The Magnet Warrior archetype has evolved from a fragile "magnetic shield" strategy into a high-velocity "Combo-Control" hybrid. While historically defined by the "Electromagnet Warrior" tag-out mechanic, the deck now leverages the Burst Protocol support and the crucial Maze of Muertos expansion. With the introduction of the "Conduction Warrior" engine and the disruptive pivot of Magnet Warrior Omega Plus, the deck can establish infinite resource loops, lock down attributes, and break boards via Super Polymerization with unprecedented consistency.
The "Maze of Muertos" expansion introduced the missing link between hand fixing and opponent-turn disruption.
The connective tissue of the modern strategy.
Destroys a Rock monster in hand or field to Special Summon itself. This converts "dead" Boss monsters (Valkyrion/Berserkion) in hand into active field presence while setting up GY names.
Tributes itself to target a monster and flip it Face-Down Defense. Requires an EARTH monster effect to activate on field (enabled universally by Plasma Magnum).
The "Sigma" and "Conduction" engines provide a modern, high-speed resource economy.
The new primary starter. Special Summons itself by sending 2 Magnet Warriors from Deck to GY as cost. This guarantees graveyard setup even if negated and provides a large body that recurs itself.
The extender. Triggers if sent to the GY (by Linear Magnum or Fusion) to revive or search another Magnet Warrior. Also forces opponents to attack your EARTH monsters.
The bridge. Acts as a searchable "Polymerization" in hand and dumps Level 8 Magna Warriors from Deck to GY when summoned, setting up boss plays immediately.
The classic starter. Searches any "Magnet Warrior" monster, including the new Sigma pieces, making it a 1-card bridge to the Fusion engine.
The extender. Special Summons another "Magnet Warrior" from hand. Essential for Link climbing and putting bodies on board for Linear Magnum.
Revitalized by the new support. Sending Sigma Plus creates an immediate +1 by triggering the revival effect. Also sends Valkyrion to GY.
Searches the Level 8 Bosses (Berserkion or Valkyrion). Essential for the "classic" win condition.
The ultimate glue. Mode 1: Searches Linear Magnum (Starter). Mode 3: Fusions by shuffling banished materials back into the Deck, creating an infinite resource loop.
The "Maze of Muertos" support solidified the Fusion engine as a board-breaking tool. Flux Ochsenfeld (Level 7 Fusion) provides non-destruction removal by bouncing cards.
Requires: 1 Linear Magnum (or Magnet Bonding)
Summon Linear Magnum. Cost: Send Sigma Plus & Epsilon from Deck to GY.
Sigma Plus triggers in GY -> Revive Epsilon.
Epsilon Effect -> Send Beta to GY -> Revive Beta. Beta Effect -> Search Sigma Minus.
Xyz Summon Gallant Granite using 2 Level 4s. Search Magnet Bonding (via Duoterion) or a Rock extender.
Use Sigma Minus to Fuse -> Plasma Magnum. Search Magnet Induction -> Summon Delta -> Send Omega Plus to GY.
Plasma Magnum (Attribute Lock) + Omega Plus (Face-down flip ready) + Xyz + Hand Follow-up.
End your turn with a Level 3 Electromagnet Warrior on the field.
Opponent's turn: Tribute Alpha to Summon Delta from Deck.
Delta triggers, sending Beta (or Sigma Plus) to GY. You are now filling the GY for Berserkion or Linear Magnum costs.
The Fusion Boss. Changes all monsters on the field to EARTH attribute (disrupting Fire/Dark decks). Tags out into 2 banished "Sigma" monsters to dodge removal.
The disruptive thief. Summoned from GY by banishing Plus & Minus. Quick Effect: Destroys an opponent's monster, or steals it if it's EARTH (combine with Plasma Magnum!).
The board breaker. Banishes Magnets from GY to destroy cards. Non-once-per-turn destruction.
4000 ATK Omni-negate. Now easier to summon via Magnet Bonding loops.
Floodgates attributes to EARTH. Ready to tag out if targeted.
Quick Effect: Steals any monster the opponent activates (since they are now EARTH).
Available via "Beta" tag-out or GY revival. Flips key opponent extenders face-down.
Focuses on generic negation and rock synergy.
The floating threat.
Spell/Trap negate. Linear Magnum (Level 7) makes this easier to summon.
Into S:P Little Knight or Unicorn on opponent's turn.
As of the current TCG format, the Magnet Warrior archetype is entirely unrestricted, allowing it to operate at full capacity.
Play any card at your preferred ratio without restrictions
Access to all archetype synergies without limitations
No banlist constraints holding back your strategy
Banlist Status Summary
Core cards checked:
• Alpha The Magnet Warrior
• Berserkion the Electromagna Warrior
• Beta The Magnet Warrior
• Epsilon The Magnet Warrior
• Gamma the Magnet Warrior
• Imperion Magnum the Superconductive Battlebot
• Magnet Induction
• Valkyrion the Magna Warrior
analyzed •
0 restrictions found •
All cards legal at 3 copies
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