Magnet Warrior Deck #773821 — 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 25, 2026 by YGO Mod.

Deck Magnet Warrior Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
55± 7/ 100
Power Score
Structural 63
Reliability 55
Going First 67
Going Second 64

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 67
Going Second 64
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Link, Fusion, Synchro
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Link and Fusion boss monsters (Conduction Warrior Plasma Magnum, Nerva, Linear Magnum, Nibiru, Tellusion, Block Dragon) built from Magnet Warrior and Rock bodies, with Koa'ki Meiru and Adamancipator as secondary pressure lines; Recursion-based rebuilds through Tellusion (GY special summon) and Magnet Warrior GY effects, plus Mulcharmy and Maxx C card-draw pressure against Special Summon-heavy opponents
  • Turn 1 (going first): Open Magnet Bonding or Beta to search a Level 4 or lower Magnet Warrior, Sigma Minus for a negate or Fusion, then Linear Magnum or Epsilon to reach a 2500+ ATK boss with Ash Blossom and Impermanence protecting the line
  • Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird, Impermanence, and Maxx C as hand traps against the first Special Summon, then convert the surviving hand into a Rock or EARTH board using Koa'ki Meiru and Magnet Warrior Sigma Minus negation
  • Recovery: Use Magnet Bonding, Duoterion, and Beta searches to rebuild from the hand, Tellusion to Special Summon from the GY, and Adamancipator Seeker or Researcher excavation to restore Rock monsters
  • After siding: No side deck is registered, so there is no post-side plan. The main deck carries all tech and hand traps; adding a side would be required for a real post-side plan

Why it scores here

The deck is scored as a system, not as an average of its card scores. Its core engine is very reliable to find: the archetype core is about 28 copies, and the hypergeometric estimate of at least one core card in a 5-card opening hand is about 0.998 (Inferred). Three-copy starters such as Magnet Bonding, Sigma Minus, Linear Magnum, and Koa'ki Meiru, along with 13 searcher-text cards, give several independent routes from the hand to a boss, which earns the engine and resilience dimensions their points. Nine hand traps give about 0.80 odds of at least one going second, and those traps plus Sigma Minus and Koa'ki Meiru negation provide meaningful interaction. The deck is held back by a large one-copy tech suite of 15 cards, a noticeable off-archetype share (55 of 56 non-exact archetype copies), a complete absence of recorded boards, and an empty side deck, which removes any post-side plan. Popularity in the guide and usage data confirms the list is real but does not add power points. No dated meta data exists, so Meta Power is null and the final score rests on 0.80 structural and 0.20 reliability plus modifiers.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one core card in 5) ≈ 0.998; three-copy Magnet starters give redundant openings (Inferred)
D2 Opening-Hand Quality & Brick Management 62 15 one-copy techs and situational hand traps increase dead-card risk; searchers reduce it (Inferred)
D3 Combo Conversion & Ceiling 65 No parseable boards; ceiling is a text read of Plasma Magnum, Linear Magnum, and Tellusion lines (Inferred)
D4 Combo Floor & Median Output 58 No recorded median power; floor relies on Magnet Bonding and Beta searches reaching a Rock body (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Nine hand traps and multiple Magnet starters provide independent lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 68 Thirteen searcher-text cards and Tellusion GY recursion sustain rebuilds (Inferred)
D7 End-Board & Interaction Quality 66 Sigma Minus, Koa'ki Meiru, Impermanence, Crossout, and Droll give layered interaction; no board data (Inferred)
D8 Going-Second & Board-Breaking Power 60 Droll and hand traps challenge a going-second board, but Rock-boss breaking is text-only (Inferred)
D9 Offensive Pressure & Closing Power 66 Boss ATK ranges 2300 to 3300 (Nibiru, Nerva, Linear Magnum) provide closing power (Verified stat / Inferred)
D10 Main Deck Efficiency & Flexibility 55 41 main cards with 25 distinct names; 15 one-copy techs and 55 off-archetype copies dilute consistency (Verified / Inferred)
D11 Extra Deck Efficiency & Coverage 64 Full 15-card Extra Deck (4 Fusion, 9 Link, 2 Synchro) with multiple Magnet Fusion and Link access routes (Verified / Inferred)
D12 Side Deck Adaptability 15 Side deck is empty (0 cards), so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 52 Multi-step Fusion, Link, and Rock-chain sequencing with several decision points (Inferred)

How the score was computed

Strategy profile: Midrange (meta-neutral, D13 dropped and renormalised over 95). Structural ≈ 63, Going First ≈ 67, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Weak post-side plan (empty side deck) (-3); Engine conflicts (-2); Hard garnet burden (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, null): 0.80*63 + 0.20*55 = 61.4, then -6 = 55.4, rounded to 55

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 1 · 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

  • Core archetype engine almost always reachable from the opening hand
  • Nine hand traps and multiple negation effects (Sigma Minus, Koa'ki Meiru, Impermanence, Crossout)
  • Full 15-card Extra Deck with Fusion, Link, and Synchro routes to 2500+ ATK bosses
  • Redundant searchers (Magnet Bonding, Beta, Duoterion, Awakening) and Tellusion GY recursion

Weaknesses

  • Empty side deck: no best-of-3 adaptation
  • Large one-copy tech suite and 55 off-archetype copies lower consistency
  • No recorded combo boards, so ceiling and median are unverified
  • Several Extra Deck engines (Possessed, Charmer, Knightmare, Clown Crew) do not share the core's Rock and EARTH needs

Critical choke points

  • Opening Magnet Starter or Magnet Bonding search, since many lines begin with a Level 4 or lower Magnet monster
  • Rock and EARTH field requirements for Sigma Minus, Omega Plus, and Block Dragon
  • Hand traps that need the right opposing action (Droll, Maxx C, Nibiru) are dead cards in some hands
Priority Remove Add Reason
1 Lava Golem A hand trap or Magnet searcher sized side deck (up to 15 cards) Lava Golem needs two opposing monsters to tribute and costs the Standby Phase; a side deck is the largest gap in D12
2 Possessed Destiny A second Magnet Warrior starter or Rock searcher Possessed is a one-copy off-archetype card; a same-archetype starter raises D1 and D10 without an extra archetype engine
3 Maxx C Adamancipator Researcher copy or Magnet Bonding copy Maxx C is Limited and one-copy; replacing it with a consistent searcher trims the brick risk and the banlist exposure

Evidence & confidence

  • Verified: Main Deck 41 cards and Extra Deck 15 cards, both within master-duel size rules; side 0 is legal (0 to 15); Legal status: Crossout Designator (Limited, 1 copy), Maxx C (Limited, 1 copy), Droll and Lock Bird (Semi-Limited, 2 copies) are all within limits; Usage data: archetype core cards Maxx C, Ash Blossom, Mulcharmy, Magnet Bonding, Sigma Minus at 100 percent or 85.7 percent inclusion; Guide snippet (1369) says the archetype is current, with Duoterion searching Bonding spells
  • Observed: Archetype usage stats show Koa'ki Meiru at 50 percent and Beta at 50 percent inclusion among comparable lists
  • Inferred: Opening-hand consistency (0.998 core, 0.33 for a 3-copy card, 0.80 hand-trap odds going second) is a hypergeometric estimate; Interaction density and negate-based resilience derived from card text; Board-breaking and closing power from boss ATK and text reads
  • Provisional: Meta Power (null) and D13 matchup fit: no dated metagame sample or tournament link
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied usage statistics.in this deck is false for Extra Deck cards Baronne de Fleur, Flux Ochsenfeld, and Conduction Warrior Plasma Magnum, though the card list includes them; core-card presence (68.2) and missing core cards therefore appear to ignore the Extra Deck and should not be relied on deck title is null in the export

More Master Duel Info

Magnet Warrior

Magnet Warrior Breakdown

 
 

 

 

 

 

 

 
 

 

 
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