Magnet Warrior

Master I from James on May 12th, 2026
cp-ur 720 + cp-sr 690
40 cards

Notes & Combos

magnet warriors is a deck that can easily get into its engine and and extend past intruptions without their normal summon

the lack of a normal summon allows guardian going first to act as 3 extra anti hand traps as droll is an extreme detriment to this deck

i decided to start running 3 barrier statues compared to one because of three reasons,

the lack of a needed normal summon makes barrier statue very good going second into a board where the interaction comes from summoning like dracotail, kewl tune and k9 vanquish soul normally forcing interuptions

running plural makes it being hit off adamancipator more common and whilst you may argure that it isnt needed as you'll normally add barrier off of block dragon, having plural on the field makes it hard to remove both especially if its under an elf or with a block dragon on field

and the last reason is alot of mini points that can be summed up as QOL having 3 makes kewl tune banishing one not a pain not needing to use the fusion spell to get it back into the deck, it also makes turns when youre drolled much easier to deal with as you can hope that you either have drawn one or can hit it off of a researcher, and lastly the deck only has three good normal summons in engine being the three betas tho you could argue four as epsilon normal summoned with nothing else in gy is a rank four if u have a card to pop in hand for the omega plus, so with the three/four normal summons adding in six more with three guardian and three barrier means you should have atleast one in your hand and all of them are good

fun fact only card in a normal kewl tune that can beat over the barrier statue is reco as all the other engine and hand traps are sub 1000 and a endboard should most likely have smth to pop a reco

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