Electromagnetic Force
Deck Primer
so i may have edited RedEyesCommando's Magnetic Warfare deck despite his warnings, but we need more magnet warrior decks in the world, okay
behold, magnets! my first deck coming off the heels of duel links, and yea it's pretty much my translation of your average duel links magnets deck into the tcg. but hey, it's stupidly fun to play, and from testing against my highschool friend and his invoked dogmatika deck, this deck has some power behind it, as long as you go first and try your best to dodge handtraps and negates. that's all you can ask for, really, a fun deck to beat your friends with. but enough talk, i gotta explain why i used the cards i did so you fellas can give me constructive criticism that i so desperately need
first off is Valkyrion and Berserkion, your standard boss monsters of the deck, which could be played at 3 each, but unless your opponent dismantles all your plays with them, you shouldn't need more than 2 each. never try to summon Valkyrion through normal means, only do it through Delta's destruction effect. and don't forget to have material in your grave for Berserkion's pops, as well as space on the field if you're scared he's gonna get destroyed to fill your field back up with his float.
the Electromagnet Warriors are your main normal summons, with Gamma summoning any Magnet Warrior aside from Valk and Berserk from your hand, Beta searching any Magnet Warrior from the deck except another copy of Beta or the bosses, and Alpha searching for Valkyrion only if you plan to use Polymerization or Berserkion any other time. don't forget to use their tribute effects before your opponent's turn ends, but don't use it immediately either, as you want to wait until they're targeted by an effect or for an attack. lastly, never forget that Delta's summon effect is once per turn, lest you waste your precious material.
Doki Doki can be played at any number for magnet decks, but if you plan to use the normal monsters in your deck, 2-3 of these really help get them out of your hand and into your grave, where they belong. the card also synergizes great with Sentry Soldier of Stone (played at 2), as one Doki Doki can discard it and instantly you have 3 monsters on the field for link summons and xyzs, possibly more if Doki Doki summoned Gamma while you have another Magnet Warrior in the hand, or Delta while Magnetic Field is out.
finally onto Delta, its main effect (hard once per turn) dumps a level 4 or lower Magnet Warrior from your deck straight to your grave, which is where the fun begins. Electromagnet Warriors thrive off of being in the grave, as they can be summoned back with Magnetic Field to do their magic, or more importantly be sent their as material to summon Berserkion or give an already summoned Berserkion more material to ruin your opponent's field with.
the normal monster Magnet Warriors are completely optional, as they can be cumbersome in the hand and can lead to inconsistency, but they're suprisingly versatile when combined with other cards. discard fodder for Doki Doki, can be summoned with Gamma if your hand's lacking Electromagnets or for a quick Knightmare link summon, optimal targets for Delta's destruction effect to prevent banishing Electromagnets needed to summon Berserkion, you name it. i haven't had too much consistency problems myself with 6 of these, but be wary of using more than that.
Magnetic Field adds tons of utility to your plays. being able to summon Electromagnets back from the grave really broadens your options, and also has a neat effect where if any monster in this deck (aside from handtraps but you get what i mean) battles or is battled, and the opponent's monster is still on the field, it goes straight back to the hand, or the extra deck if it came from there.
as for handtraps, i reiterate that i got my roots in yugioh from duel links, so i have no idea what's the best ones to run, same goes for tech cards like Called By The Grave or Infinite Impermanence or whatever. i just kinda put whatever seemed like good cards into this and ran with it. This and Extra Deck cards need suggestions.
now, i know what you've been thinking, "what are you doing playing enemy controller this isn't duel links you foolish child", and my answer to that is Econ's take ability is underrated, can do some absolutely wack things, especially in the middle of your opponent's turn. it's also nice to have another layer of protection against attacks. it's totally not just in because i have no idea what other tech cards to put in, totally.
and now, we get to Polymerization and the massive lad that is Imperion Magnum the Superconductive Battlebot. using 2 of Valkyrion and Berserkion in the deck means that you'd have to have a miracle to summon a third Imperion in one duel, so while Magnum is played at 2, Polymerization could be played at 2 or 3, dependeing on how dependent you want to be on using Imperion over Berserkion. Magnum here can be considered the magnum opus of the Magnet Warrior archetype, with a stupidly huge 4000 atk and def, an omni (i think) negate once per turn, and a float effect similar to Berserkion's. it can be very hard for your opponent to handle an Imperion, especially since you can still fill up your field for link summons and xyzs, but make sure not to waste your omni negate and leave it open to destruction, and if you have a second Poly in your hand you should avoid summoning Berserkion or Valkyrion so Magnum's float works properly in the case it is destroyed, letting you use Berserkion pops before using Poly again for another Imperion. just make sure your second Magnum doesn't get destroyed too, because once you've used up both Valks and Berserks, the float effect doesn't work
every link monster is new to me, so i have no idea which ones to choose in particular. just went with common link monsters like Knightmares and Borrel Dragons. xyzs are just generic rock support. This and Handtraps/Tech cards need suggestions.
don't even get me started on side decks
welp, here's the first draft of the Magnet Warrior Bible. hey, at least i can link this in future itterations of my magnet decks for those that have no idea how to play magnets. if you just tl;dr'd my whole explanation, i need help with what handtraps, tech, and extra deck monsters to use, so please give suggestions to me, if you couldn't tell by now i'm desperate please i have no idea what support cards are good for this
behold, magnets! my first deck coming off the heels of duel links, and yea it's pretty much my translation of your average duel links magnets deck into the tcg. but hey, it's stupidly fun to play, and from testing against my highschool friend and his invoked dogmatika deck, this deck has some power behind it, as long as you go first and try your best to dodge handtraps and negates. that's all you can ask for, really, a fun deck to beat your friends with. but enough talk, i gotta explain why i used the cards i did so you fellas can give me constructive criticism that i so desperately need
first off is Valkyrion and Berserkion, your standard boss monsters of the deck, which could be played at 3 each, but unless your opponent dismantles all your plays with them, you shouldn't need more than 2 each. never try to summon Valkyrion through normal means, only do it through Delta's destruction effect. and don't forget to have material in your grave for Berserkion's pops, as well as space on the field if you're scared he's gonna get destroyed to fill your field back up with his float.
the Electromagnet Warriors are your main normal summons, with Gamma summoning any Magnet Warrior aside from Valk and Berserk from your hand, Beta searching any Magnet Warrior from the deck except another copy of Beta or the bosses, and Alpha searching for Valkyrion only if you plan to use Polymerization or Berserkion any other time. don't forget to use their tribute effects before your opponent's turn ends, but don't use it immediately either, as you want to wait until they're targeted by an effect or for an attack. lastly, never forget that Delta's summon effect is once per turn, lest you waste your precious material.
Doki Doki can be played at any number for magnet decks, but if you plan to use the normal monsters in your deck, 2-3 of these really help get them out of your hand and into your grave, where they belong. the card also synergizes great with Sentry Soldier of Stone (played at 2), as one Doki Doki can discard it and instantly you have 3 monsters on the field for link summons and xyzs, possibly more if Doki Doki summoned Gamma while you have another Magnet Warrior in the hand, or Delta while Magnetic Field is out.
finally onto Delta, its main effect (hard once per turn) dumps a level 4 or lower Magnet Warrior from your deck straight to your grave, which is where the fun begins. Electromagnet Warriors thrive off of being in the grave, as they can be summoned back with Magnetic Field to do their magic, or more importantly be sent their as material to summon Berserkion or give an already summoned Berserkion more material to ruin your opponent's field with.
the normal monster Magnet Warriors are completely optional, as they can be cumbersome in the hand and can lead to inconsistency, but they're suprisingly versatile when combined with other cards. discard fodder for Doki Doki, can be summoned with Gamma if your hand's lacking Electromagnets or for a quick Knightmare link summon, optimal targets for Delta's destruction effect to prevent banishing Electromagnets needed to summon Berserkion, you name it. i haven't had too much consistency problems myself with 6 of these, but be wary of using more than that.
Magnetic Field adds tons of utility to your plays. being able to summon Electromagnets back from the grave really broadens your options, and also has a neat effect where if any monster in this deck (aside from handtraps but you get what i mean) battles or is battled, and the opponent's monster is still on the field, it goes straight back to the hand, or the extra deck if it came from there.
as for handtraps, i reiterate that i got my roots in yugioh from duel links, so i have no idea what's the best ones to run, same goes for tech cards like Called By The Grave or Infinite Impermanence or whatever. i just kinda put whatever seemed like good cards into this and ran with it. This and Extra Deck cards need suggestions.
now, i know what you've been thinking, "what are you doing playing enemy controller this isn't duel links you foolish child", and my answer to that is Econ's take ability is underrated, can do some absolutely wack things, especially in the middle of your opponent's turn. it's also nice to have another layer of protection against attacks. it's totally not just in because i have no idea what other tech cards to put in, totally.
and now, we get to Polymerization and the massive lad that is Imperion Magnum the Superconductive Battlebot. using 2 of Valkyrion and Berserkion in the deck means that you'd have to have a miracle to summon a third Imperion in one duel, so while Magnum is played at 2, Polymerization could be played at 2 or 3, dependeing on how dependent you want to be on using Imperion over Berserkion. Magnum here can be considered the magnum opus of the Magnet Warrior archetype, with a stupidly huge 4000 atk and def, an omni (i think) negate once per turn, and a float effect similar to Berserkion's. it can be very hard for your opponent to handle an Imperion, especially since you can still fill up your field for link summons and xyzs, but make sure not to waste your omni negate and leave it open to destruction, and if you have a second Poly in your hand you should avoid summoning Berserkion or Valkyrion so Magnum's float works properly in the case it is destroyed, letting you use Berserkion pops before using Poly again for another Imperion. just make sure your second Magnum doesn't get destroyed too, because once you've used up both Valks and Berserks, the float effect doesn't work
every link monster is new to me, so i have no idea which ones to choose in particular. just went with common link monsters like Knightmares and Borrel Dragons. xyzs are just generic rock support. This and Handtraps/Tech cards need suggestions.
don't even get me started on side decks
welp, here's the first draft of the Magnet Warrior Bible. hey, at least i can link this in future itterations of my magnet decks for those that have no idea how to play magnets. if you just tl;dr'd my whole explanation, i need help with what handtraps, tech, and extra deck monsters to use, so please give suggestions to me, if you couldn't tell by now i'm desperate please i have no idea what support cards are good for this
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