going first): Open with a Magnet Warrior starter (Beta, Sigma Minus, or Magnet Bonding), search a Level 4 or lower Magnet Warrior, and link or fuse into a boss; Infinite Impermanence and Ash Blossom are the only interaction held back
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Maxx C and Droll and Lock Bird in a six-card hand to answer the first summon, then rebuild through Magnet Bonding and Beta
  • Recovery: Recursion from the GY through Sigma Plus, Epsilon and Omega Plus, plus Duoterion and Adamancipator Researcher as extra bodies; the deck has no single-card reset
  • After siding: Not evaluable: the deck has no Side Deck and no post-side plan exists in the export

Why it scores here

This list is Illegal in OCG: five Forbidden cards (Barrier Statue of the Drought, Charmer Quartet in Bloom, Naturia Beast, Cross-Sheep and Baronne de Fleur) are each run at one copy against a legal limit of zero, so the score is theoretical and structural only and is capped low. Within that frame, the archetype core is dense: about 95 percent of opening 5-card hands contain at least one archetype core card, and about 94 percent contain a searcher. Interaction is broad, with 9 hand traps and 14 negation-text cards, giving about 81 percent odds of a hand trap in a going-second 6-card hand. The weakness is the lack of recorded boards, so the ceiling and median are text-only inferences and the score does not rest on them. Usage statistics and archetype popularity were not used as strength signals, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype core card in opening 5) = 0.949; P(at least one of 3-copy starter) = 0.338 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Searcher text present in about 94 percent of opening 5-card hands; 5 percent proxy for a hand with no core card (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards; ceiling is a text-only read of Perfectron and Plasma Magnum loops (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards, so median output cannot be measured; kept mid-low on text evidence (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple starters (Beta, Sigma Minus, Magnet Bonding, Epsilon) give independent lines; no Side Deck to recover from interaction (Inferred)
D6 Resource Economy, Recovery & Grind 55 Recursion from GY via Sigma Plus, Epsilon, Omega Plus and Witch of the Black Forest; no single reset (Inferred)
D7 End-Board & Interaction Quality 62 9 hand traps and 14 negation-text cards, with Maxx C and Droll and Lock Bird limited to one copy each (Inferred from flags and text)
D8 Going-Second & Board-Breaking Power 40 Going-second plan leans on hand traps; board-breaking is limited to Perfectron and Block Dragon text (Inferred)
D9 Offensive Pressure & Closing Power 50 Perfectron 5000 ATK and Block Dragon 2500 ATK provide end-board pressure; no recorded combat data (Inferred)
D10 Main Deck Efficiency & Flexibility 55 40 main with 21 distinct cards, 9 singletons and 7 triple-copy cards; Rock density of 21 is heavy but coherent (Verified by composition)
D11 Extra Deck Efficiency & Coverage 45 15 Extra slots filled, but 4 of them are Forbidden and cannot legally be run; 11 legal Extra cards remain (Verified)
D12 Side Deck Adaptability 10 No Side Deck is present; no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament context or dated meta sample; archetype meta-share is absent (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Magnet Warrior chains and Link/Fusion material loops require tracking many decision points (Inferred)

How the score was computed

Strategy profile: 0.8 Midrange + 0.2 Toolbox (not applied to score beyond profile choice; Midrange used as base). Structural ≈ 49.1, Going First ≈ 50, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*49.1 + 0.20*45 = 48.3, then banlist modifier -12 = 36

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense archetype core with about 95 percent opening access to at least one core card
  • Broad interaction package with 9 hand traps and 14 negation-text cards
  • Real recursion through Magnet Warrior GY effects and extra bodies

Weaknesses

  • Five Forbidden cards make the list illegal in OCG
  • No Side Deck, so there is no post-side adaptation
  • No recorded boards, so the combo ceiling and median are unmeasured

Critical choke points

  • Magnet Bonding and Beta are the only searchers for the Magnet chain; losing both removes most of the opening line
  • Perfectron and Plasma Magnum are single-copy boss Extra Deck monsters with no backup
Priority Remove Add Reason
1 Barrier Statue of the Drought, Charmer Quartet in Bloom, Naturia Beast, Cross-Sheep, Baronne de Fleur Legal OCG replacements of the same role (a legal Extra Deck boss and a legal floodgate or interaction card) The list cannot be played legally in OCG as built; fixing the banned cards is required before any normal score applies
2 One singleton tech slot A 2 to 3 copy Magnet Warrior starter or a Side Deck of 15 A Side Deck would give post-side plans, which the deck currently lacks

Evidence & confidence

  • Verified: Five Forbidden cards run at one copy each with legal copies 0; Main 40 and Extra 15 are within size rules; Archetype core group opening probability 0.9489
  • Inferred: Consistency and brick estimates from hypergeometric draws; Interaction density from card text and role flags; Ceiling and median are text-only reads because no boards were recorded
  • Provisional: Meta and matchup placement, since no dated metagame or tournament data exists
  • Data gaps: No combos were supplied, so the combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry exists, so going-first and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied Data inconsistency: usage statistics lists Gallant Granite, S:P Little Knight, Flux Ochsenfeld and I:P Masquerena as not in this deck, but the cards array lists them as Extra Deck entries; the usage flags were not used to score

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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