I'm reuploading this with a better decklist, since the last one was okay but still kinda eh. This one is a lot better and is likely to be the best this deck will get, or at least close. I'll update the explanations to include/remove stuff I changed, but otherwise it'll remain mostly the same with strategy explanation. Also I am including Epsilon who, at this time, is only in the OCG. He will be in the TCG with the upcoming pack in February, so for now replace him with Delta.
Card Explanations:
Main Deck:
Pretty simple strategy with Magnet Warriors. Alpha, Beta, and Gamma are all easy to get out using each other, just read their effects and you should understand easily. Epsilon is good for getting them into the GY, which is not something Magnets mind very much as there are multiple ways to get them out of there, and Berserkion can be summoned using Magnets in the GY. The Adamancipator cards are good for getting Magnets out easily as well. Magnet Induction is another good searcher for Magnets, as well as Adamancipator Friends. Monster Reborn is a general good card for Magnets since it offers a way to special summon them for their search effects. Magnetic Field is very good as it allows you to special summon a Magnet from the GY, and it also offers very good battle protection as any monster destroying one of your Magnets (or Adamancipators) by battle will return that attacking monster to the hand. While this is a good effect and is great to have, it is not essential, so I opted not to add something like Terraforming. Ash Blossom is just a general good negate, which are needed as Magnets are not the best archetype in the world in all honesty. Berserkion is a good boss monster on his own, and has a non-once per turn destruction by banishing a Magnet from the GY, as well as summoning the 3 Magnets after being destroyed. Valkyrion is only there for the summon of Imperion, as well as Poly. Deskbot is for a specific combo I'll go over later. Gamaciel is a great form of removal that's very important because this deck struggles a lot with stuff like Dragoon. Adamancipator Signs lets you summon a Magnet or Adamancipator from the GY, basically another Monster Reborn, and if you use it on an Adamancipator you can put a Magnet on the top of the deck for the Adamancipator effect. Adamancipator Friends is good for if your opponent negated everything else you have and you need something in your hand at least. I wouldnt use it until you're out of options since it locks you out of summoning except for rock monsters and most of the extra deck isn't rock.
As for the side deck, I kinda just threw in stuff I thought would be good for general negation. You can put whatever you want I didn't put much time into it.
Extra Deck:
Imperion is the main boss monster of the deck. 4000 attack beatstick plus an almost-omni-negate, and he can summon Berserkion and Valkyrion from the deck upon leaving the field via card effect, similar to Berserkion (which is why I run two copies of both). Baronne is a secondary boss, pretty easy to get out in this deck in a strategy I'll go over later. Borreload Savage Dragon is another good negate, and isn't used nearly as often as Baronne but is still useful in certain situations. Zeus is mainly used if you want a board wipe, which is mainly brought out by attacking with Gorgonic, who also negates. Gorgonic is very easy to get out as it can be brought out with two Magnets, and offers good negation (But be careful, because if you want Berserkion on the field you can't use the Magnets as Xyz material for this or else you can't summon Berserkion). Underworld Goddess is good to get one of their monsters out and negate the others. Acesscode Talker, Knightmare Phoenix, and I:P Masquerena are all general support cards, you should be able to figure out how to use them. Auroradon and Halqifibrax are also for the Baronne summon covered in a bit, and the secon Halqifibrax is for after you use the other one and is good for getting out Adamancipators. Cherubini is useful for getting another Magnet in the GY, as well as offering destruction protection. Verte is the main way to get out Imperion.
General Strategies and Downsides:
This deck's capability is very dependent on your starting hand, as it contains a lot of monsters, so don't expect this deck to be 100% consistent as sometimes you can just get a horrible hand. That being said, most of the time you can take pretty good advantage of your starting hand to at least get something on the board. After playing this deck a lot, you should get the hang of what order to do certain things, but be weary that this deck is very easy to brick with. One negate on a not-amazing starting hand could lead to you ending the turn with just a useless Magnet normal summoned and that's it. The deck is pretty good at searching though, so playing it at 45 cards is actually better for consistency, and since making that change I've actually bricked less with it.
General way to get out Imperion is to swarm the field with Magnets and at least get two out for Verte. You usually need at least one of the level 8 Magnets in your starting hand so you can search out the other with Alpha and fuse them turn 1. Baronne has a somewhat-fast combo to get it out, which is basically the longest combo in the deck which isn't saying much. You need at least one Adamancipator and any other card, then summon Halqifibrax. Use his effect to summon Deskbot, then link them both into Auroradon. Use his effect to summon 3 tokens, which activates Deskbot's GY effect to summon himself. Deskbot is level 1, the tokens are all level 3, and Baronne is level 10. 1+3+3+3=10, so easy summon for Baronne with just two monsters. This combo also gets Halqifibrax in the GY, potentially to be used for Borreload. Borreload can be summoned with the level 4 Adamancipator and Epsilon, so you won't be getting him out nearly as much as Baronne, but sometimes you'll be in this situation where they're the only two cards on field and this'll be a good option. As mentioned before, you'll want to get Zeus out with Gorgonic generally, as his board wipe can be very useful for some problem cards. The other cards I basically went over already, and they're easy to understand how to use anyways.
This deck has a really big problem against Dragoon, which I guess so do a lot of decks. The only way I can really deal with it (besides just negating Verte) is to Kaiju it, which is why I play 3 of him in the deck. I wouldn't suggest Super Poly, as that makes summoning Imperion almost impossible because you can't use material from the hand. This deck doesn't summon Valkyrion because he's useless as a monster and the normal monsters are obviously bad (them being the intended way to get him out). Of course if you want to change the deck to remove Imperion altogether, go ahead, but I like using Imperion because he's in the archetype and actually not too bad of a monster. I might not have a choice if Verte gets banned though, since then I won't really know how to consistently get Imperion out.
Afterword:
So yeah, that's a basic summary of this deck. My friend helped me make this deck and I thank him a lot for this, as this is absolutely my favourite deck to use and Magnets are my favourite archetype in general. I hope you enjoy using this deck like I do, as even now I'm still finding out some combos this deck can do depending on what cards you get stuck with, and I'm still happily beating all my friends with it (if they don't use Dragoon of course). While this is definitely my most fun deck, it is also a deck made to win, so that's why I'm labelling it non-meta.