Magnet Warriors Deck #772957 — Yu-Gi-Oh! OCG

54 Main, 12 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: MediumEvaluated Oct 21, 2026
35± 10/ 100
Power Score
Structural 58
Reliability 50
Going First 56
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 58
Going First 56
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Fusion/Link
  • Format: ocg

Legality

Main 54 / Extra 12 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Summon Valkyrion, Berserkion or Imperion Magnum from the Extra Deck off the Magnet Warrior chain and close with ATK 3000-4000 monsters; Fusion/Link extension from Conduction Warrior Plasma Magnum and Mekk-Knight Crusadia Avramax
  • Turn 1 (going first): Magnet Bonding or Beta/Sigma Minus search, then a Level 4 Magnet Warrior Special Summon to reach a Level 8 Magna Warrior (Inferred from card text)
  • Turn 2 (going second): Hand traps Ash Blossom, Ghost Belle, Droll & Lock Bird and Infinite Impermanence to blank the opponent's first activation, then rebuild through Magnet Induction (Inferred)
  • Recovery: Mulcharmy Fuwalos and Purulia draw-recovery plus the Adamancipator excavate loop from the GY (Inferred)
  • After siding: Not available: the deck has no side deck, so every matchup is played with the same 54 main-deck cards

Why it scores here

The score reflects the deck as a system, not an average of its card scores. The 21 archetype-core copies give a 92.5% chance of at least one core card in a 5-card opening hand, so the engine is usually reachable on turn 1 (Inferred from hypergeometric odds). Twelve hand traps and 14 negation-text cards give strong interaction density, and the Magna Warrior and Fusion/Link Extra Deck endboard reaches 3000-4000 ATK. The deck has no recorded boards, so ceiling and median output are text-only inferences and are scored conservatively. Popularity was not rewarded: the archetype usage stats confirm the list is a real, accessible build but do not add points by themselves. The deck is Illegal (Ash Blossom & Joyous Spring is run 3 copies against a Semi-Limited limit of 2), so the final number is a theoretical, structural-only ceiling and not a normal contextual score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Core archetype group 21 copies, P(>=1 core in hand of 5) = 0.925; 2-card bootstrap via searchers (Inferred)
D2 Opening-Hand Quality & Brick Management 60 12 singletons plus 18 tech and 18 searcher-text cards; some non-functional draws and a heavy tech load (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling is inferred from the Magna Warrior and Fusion summon chain in card text (Inferred)
D4 Combo Floor & Median Output 45 No combo evidence; median output inferred from the number of independent starters (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple searchers (Magnet Bonding, Beta, Sigma Plus) and redundant hand traps give alternate routes (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searcher text 18 cards and GY recursion via Adamancipator excavate and Mulcharmy draw effects (Inferred)
D7 End-Board & Interaction Quality 70 Hand-trap count 12 and negation text 14 with Imperion Magnum and Solemn Scolding; durability is untested (Inferred)
D8 Going-Second & Board-Breaking Power 60 Droll & Lock Bird, Harpie's Feather Duster, Lightning Storm and Solemn Scolding give going-second board breaking (Inferred)
D9 Offensive Pressure & Closing Power 65 Valkyrion 3500 ATK, Berserkion 3000 ATK and Imperion 4000 ATK are closing bodies with direct card-text support (Verified stat)
D10 Main Deck Efficiency & Flexibility 55 54 main-deck cards with 28 distinct names and 18 tech slots lower compactness; within OCG size limits (Verified legality)
D11 Extra Deck Efficiency & Coverage 65 12 Extra Deck cards across Fusion, Synchro, Link and Xyz, each with a real summon route (Verified structure, Inferred use)
D12 Side Deck Adaptability 20 No side deck (Side Deck size 0); no post-side plan can be evaluated (Provisional)
D13 Matchup Coverage & Format Fit 50 Archetype share and meta data absent; matchup fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Magnet Warrior chains with several optional decision points; moderate pilot skill required (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (Inferred). Structural ≈ 58, Going First ≈ 56, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-4); no side deck (-3); illegal list cap (0). Final formula: Illegal cap: theoretical 0.80*Structural(58) + 0.20*TournamentReliability(50) = 56.4, modifiers -7, capped to 35 because the deck is Illegal (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · 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

  • Core archetype group reachable in opening hands (92.5% for at least one)
  • Strong interaction density: 12 hand traps and 14 negation-text cards
  • Extra Deck covers Fusion, Synchro, Link and Xyz with real closing bodies

Weaknesses

  • Illegal list: Ash Blossom & Joyous Spring runs 3 copies against a limit of 2
  • No side deck, so no post-side adaptation
  • Heavy tech and searcher load (18 each) may reduce consistency
  • No recorded boards or win-rate telemetry

Critical choke points

  • Ash Blossom & Joyous Spring over the copy limit: must drop one copy before this list is legal
  • Magnet Warrior chain depends on Level 4 monsters and Magnet Bonding search
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring A non-Semi-Limited hand trap or a Lightning Storm-style card Clears the copy-limit violation so the deck is legal and gets a normal contextual score
2 1 Lightning Storm or 1 Triple Tactics Thrust 1 Level 4 Magnet Warrior engine piece Reduces tech slots and raises the engine-starter count (Inferred)
3 A 1-3 card side deck Adds a post-side plan so D12 is no longer a structural gap

Evidence & confidence

  • Verified: Illegal status: Ash Blossom & Joyous Spring 3 copies vs legal limit 2; Main 54, Extra 12, Side 0 counts; Core archetype group 21 copies; P(>=1 core in hand of 5) = 0.925
  • Inferred: Midrange primary strategy from text and composition; Going-first and going-second plans from card text; Consistency and brick estimates
  • Provisional: Meta Power (no dated sample); Matchup fit (D13)
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot match record absent no win-rate telemetry; going-first/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied deck title is null

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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