The Magnet Warrior archetype is a resource-driven EARTH Rock strategy focused on assembling its constituent parts to summon powerful boss monsters. Defined by the modern "Electromagnet Warrior" sub-archetype, the deck excels at consistent searching, Graveyard setup, and maintaining board presence through a unique "tag-out" mechanic. Its primary win condition is Berserkion the Electromagna Warrior, a formidable monster capable of dismantling opposing fields. The archetype's true potential is often unlocked when hybridized with other Rock-based engines like Adamancipator, transforming it from a steady midrange deck into an explosive combo powerhouse that leverages the magnetic bond between them.
The premier starter. On summon, searches any Level 4 or lower "Magnet Warrior," providing access to every key engine piece.
The primary extender. On summon, it Special Summons another "Magnet Warrior" from hand, enabling Link or Xyz plays.
A key Graveyard setup tool. Sends a "Magnet Warrior" from Deck to GY and can summon "Valkyrion" directly from the Deck.
A versatile setup monster that sends a Magnet Warrior to GY and then revives one, providing instant board presence and setup.
The boss monster searcher. On summon, it adds a Level 8 "Magna Warrior" (primarily Berserkion) from Deck to hand.
Spells like Magnetic Field and Magnet Induction provide revival and extension, while Magnet Conversion offers crucial resource recovery from the GY and banished zone.
The Electromagnet Warriors share a powerful Quick Effect, allowing them to Tribute themselves during the opponent's turn to Special Summon a Level 4 "Magnet Warrior" from the Deck. This is used not just for defense, but to proactively set up your Graveyard for your next turn.
End your turn with a Level 3 Electromagnet Warrior on the field, such as Alpha.
During your opponent's Main Phase, Tribute Alpha to Special Summon Delta The Magnet Warrior from your Deck.
Delta's effect triggers, sending another Electromagnet, like Beta, to the GY. You now have two of the three pieces needed to summon Berserkion.
The main boss. Summoned by banishing Alpha, Beta, and Gamma. Can banish a Magnet Warrior from GY to destroy a card on the field (not once per turn). Floats into its materials upon destruction.
The legacy boss. A 3500 ATK powerhouse summoned from the deck via Delta's effect. Acts as a surprise OTK enabler or a massive wall.
The ultimate fusion. Requires Valkyrion and Berserkion. It's a 4000 ATK omni-negate that floats into both of its materials if removed by an opponent's card effect.
Provides recurring, non-once-per-turn destruction to control the board.
Allows for a Link Summon on the opponent's turn for reactive disruption.
A set Magnet Reverse for recovery or a powerful generic Trap card.
A much higher ceiling, focusing on locking down the opponent with multiple negates.
Provides multiple monster effect negations.
Offers a crucial Spell/Trap negate to protect the board.
A powerful omni-negate equipped with a Link monster.
The Magnet Warrior archetype itself is largely untouched by the TCG banlist, but key synergistic cards it relies on are affected.
Banlist Status Summary
Core cards checked:
• Alpha The Electromagnet Warrior
• Alpha The Magnet Warrior
• Berserkion the Electromagna Warrior
• Beta The Electromagnet Warrior
• Beta The Magnet Warrior
• Delta The Magnet Warrior
• Epsilon The Magnet Warrior
• Gamma The Electromagnet Warrior
• Gamma the Magnet Warrior
• Imperion Magnum the Superconductive Battlebot
• Magnet Conversion
• Magnet Induction
• Magnetic Field
• Valkyrion the Magna Warrior
+ Related cards checked:
• Adamancipator Risen - Dragite
• Apollousa, Bow of the Goddess
• Borreload Savage Dragon
• I:P Masquerena analyzed •
0 archetype restrictions •
2 synergistic cards restricted
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