Magnet Warrior Deck #774379 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Beta The Electromagnet Warrior x3, Conduction Warrior Linear Magnum Plus Minus x3, Magnet Warrior Sigma Minus x3. Created Oct 27, 2026 by YGO Mod.
Deck Magnet Warrior Master Duel
Created by: YGO Mod (20517634)
Created On: 10/27/2026
Main Deck (40)
- Beta The Electromagnet Warrior x3
- Block Dragon x1
- Conduction Warrior Linear Magnum Plus Minus x3
- Droll & Lock Bird x1
- Epsilon The Magnet Warrior x1
- Fabled Lurrie x1
- Fiendsmith Engraver x2
- Koa'ki Meiru Guardian x1
- Lacrima the Crimson Tears x1
- Magnet Warrior Omega Plus x1
- Magnet Warrior Sigma Minus x3
- Magnet Warrior Sigma Plus x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x1
- Rock Band Xenoguitar x1
- Tellusion the Magna Warrior x1
- Adamancipator Researcher x2
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x2
- Crossout Designator x1
- Fiendsmith's Tract x1
- Magnet Bonding x3
- Infinite Impermanence x2
Extra Deck (15)
- Conduction Warrior Plasma Magnum x1
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Flux Ochsenfeld x1
- A Bao A Qu, the Lightless Shadow x1
- Cross-Sheep x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- I:P Masquerena x1
- Moon of the Closed Heaven x1
- S:P Little Knight x1
- Baronne de Fleur x1
- D/D/D Wave High King Caesar x1
- Evilswarm Exciton Knight x1
- Gallant Granite x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 60/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 62.6 |
| Going First | 62 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 58 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Tempo
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Extra Deck boards built from Rock/EARTH monsters (Conduction Warrior Linear Magnum Plus Minus, Tellusion the Magna Warrior, Block Dragon, Nibiru) plus Fiendsmith and Link/Xyz follow-ups; Fiendsmith's Desirae and Fiendsmith's Lacrima boards via the Fiendsmith engine, and Caesar or Gallant Granite as extra-deck pressure
- Turn 1 (going first): Search a Magnet or Rock starter with Beta The Electromagnet Warrior, Magnet Bonding or Magnet Warrior Sigma Minus, then chain into a Level 4 or lower Magnet Warrior Extra Deck route
- Turn 2 (going second): Use a hand trap (Ash Blossom, Infinite Impermanence, Ghost Ogre, Maxx C or Droll and Lock Bird) to answer the opponent's first board, then rebuild through searchers
- Recovery: Rock Band Xenoguitar and Magnet Bonding search Rock monsters back from the GY, and Koa'ki Meiru Guardian or Block Dragon give the board durability after an interruption
- After siding: No side deck is registered, so there is no post-side plan in the evidence
Why it scores here
The deck reliably opens a functional plan: the archetype core is present in the opening 5 with probability about 0.99 and a searcher-text card with about 0.92, so the engine is accessible on turn one, although any single 3-copy starter appears only about 34% of the time. It converts that plan into board presence through Extra Deck Link, Fusion and Xyz routes with several 2500 to 3000 ATK end-board threats, but no recorded boards exist, so conversion and ceiling are Inferred from card text alone. Its resilience comes from ten hand-trap or negation-text cards, with about 0.85 chance of at least one going second, and from several independent Rock-based re-entry lines. The score is not earned by Magnet Warrior's popularity or the guide's claim that the deck is in the current meta, and it is not an average of card scores; it reflects the system's consistency, interaction density and recovery. The lack of a side deck and of any tournament or win-rate data keeps the score moderate and the band wide.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | P(at least one archetype core card in opening 5) ~0.99; P(at least one searcher-text card in opening 5) ~0.92; single 3-copy starter ~0.34 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | 15 searcher-text cards and 10 hand-trap or negation cards support hand quality, but many Rock-level monsters are conditional on Rock, Magnet or Fiendsmith support (Inferred) |
| D3 | Combo Conversion & Ceiling | 62 | Ceiling read from card text: Linear Magnum and Block Dragon Special Summon into 2500 to 2700 ATK boards through Magnet and Rock material chains; no recorded boards (Inferred) |
| D4 | Combo Floor & Median Output | 52 | No combo data rows, so median output is unknown and set near the middle of the scale (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Ten hand-trap and negation cards plus Rock-search recursion (Rock Band Xenoguitar, Magnet Bonding) give multiple independent continuation lines (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Recursion from GY via Rock Band Xenoguitar and Magnet Bonding, with Extra Deck spend on Link and Fusion; resource signature not recorded (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Infinite Impermanence, Crossout Designator, Magnet Warrior Sigma Minus negation, Omega Plus removal and Koa'ki Meiru negation give layered interaction (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 64 | Going-second split not recorded; six-card hand gets about 0.85 for at least one hand trap, and Crossout plus Omega Plus handle an established board (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | End-board ATK tops out at 2500 to 3000 (Tellusion, Block Dragon, Linear Magnum, Nibiru) with no direct-attack or piercing text read; closing is moderate (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 62 | 40 main cards with 24 distinct, a 3-copy core and 14 singletons; compact enough for consistency but with some singleton tech (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 58 | 15 of 15 Extra Deck slots used with Link, Fusion, Xyz and Synchro routes, several requiring specific materials; coverage broad but partly conditional (Verified composition, Inferred use) |
| D12 | Side Deck Adaptability | 15 | No side deck is registered (Side Deck size 0), so there is no post-side plan to score (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample; the guide says the deck is in the meta, which is unverified context (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Multi-step Extra Deck lines with specific material and once-per-turn constraints need careful sequencing and decision making (Inferred) |
How the score was computed
Strategy profile: Primary Combo, with Midrange as the secondary read for disclosure; weights taken from the Combo profile. Structural ≈ 62.6, Going First ≈ 62, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: No side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 0.80*62.6 + 0.20*58 = 61.7, then -2 modifier, rounded to 60
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.34 · 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
- Archetype core and searchers are very likely to appear in the opening hand
- Ten hand-trap or negation cards give resilience on both turns one and two
- Several independent Rock-based re-entry lines from the GY
- Layered interaction: Infinite Impermanence, Crossout Designator, Sigma Minus negation, Omega Plus removal
Weaknesses
- No side deck, so no adaptation after game one
- Many singleton tech cards reduce the reliability of any specific line
- Extra Deck lines depend on precise material and once-per-turn sequencing
- Low archetype purity: only 1 exact-name copy among 55 archetype-tagged cards
Critical choke points
- Magnet or Rock starter needed on turn one; a single 3-copy starter appears in only about 34% of opening hands
- Extra Deck summon materials (Level 4 or lower Magnet Warrior monsters) must be present in hand or Deck
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | None | A 15-card side deck with additional hand traps or anti-Extra-Deck answers, since no side plan exists | Post-side plan is the largest scoring gap (D12 = 15) and the deck has no adaptation path |
Evidence & confidence
- Verified: Main 40 and Extra 15 within master-duel size rules; All restricted cards within legal copies (Maxx C 1/1, Crossout Designator 1/1, Droll and Lock Bird 1/2); Copy histogram and Extra Deck breakdown (Link 7, Fusion 4, Xyz 3, Synchro 1); No side deck registered
- Observed: Archetype usage stats: core cards such as Ash Blossom, Mulcharmy Fuwalos and Maxx C at 100% inclusion
- Inferred: Opening-hand consistency from hypergeometric estimates; Interaction density and resilience from card text; Pilot complexity from Extra Deck material requirements
- Provisional: Meta Power (null); Matchup and format fit (D13); Median output (D4)
- 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 No side deck registered; post-side performance unknown
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