Magnet Warriors Deck #774905 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Magnet Warrior Sigma Minus x3, Mulcharmy Fuwalos x3. Created Oct 28, 2026 by YGO Mod.

Deck Magnet Warriors OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 31, 2026
25± 10/ 100
Power Score
Structural 54
Reliability 35
Going First 52
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 52
Going Second 58
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Magnet Warrior / Magna Warrior and Adamancipator Synchro or Link boards (Tellusion, Dragite, Tiamite, Chengying, Underworld Goddess) closing from a Magnet Bonding search; Fusion and Link pressure (Conduction Warrior Plasma Magnum, Dogurad) off Adamancipator and Magnet searches
  • Turn 1 (going first): Magnet Bonding or Adamancipator Mates to a Magnet Warrior or Adamancipator starter, then Synchro or Link into a board of hand-trap and Solemn protection (inferred from card text only)
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Nibiru and Solemn cards to stop the opponent's first summon or activation, then rebuild through Magnet searchers (inferred from card text only)
  • Recovery: Adamancipator searchers and excavate effects plus GY recursion (Adamancipator Mates, Magnet Bonding, Adamancipator Crystal - Tiamite) (inferred from card text)
  • After siding: Not evaluable: the deck has no side deck (0 cards)

Why it scores here

The deck is scored as a system: it opens a Magnet or Adamancipator starter fairly often (Magnet Bonding and Adamancipator searchers give P(at least one searcher in a 5-card hand) of about 0.83, Inferred), and its nine hand traps plus Solemn cards give it real interaction density on the opponent's turn (D7 70, Inferred from card text). Converting that into a board depends on mixing two sub-archetypes with no combo data, so the ceiling and median are text-only estimates and the floor is low confidence. The deck has no side deck, so post-side adaptability scores 15. The deck is Illegal in OCG because it runs 3 copies of Ash Blossom & Joyous Spring against a limit of 2, so it receives the illegal cap (25) rather than a normal final score. Popularity was not used: the archetype core shows 92% presence, which confirms the list is real but does not add power. Card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(>=1 searcher in 5-card hand) ~0.83 across 16 searchers; core present in 10 of 16 usage-core cards (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Two overlapping engines (Magnet and Adamancipator) and 9 hand traps create dead-card risk; 16 searchers help (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling inferred from Tellusion, Dragite, Tiamite and Chengying text (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so no median or power distribution exists; treated as a low-confidence guess (Provisional)
D5 Interruption Resilience & Route Redundancy 55 9 hand traps plus recursion (Adamancipator Mates, Magnet Bonding) give several independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and GY recursion refill resources; Extra Deck usage is high (Inferred)
D7 End-Board & Interaction Quality 70 13 negation-text cards, 9 hand traps, and Solemn Strike/Judgment/Warning give layered interaction (Inferred from text)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap density is about 0.68 for at least one hand trap in a 6-card hand (Inferred)
D9 Offensive Pressure & Closing Power 60 Several 3000 to 3300 ATK Synchro and Link bosses; no piercing or direct-attack text confirmed (Inferred)
D10 Main Deck Efficiency & Flexibility 55 55 main cards with 28 distinct, 3-copy-heavy lists; mostly compact but with many tech slots (Verified count, Inferred quality)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots split across 6 Link, 6 Synchro, 2 Fusion and 1 XYZ with some redundancy (Verified count)
D12 Side Deck Adaptability 15 No side deck present, so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament or dated meta sample; archetype usage only (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-engine sequencing and hand-trap timing are complex for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: illegal-cap (-25); no-side-deck (-2); hybrid-engine-conflict (-2). Final formula: Illegal cap: 0.80*Structural(54) + 0.20*TournamentReliability(35) = 50.2, capped to 25 for an Illegal list; theoretical/structural only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.83 · 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

  • Dense searcher suite (16 searchers, P(>=1 in hand) ~0.83)
  • Layered interaction: 9 hand traps and multiple Solemn negations
  • Multiple high-ATK Synchro and Link closers in the Extra Deck

Weaknesses

  • Illegal copy count on Ash Blossom & Joyous Spring (3 vs 2)
  • Two engines (Magnet, Adamancipator) compete for the same hand space
  • No side deck, so no post-side plan

Critical choke points

  • Magnet Bonding and the Magnet/Adamancipator starter for turn 1
  • Ash Blossom copy count, which must be fixed before the list is legal
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 non-copy hand trap or a second Magnet searcher Fixes the copy-limit violation so the deck is legal, and reduces overlap in hand traps
2 Excess tech slots (e.g., one Solemn Strike) Side deck of 15 cards Restores post-side adaptability (D12) which is currently 0 cards

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring is run 3 times against a limit of 2 (OCG); Main 55, Extra 15, Side 0 counts; Archetype usage core presence 92% for Magnet Bonding and related core cards
  • Inferred: P(>=1 searcher in a 5-card hand) ~0.83 across 16 searchers; Interaction density from negation and hand-trap text; Going-second hand-trap hit rate ~0.68
  • Provisional: Meta Power (null, no dated metagame sample); D13 matchup and format fit (no tournament data)
  • Data gaps: no combos supplied, so 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 (going-first/second, matchup, brick/starter rates) Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
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