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Electromagnet: deck recipe [Feb 21]

Duel Links Electromagnet deck, Electromagnet deck in the meta, how to build Electromagnet deck.
update 21/02/2023

Block Dragon

Block Dragon
Block Dragon
EARTH Rock ★8
ATK 2500 / DEF 3000
Guardians of Rock [SR]
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 EARTH monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Rock-Type monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the Graveyard: You can add up to 3 Rock-Type monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of "Block Dragon" once per turn.

It has a very strong search effect but it requires some proper setup which isn't going to help the early turns. There's also no good way to manually send it to the graveyard easily to get the search effect.

Tuner

Psychic Wheeleder
Psychic Wheeleder
EARTH Psychic ★3
ATK 600 / DEF 0
Dimension of the Wizards [UR]
If you control a Level 3 monster other than "Psychic Wheeleder", you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Psychic Wheeleder" once per turn this way. If this card is sent to the GY as Synchro Material: You can target 1 monster on the field with less ATK than the Synchro Monster that used this card as material; destroy it. You can only use this effect of "Psychic Wheeleder" once per turn.If you control a Level 3 monster other than "Psychic Wheeleder", you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Psychic Wheeleder" once per turn this way. If this card is sent to the GY as Synchro Material: You can target 1 monster on the field with less ATK than the Synchro Monster that used this card as material; destroy it. You can only use this effect of "Psychic Wheeleder" once per turn.

Psychic Wheeleder paired with Magnet Warriors gives you access to Synchro plays as a way to put high base-stat monsters on the field for consistent field presence. Additionally, having a level-6 or 7 Synchro toolbox also adds versatility to the deck.

Other Techs

Cosmic Cyclone
Cosmic Cyclone
Quick Spell
Galactic Origin [UR]
Selection Box Vol. 01 Mini [UR]
Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.

Backrow removal cards like Cosmic Cyclone or Mystical Space Typhoon helps you make a safer play. Cosmic Cyclone can be situationally better since there are plenty of backrow cards that have effects when destroyed as well. The LP cost won't be a big issue since the magnets can make a somewhat safe play since they can switch to Delta from the deck in defense position.

Enemy Controller
Enemy Controller
Quick Spell
Seto Kaiba [SR]
Seto Kaiba (DSOD) [SR]
Ranked Rewards [SR]
Activate 1 of these effects.● Target 1 face-up monster your opponent controls; change that target's battle position.● Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.

Using the deck's advantage of being able to swarm the field, Enemy Controller can be useful to stop your opponent during their turn, or to take control of a monster during your turn so you can attack directly.

Burial from a Different Dimension
Burial from a Different Dimension
Quick Spell
Warriors Unite [SR]
Target up to 3 banished monsters; return them to the Graveyard.

Burial from a Different Dimension allows Berzerkion to become truly powerful by giving it a lot more fuel. Return your banished Electromagnet Warriors to the graveyard, then banish them again as cost for Bezerkion's effect.

Magnet Reverse
Magnet Reverse
Quick Spell
Yugi Muto [SR]
Target 1 of your Machine-Type or Rock-Type monsters that cannot be Normal Summoned/Set, that is banished or in your Graveyard; Special Summon it.

Magnet Reverse is basically a free revive for Berzerkion.

Chain Disappearance
Chain Disappearance
Normal Trap
Future Horizon [UR]
Selection Box Vol.04 [UR]
When a monster(s) with 1000 or less ATK is Summoned: Banish that monster(s) with 1000 or less ATK, then your opponent banishes all cards with the same name as that card(s) from their hand and Deck.

Techs for disrupting combo of the Deck like The Phantom Knights and Buster Blader.

Floodgate Trap Hole
Floodgate Trap Hole
Normal Trap
Generation Next [UR]
When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.

Strong control card to help stop a monster so you can stall until you're able to special summon Berserkion to the field.

Other Extra Decks

Coral Dragon
Coral Dragon
WATER Dragon ★6
ATK 2400 / DEF 500
Chronicle of Glory [UR]
1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.

Having a good ATK stat and generic card removal effect, Coral Dragon is the monster you want to summon first for better field control.

You get to draw a card when Coral Dragon is sent to the graveyard letting you gain resources.

Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
WATER Sea Serpent ★6
ATK 2300 / DEF 1400
Aerial Assault [UR]
1 Tuner + 1+ non-Tuner monsters
You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.

Brionac is a staple in any deck capable of making level-6 Synchros for its ability to remove multiple problem cards on the field.

Naturia Barkion
Naturia Barkion
EARTH Dragon ★6
ATK 2500 / DEF 1800
Infernity Destruction [SR]
Selection Box Vol. 03 [SR]
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.

A good level-6 you can make with Psychic Wheelder and any Level 3 Magnet Warriors. His negation can stop Traps your deck is otherwise susceptible to.

Ancient Fairy Dragon
Ancient Fairy Dragon
LIGHT Dragon ★7
ATK 2100 / DEF 3000
Secrets of the Ancients [UR]
1 Tuner + 1 or more non-Tuner monstersOnce per turn: You can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn: You can destroy as many Field Spell Cards on the field as possible, and if you do, gain 1000 LP, then you can add 1 Field Spell Card from your Deck to your hand.

This can be a pretty reliable way to get Magnetic Field from your deck, but you'll need to use a skill that gives you a field spell at the start of the duel, which means passing up on Destiny Draw.

Black Rose Dragon
Black Rose Dragon
FIRE Dragon ★7
ATK 2400 / DEF 1800
Blazing Rose [UR]
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant-Type monster from your Graveyard, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.

Useful to reset the board or to force out your opponent's effects before you make your other plays.

Dark Rebellion Xyz Dragon
Dark Rebellion Xyz Dragon
DARK Dragon ★4
ATK 2500 / DEF 2000
Phantom of Rebellion [UR]
2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.

General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.

Number 47: Nightmare Shark
Number 47: Nightmare Shark
WATER Fish ★3
ATK 2000 / DEF 2000
Reginald Kastle Unlock Event [UR]
2 Level 3 monsters
When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.

A decent stats Xyz Monster that can direct attack your opponent. You can try Nightmare Shark pair with Concentrating Current can end up with an OTK combo.

Ghostrick Alucard
Ghostrick Alucard
DARK Zombie ★3
ATK 1800 / DEF 1600
Photons of Galaxy [SR]
2 Level 3 monsters
Monsters your opponent controls cannot target face-up "Ghostrick" monsters, or any face-down Defense Position monsters, for attacks, except this one. You can detach 1 Xyz Material from this card, then target 1 Set card your opponent controls; destroy that target. You can only use this effect of "Ghostrick Alucard" once per turn. If this card is sent to the Graveyard: You can target 1 other "Ghostrick" card in your Graveyard; add that target to your hand.

The only one of Alucard's effects you can use in this Deck is its removal effect. Summon Alucard to get rid of an opponent's set card, usually their backrow.

Steelswarm Roach
Steelswarm Roach
DARK Fiend ★4
ATK 1900 / DEF 0
Photons of Galaxy [SR]
2 Level 4 monsters
During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.

Roach is great for monster suppresion, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.

Number 50: Blackship of Corn
Number 50: Blackship of Corn
DARK Plant ★4
ATK 2100 / DEF 1500
Voltage of the Metal [SR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls with ATK less than or equal to this card's; send it to the Graveyard, and if you do, inflict 1000 damage to your opponent. This card cannot attack the turn you activate this effect.

Blackship of Corn's effect can be good for pushing damage while getting rid of low ATK monsters. Sometimes, you can use this effect to end the game as well while your opponent's Life Point is 1000 or below.

Wind-Up Zenmaines
Wind-Up Zenmaines
FIRE Machine ★3
ATK 1500 / DEF 2100
Voltage of the Metal [SR]
2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.

Zenmaines is an annoying wall to get over since your opponent also risks triggering its removal effect. Also, being protected from destruction effects is very helpful. So you're field is relatively secure unless your opponent has non-destruction removal.

Soul of Silvermountain
Soul of Silvermountain
EARTH Rock ★3
ATK 1800 / DEF 2200
Shark Fang [R]
2 Level 3 EARTH monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 Set card in your opponent's Spell & Trap Card Zone; it cannot be activated while this card is face-up on the field. If this card destroys an opponent's monster by battle while it has Xyz Material: You can target 1 EARTH monster in your Graveyard; Special Summon that target in face-up Defense Position.

Locking enemy backrow is sometimes better than removal because you'll simultaneously be clogging their Spell Trap Zone. Also, Silvermountain's second effect is great for field presence. The second effect does not require Xyz material cost, giving Silvermountain a permanent purpose onboard.

You can revive Bersekion from the Graveyard (it must be first special summon by using its summon condition) when it destroy an opponent's monster by battle while Silvermountain has Xyz Material.

[July 2022] KOG Notes

GstvDex


ElectromagnetGstvDex
IGN: GstvDex, Skill: Fossil Warriors, Date Submitted: July 5

A comment by GstvDex:

Same old magnet but now with fossil warriors skill open new ways to play, can use the enemy DDD or Galaxy grave to summon a piercing monster that cannot be targeted by monster and deal double damage (fossil dragon) or attack twice ( fossil skull king).

[March 2022] KOG Notes

BlueDelta


ElectromagnetBlueDeltaElectromagnet BlueDelta2
IGN: BlueDelta, Skill: , Date Submitted: Mar 29

Noted By BlueDelta:

"I prefer Mind Scan over Destiny Draw as it allows you to counteract your opponent’s backrow. Avoid summoning Berserkion first if the opponent has a Floodgate Trap Hole or Karma Cut ready. Bait out or destroy annoying backrow with Diamond Dire Wolf or Ghostrick Alucard or Mystical Space Typhoon.

Gorgonic Guardian is your key card to disable your opponent’s monsters and to disrupt plays during their own turn.

Berserkion should be used as Boss monster to clear the field and go for game. If it should get destroyed, all 3 monster zones need to be free so Alpha, Beta and Gamma can be Special Summoned back onto the field. Prime Target for your Monster Reborn.

Book of Moon and Floodgate Traphole should be used to prevent monsters from your opponent’s Extra Deck from entering the field by stopping the Special Summon or flipping them face-down so they cannot use their effects.

Magnetic Field comes in handy to Special Summon magnets back onto the field and makes it less attractive to attack you. You can run multiple copies, i only used one to reduce brick chances.

I prefer Super Team Buddy Force Unite! Over Powerful Rebirth, as the latter increases the level by 1 making it impossible to go for a Rank 3 XYZ Summon and stays on the field clogging up your backrow if used for an XYZ Summon. Super Team Buddy Force Unite! Can be countered with a Book of Moon, but that’s about it. On the contrast, it sets another copy from the deck, should it get destroyed.

Last but not least, i included Kiteroid instead of Enemy Controller, as it is much harder to get rid of a Handtrap than a backrow card and allows for more space in your Spell & Trapcard zone for your existing backrow. It also helps you to keep your lifepoints in check, to extend the effect of Mind Scan."

Comments

Hot New Top
Anonymous
I remember people crying for limitations to this deck, because it was too "op/borken"...
I just laugh when i compare it to the broken decks we have today, just a few months later.
I still believe that "electromagnet era" was the most balanced meta we had, when duels lasted more than 3 turns.
<< Anonymous
Anonymous Reply
during stall deckout era, duels also lasted more than 3 turns.
Anonymous
I don’t even bother snipping their backrow anymore. 99% of the time, it’s just Buddy Force anyways.
Anonymous
Look at this deck, high chance for brick and carried by skill
Anonymous
Go Go Magnet Warriors! Tu ru ru ru ru
Anonymous
how to beat this 🔥ers
<< Anonymous
Anonymous Reply
I cant believe players complain about gadgets in 2022! A deck that has basically remain the same since 2019 with only addition the xyz extra deck...
<< Anonymous
Anonymous Reply
Gadgets?
Please read the page title again, Sir. Now slowly.
<< Anonymous
Anonymous Reply
> with only addition the xyz extra deck

Dude the biggest power in this game is your extra deck, the monsters in the main deck are just alternative ways to win and engine to get combo pieces
Anonymous
What better c u c k s this deck. Necro Valley or Dark Ruler No More?
<< Anonymous
Anonymous Reply
Necrovalley since it's a lot more searchable.
Anonymous
Electromagnet Decks suck.
<< Anonymous
Anonymous Reply
:(
<< Anonymous
Anonymous Reply
LoL, personally i find it cool and needs a bit of experience with all this chainable effects. Also quite powerfull.
<< Anonymous
Anonymous Reply
LoL, personally i find it cool and needs a bit of experience with all this chainable effects. Also quite powerfull.
Anonymous
Have everything needed for this deck except gorgonic guardian, because I didnt want to dig a box just for this card. I was w8ing for the super rare dream ticket, just to realise that this cardi is not included... perfect...
<< Anonymous
Anonymous Reply
it is definitely included, the box is where it stopped, check again
<< Anonymous
Anonymous Reply
Man you are right! It is included! :))
MangakaJ96
Berserkion summons the three Electromagnets from the banish zone, not the Graveyard.
Anonymous
Is it worth building this or is it just going to get Karma Cut the moment you bring out the boss?
<< Anonymous
Anonymous Reply
My decklist opinion
Alpha x2
Beta x3
Gamma x1
Delta x2
Wheeleder x3
Berserkion x2

Lance x2
BoM x1
Magnet reverse x1
Offerings to the doomed x1
Conc Current x2(beatdown)/Legacy clash x2(control)
Kurogane x2
Magnetic zone x1

Ex deck
Brrionac
Zeta
BRD/
Coral Dragon
Alucard
Nightmare shark(beatdown)/Barkion(control)
<< Anonymous
Anonymous Reply
I forgot magnetic field, important field extenders. Deck sized of 24 cards is optimal enough......you get substantial draw power from kurogane Delta, Beta and Magnetic field.
You may take out zone but it's good not to leave you defenseless in clutch moment. Zeta takes care of shiranui well enough
<< Anonymous
Anonymous Reply
Gameplay use extra deck to clear out problematic opponents card before trying to bring out Berserkion, plus your win con is spread evenly between Shiranui Brrionac Coral Alucard/Alpha(Delta)
<< Anonymous
Anonymous Reply
I won 90% of my games against Magnets with Karma cut.
It can only be prolematic if they somehow throw too much meat at you in the same turn (Gorgonic Guardian and something else and only then the boss)
Anonymous
Not based.
Anonymous
oh look 3x fu.cking BoM L0L degen p2w sh1t game spit it on bois
<< Anonymous
Anonymous Reply
No
<< Anonymous
Anonymous Reply
Ptui!

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