Magnet Warriors Deck #775152 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Duoterion x3, Koa'ki Meiru Guardian 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
35± 10/ 100
Power Score
Structural 56
Reliability 52
Going First 52
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 56
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Magna Warrior and Magnet Warrior boss monsters (Tellusion, Conduction Warrior Linear Magnum Plus Minus, Flux Ochsenfeld) overwhelming the board through EARTH-monster and Rock-monster engine plays; Link and Synchro boards (Dragunity Lord - Georgius, Adamancipator Risen - Raptite) plus Mulcharmy card advantage
  • Turn 1 (going first): Magnet Bonding or a Magnet Warrior searcher to find a Magnet Warrior, then Normal/Special Summon into Magna Warrior or Conduction Warrior, backed by Infinite Impermanence and Ash Blossom for interaction
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre & Snow Rabbit, Maxx C, Artifact Lancea, Droll & Lock Bird) answer the opponent's opening and then the engine rebuilds from the hand
  • Recovery: Mulcharmy draw effects and Magnet Bonding / Adamancipator excavation refill the hand after a disruption, with Gallant Granite-style recovery absent from the list
  • After siding: Not assessable: the deck has no side deck and no post-side data

Why it scores here

The deck is Illegal in OCG because five Forbidden cards (Naturia Beast, Reprodocus, Knightmare Gryphon, Baronne de Fleur, Curious) are run at one copy each, so the score is a theoretical, structural-only estimate capped low. Structurally the list has a real engine: Magnet Bonding (three copies, roughly 0.95 probability of at least one core-group card in the opening hand) feeds Magnet and Magna Warriors toward boss monsters such as Tellusion, with Mulcharmy draw effects and about 11 hand traps and 17 removal-text cards supplying interaction. Floor and median output cannot be measured because there are no recorded boards, so those dimensions rest on text reads and are scored conservatively. Popularity was not credited: the archetype usage data confirms the core cards are standard, but it does not make the deck stronger, and no card scores were averaged into the deck score. The absence of a side deck and of post-side data keeps the adaptability and matchup dimensions low.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one core-group card in 5-card hand) ~0.95 from usage core group; 3-copy Magnet Bonding ~0.25 per card in hand (Inferred)
D2 Opening-Hand Quality & Brick Management 55 55-card main with 10 copy-3 cards and a 16-card generic/interaction tail; brick risk moderate (Inferred)
D3 Combo Conversion & Ceiling 62 Ceiling from Magna Warrior/Magnet Warrior boss chains and Conduction Warrior Plasma Magnum searches; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 45 No combos supplied, so floor and median are text-only and conservatively placed (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Eleven hand traps and several Quick-Effect negates give independent answers; Mulcharmy draw provides recovery (Inferred)
D6 Resource Economy, Recovery & Grind 58 Magnet Bonding and Adamancipator excavation regenerate cards; Mulcharmy draws on summons (Inferred)
D7 End-Board & Interaction Quality 72 17 removal-text and 16 negation-text cards, with Ash Blossom and Infinite Impermanence layered (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 Hand traps and Droll & Lock Bird give going-second interaction; boss monsters pressure a board (Inferred)
D9 Offensive Pressure & Closing Power 60 Tellusion at 2500 ATK and Conduction Warrior Linear Magnum at 2700 ATK; Link/Synchro pressure is present but partly forbidden (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 50 55 main cards across 29 distinct names with only 0% exact archetype purity and several sub-archetypes (Verified composition)
D11 Extra Deck Efficiency & Coverage 45 15 Extra Deck cards, 4 of them forbidden or limited, with the Link/Synchro core split across sub-archetypes (Verified composition)
D12 Side Deck Adaptability 20 No side deck (side_count 0), so post-side adaptability cannot be credited (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link and no dated meta sample; matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 60 Multi-step Magnet Warrior summons and Link/Synchro sequencing demand moderate skill (Inferred)

How the score was computed

Strategy profile: Midrange primary; Toolbox secondary, disclosed but not blended numerically. Structural ≈ 56, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist exposure (-12). Final formula: No reliable metagame: 0.80*Structural(56) + 0.20*TournamentReliability(52) = 55.2; banlist-exposure modifier -12 gives 43; Illegal cap applied, final 35 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core engine (Magnet Bonding, Magnet Warrior, Magna Warrior) is highly accessible in the opening hand
  • Eleven hand traps plus removal and negation text give layered interaction
  • Boss monsters at 2500 to 2700 ATK give closing power

Weaknesses

  • Illegal in OCG: five Forbidden cards are run
  • No side deck, so no post-side adaptability
  • Low exact archetype purity spreads the engine across several sub-archetypes
  • Floor and median output unmeasured; no recorded boards

Critical choke points

  • Magnet Bonding or a Magnet Warrior searcher as the single engine starter
  • Forbidden Extra Deck Link/Synchro cards (Naturia Beast, Reprodocus, Knightmare Gryphon, Baronne de Fleur, Curious) if kept in the list
Priority Remove Add Reason
1 Naturia Beast, Reprodocus, Knightmare Gryphon, Baronne de Fleur, Curious, the Lightsworn Dominion Legal Link or Synchro monsters within copy limits (must be chosen by the builder) Forbidden cards make the deck illegal; removing them is a precondition for any normal score
2 Nothing A 15-card side deck The list has no side deck, so post-side adaptability cannot be scored

Evidence & confidence

  • Verified: Legality: 5 Forbidden cards run at 1 copy each (Illegal); Main 55, Extra 15, Side 0 within size rules; Copy counts and banlist status from the export; Usage core group ~0.95 at least one in opening hand
  • Inferred: Engine consistency and brick estimates from hypergeometric odds and card text; Interaction density from text role hints; Going-second hand trap value from text
  • Provisional: Meta Power (null); Matchup and format fit (no dated meta sample)
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No side deck: post-side plan unassessable No win-rate telemetry; Meta Power is Provisional Deck title is null

More OCG Info

Magnet Warriors

Magnet Warriors Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top