Magnet Warrior

17 cards in this archetype

Playing Style

The Magnet Warrior archetype runs on a constant cycle of sending monsters to the graveyard and pulling them back, using that graveyard stock to pay costs, meet summoning conditions, and generate advantage turn after turn. The Electromagnet Warriors — Alpha, Beta, and Gamma — are the engine's first movers: each searches or recruits upon being Normal or Special Summoned, with Beta fetching any lower-Level Magnet Warrior from the Deck and Gamma special summoning one from hand. Delta The Magnet Warrior then sends an additional piece to the graveyard on arrival, and when it is itself sent there it banishes three Level 4 or lower Magnet Warriors to bring out Valkyrion the Magna Warrior directly from the Deck. Epsilon The Magnet Warrior extends the chain further by copying a sent monster's name and immediately reviving a Magnet or Magna Warrior from the graveyard.

The deck's ultimate threat is Imperion Magnum the Superconductive Battlebot, a Level 10 Fusion of Valkyrion and Berserkion the Electromagna Warrior that negates any Spell, Trap, or monster effect once per turn during either player's turn. Reaching it typically involves loading the graveyard early, summoning Berserkion by banishing the three Electromagnet Warriors, then fusing with Magnet Warrior Sigma Minus directly from hand. Should Imperion Magnum be removed by an opponent's effect, both Valkyrion and Berserkion return from Deck, making the board remarkably resilient. Magnetic Field and Magnet Conversion provide additional recovery, the former reviving pieces during the Main Phase and bouncing monsters that survive battle, the latter recycling up to three Level 4 or lower Magnet Warriors from the graveyard back to hand.