Magnet Warrior Deck #773532 — Yu-Gi-Oh! Master Duel

41 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Koa'ki Meiru Guardian x3, Magnet Warrior Sigma Minus x3. Created Oct 24, 2026 by YGO Mod.

Deck Magnet Warrior Master Duel

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
56± 8/ 100
Power Score
Structural 62
Reliability 55
Going First 63
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 56/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 61.6
Going First 63
Going Second 68
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

Main 41 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Special Summon Fusion, Link and Synchro boss monsters (Nerva, Block Dragon, Underworld Goddess, Nibiru, Lava Golem) after searching Magnet Warrior and Magna Warrior pieces with Magnet Bonding, Duoterion and Beta; Stun the opponent's board with hand traps (Ash Blossom, Infinite Impermanence, Droll & Lock Bird, Maxx C) and grind with searchers and Mulcharmy Fuwalos draws
  • Turn 1 (going first): Opening hand with a searcher (Magnet Bonding, Duoterion or Beta) to reach a Magnet Warrior engine monster, then Conduction Warrior Linear Magnum or Sigma Minus to extend into a Fusion or Link boss; hold Ash Blossom for the first opposing search or summon
  • Turn 2 (going second): Use Droll & Lock Bird, Maxx C, Infinite Impermanence and Ash Blossom on the opponent's first draw, search or summon turn, then rebuild with Magnet searchers and a boss from the Extra Deck
  • Recovery: Magnet Warrior monsters recycle themselves from the GY (Sigma Plus, Epsilon, Beta), and Mulcharmy Fuwalos converts an empty board into card advantage
  • After siding: Not applicable: the Master Duel format used here does not use a Side Deck, and the evidence shows 0 side cards

Why it scores here

The deck reliably opens a Magnet Warrior engine: three-copy searchers and summoners (Magnet Bonding, Sigma Minus, Linear Magnum, Ash Blossom, Mulcharmy Fuwalos) plus two-copy searchers give about an 87% chance of at least one searcher in a going-second six-card hand, though a specific three-copy starter is only about 33% in a five-card going-first hand (Inferred). Its strength is the system, not the list average: nine hand traps and negation text (Koa'ki Meiru Guardian, Sigma Minus, Awakening of the Possessed) give it end-board interaction and recovery from a single interruption, and Magnet Warrior monsters can rebuild from the GY. Conversion is supported by high-ATK Extra Deck bosses (Nerva, Block Dragon, Underworld Goddess, Nibiru) but no recorded boards exist, so the ceiling and median are text-based inference only. Popularity is not scored: the archetype guide and the core-card inclusion rates confirm the list is real and accessible, and the 1.8% exact-name purity and off-archetype splash (Possessed, Adamancipator, Charmer) cost points for engine coherence and brick risk. The score is not an average of card scores, and the Meta dimension is provisional because no dated metagame sample was supplied.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(>=1 three-copy starter in 5 cards) = 0.33; P(>=1 searcher in 6 cards going second) about 0.87; searcher count 13 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Nine conditional or situational hand traps, Lava Golem needs opponent tributes, Block Dragon needs 3 EARTH banishes, Nibiru needs 5 opposing summons; redundant engine copies limit bricks (Inferred)
D3 Combo Conversion & Ceiling 62 No parseable recorded boards (total_combos 0); ceiling is a text-only read of Magnet Warrior searches into Fusion or Link bosses (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards for median or power distribution; floor estimated from searcher density and hand-trap backups (Inferred, low sample)
D5 Interruption Resilience & Route Redundancy 68 Multiple independent starters (Magnet Bonding, Duoterion, Beta, Epsilon, Sigma Plus, Omega Plus) and hand traps for a second line after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 64 Mulcharmy Fuwalos draws on opponent Special Summons; Morphing Jar and Magnet searchers recover resources; GY recursion from Magnet monsters (Inferred from card text)
D7 End-Board & Interaction Quality 74 Interaction on the field: Koa'ki Meiru Guardian and Sigma Minus negate, Awakening negates, Knightmare Phoenix destroys, Underworld Goddess negates all opposing monsters (Inferred from text plus role flags)
D8 Going-Second & Board-Breaking Power 70 Going-second hand traps hit on a six-card hand with about 0.80 chance of at least one; Nibiru and Maxx C punish opposing summons (Inferred)
D9 Offensive Pressure & Closing Power 72 Boss ATK: Nerva 3300, Lava Golem 3000, Underworld Goddess 3000, Nibiru 3000, Block Dragon 2500 (Verified stats; Inferred closing)
D10 Main Deck Efficiency & Flexibility 58 41 Main Deck cards in the 40-60 range with 25 distinct cards; 15 singletons and six three-copy cards; archetype-specific cards cost flexibility (Verified counts, Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards (9 Link, 4 Fusion, 2 Synchro) at the 15-card cap, mostly flexible Link materials; Synchro and some Fusion slots depend on specific engines (Verified composition)
D12 Side Deck Adaptability 35 Zero Side Deck cards and no sideboarding in Master Duel, so this is structurally not applicable; no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link and no archetype meta-share in the export; a 2026 guide places the archetype in the current meta but this is not a dated sample (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step engine with Fusion, Link and Synchro summons, conditional hand-trap timing and negation sequencing; many decision points (Inferred)

How the score was computed

Strategy profile: Midrange primary; Combo weights not blended because combo evidence is absent (ratio 100:0). Structural ≈ 61.6, Going First ≈ 63, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Banlist exposure (-1); Engine conflicts and off-archetype splash (-2); Conditional summon burden (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*61.6 + 0.20*55 - 4 = 56.2, rounded to 56

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.33 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Interaction breadth: nine hand traps plus negate and removal text give answers for both going first and going second
  • Redundant searchers and summoners for the Magnet engine (13 searcher-text cards) keep the first two turns from bricking often
  • High-ATK bosses across Fusion, Link and Synchro give several closing options after one engine resolves
  • Mulcharmy Fuwalos and Magnet GY recursion give card advantage and recovery after disruption

Weaknesses

  • Low exact-name purity (1.8%) and splash of three sub-archetypes weaken engine coherence
  • Several cards are situational or conditional (Lava Golem, Block Dragon, Nibiru, Possessed Destiny, Crossout Designator)
  • No Side Deck and no recorded boards, so post-side and matchup strength cannot be measured
  • Extra Deck bosses depend on specific Magnet and Rock materials that can be absent in a given hand

Critical choke points

  • Magnet Bonding or Duoterion must be drawn to search the Magnet engine; without a searcher the first two turns depend on Ash Blossom, Droll or Maxx C
  • Magnet Warrior Sigma Minus and Linear Magnum share the EARTH and Level 4 requirements, so a hand with no Rock monsters at Level 4 or lower cannot start the chain
  • Opponent's first turn disruption can end the line when only one hand trap is in hand
Priority Remove Add Reason
1 Possessed Destiny A third Magnet searcher or a Rock monster that fits the Magnet Level 4 requirement Off-archetype splash lowers engine coherence; a Magnet-family card keeps the starter pool consistent (Inferred)
2 Lava Golem A Magnet-family or Rock monster that can be Normal Summoned or Special Summoned without opposing tributes Lava Golem needs two opposing monsters and is a brick when the opponent has none (Inferred)

Evidence & confidence

  • Verified: Legal in Master Duel: 41 Main and 15 Extra within size rules; Crossout Designator and Maxx C at 1 copy, Droll & Lock Bird at 2 copies, all within limits; Extra Deck breakdown: 4 Fusion, 9 Link, 2 Synchro; Copy histogram: 15 singletons, 4 two-copy, 6 three-copy cards; Exact-name archetype purity 1.8%; 9 hand-trap role flags; Usage statistics: 68.2% core presence reported, with conflicting in_this_deck flags for Baronne de Fleur, Flux Ochsenfeld and Conduction Warrior Plasma Magnum
  • Observed: A 2026 guide says the archetype is viable and in the current meta with the new Support cards
  • Inferred: Midrange primary with Combo and Toolbox secondaries from card text and composition; Starter, brick and interaction probabilities from the hypergeometric table; Boss closing power from listed ATK and effect text; Going-second hand-trap value from draw estimates
  • Provisional: Meta Power is null; no dated metagame sample is supplied; D13 matchup fit uses only archetype context and no tournament link; D12 side adaptability is not applicable to a format with no Side Deck
  • 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 Usage statistics conflict with the card list: Baronne de Fleur, Flux Ochsenfeld and Conduction Warrior Plasma Magnum are listed in the Extra Deck but flagged in_this_deck false, so the missing_core list is not reliable Deck title is null, and the Side Deck is empty (0 cards), so there is no post-side evidence No win-rate telemetry exists for YGOVN: going-first, going-second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Magnet Warrior

Magnet Warrior Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top