@1sk91r that would be an interesting series to do and give his own thoughts and the kind of support he feels would be good for those decks. Definitely a good idea. Just throwing it out there
Sounds like a cool idea. It's such a shame that so many old archetypes get left in the dust and get no support while Konami continues to make busted or broken new archetypes to play with.
Bro got so tired of waiting for Konami to support Magnet warriors that he decided to do it himself. I respect that. Also, Rush Duel mentioned! which is funny, because there Magnet Warriors were (I don't know if they are still) a formidable and respectable deck, it still shocks me how Rush treats some archetypes or themes betterer than traditional ygo. I like the concept behind Fusion Valkyrion effect, but because it's a monster it's kinda weird to implement. The main issue is that we don't have cards that do that to cards on the field to go off. However, if we made it target cards on the gy, then it's another thing, it's pretty easy to implement, but makes the card weaker. Maybe it could be a middle ground of "Spell/Trap: Send it to the gy, then set that card to your side of the field". But I will be real, I wouldn't mind an S/T that does the same but in reverse, steals a monsters (and makes it a magnet monster) and shuffles back an S/T. Personally I like seeing custom card support, specially if it's somewhat grounded and with some more thought put into it's playstyle and themes.
This is so cool. You should do like a deck profile with the new stuff and do like test hands. I know it would be a lot of work, but this sort of content is so interesting
Sooner or later they'll print those zexal anime magnet cards and hopefully they'll make them good, they gave them a fusion spell and the fusion itself was actually decent i believe
as someone who plays Magnet Adamancipators as my main synchro deck in MD, (the end goal being at least Imperion and Naturia Beast) my custom would go a new Field or Continuous spell that let us Normal an extra magnet each turn, gave lv8+ rocks targeting protection and gave us a OPT quick effect to fuse/defuse our Magna Warriors/Imperion and a Zeta the Magnet Warrior lv 4 that for the cost of foolishing a magnet placed a Magnet S/T on the field and would let you fusion summon a rock monster opt, by SHUFFLING the rocks back into deck that way we would only have to run 1 of the spell to not make Adamncipators more likely to miss and we get Berserk and Valkery back into the deck for Imperion's floating (plus add more stuff for Adamancipators to hit if we get more magnet fusions)
You can add more to their effect to special summon that you do not control a monster of the same name. Like magnets they attract opposites. I really like the idea of the fusion guy to target steal spell/trap or bounce a monster idea. I wonder you can do more of the set cards if they are useless for you like use it for cost of something or such. Cool ideas
Really cool cards but I do think that the deck would need some recycling cards to help in the grind game because with all these banishing effects I feel like you could probably go through all of your resources within 1 or 2 turns. Maybe some kind of Regained, like: During the end phase if a rock earth got banished, you can put 1 of your banished card under the deck: draw 1, and then some other on field effect or a protection effect. This would work great with your big fusion because it'll be like "Do I keep things banished for the fusion tag out eff or do I take the draw". Ideally you would need some other card that can search or set this card from deck. Maybe make the lvl 4 fusion set not search. I would also add a guy that SS itself when banished like a Giant Rex which would also help in the grind, and as an effect maybe give him an quick tribute himself e-tele for any lvl3/4 magnet monster, but during your turn only. Does a lot (1-card starter and a recurring ressource),I feel like it is balanced enough with the tagging out being your turn only though. Also I, and apparently Konami too, really like card that make you dodge targeted interuption, so something like a Kirin or a Bone party type of card could be nice to, maybe a Quick spell: target an earth rock monster you control, you can banish a card from your field to summon a "magna/magnet" with a different level from the deck. Banishing offers you ways to trigger the Regained but since its any card you can get rid of dead S/T you stole with the fusion. One other thing that the deck would need at leat 1 good trap for some layered interaction,like a big blow out would be great: If you control 3 magnet/magna with different names Return all face up monsters on the field to the hand. During your end phase if you control a eart rock fusion, you can set this card from your GY but banish it when it leaves the field. Strong card but you need to draw it or set it instead of the regained so it's a tough choice.
I also did custom support for the deck, assuming it would get the main booster support treatment, but I wanted to keep the fusion route intact: So the deck got 2 search cards that search "Magnet" cards (1 new Magnet Warrior and 1 spell) and 1 of the targets, I called it "Magnetic Overload" sends up to 3 "Magnet" normal monsters from your hand and/or deck to the GY as cost (min. 1), to then add up to 2 "Magna" rock monsters from your deck and/or GY to your hand. A new fusion boss monster is a contact fusion by banishing the 3 vanillas from GY, cannot be targeted by card effects and has a quick effect to shuffle a card from field to the deck, but it can also fusion summon a rock fusion monster, except itself, by shuffling the material from your hand, field, GY and/or banished cards into the deck. Last but not least the starter spell that searched the "Magna" monsters can add itself back to your hand by placing the 3 vanillas from your GY and/or banished cards at the bottom of the deck, making it basically a loop you can repeat up to 3 times. That's 9 1-card-starters leading to a spin, an omni and multiple floats. And that is just 4 of the 10 cards I made. Only issue with that route is that it doesn't involve the Electromagnet Warriors at all. My original concept just remade Valkyrion (always treated as the OG) and have it be a special summon from the hand or DECK if you have the 3 Vanillas in GY, it can tribute itself to special summon 3 Electromagnet monsters from hand and/or deck and was itself a fusion summon by shuffling itself and another material from your hand, GY or field into the deck. But that was an insane pile of word salad needed to make that card a reality.
I think a Branded Fusion Esk card, but instead it summons the magna out of deck by dumping the material then can banish to fuse the two magna into the fusion.
They need a new monster like the PUNK monsters with an effect to quick effect fusion summon. Because currently magnet warriors have a gimmick that does nothing but has potential. Their monsters quick eff tribute self during opponents turn into a new magnet from deck which can search a magnet or dump. So make a new magnet warrior that quick effect in the hand field or gy(doesn't matter which since all their magnet warriors can search it, dump it, or summon it with their lonefire effects, though preferably the best would be in hand so you could maybe fuse during your own turn) and fusion summon using itself if imagine(with an additional effect that it treats itself as any 1 fusion material) another thing they could obviously use is some type of card besides their maindeck monsters, that can make use of all the magnet warriors sent to the graveyard. something free like a tubeless fusion/gate guardian fusions. Or simply a fusion spell or monster that can use stuff from the grave. Atm they fuel their grave so much but with little actual reason. And I don't want to forget, the whole tributing self quicker ff during opponents turn also cycles through magnet warriors. So there's so much cycling through them in the grave dumping them searching them but they all do nothing effectively, and on the opponents turn at that. So they really need something that fuses especially using the grave, during opponents turn to make use of all that.
I would like more F.A. support. Maybe have a Rank 4 U.A. driver that counts as a F.A. card since most of the monsters are Level 4 and also more lower synchros
I think if they did give magnet warriors their own fusion card that it should have the option to shuffle it the deck the fusion materials to go with imperions removal effect
The omega monster i liked it a lot seems suitable and realistic i would just make him be able to summon himself from Gy and get banished when it left the filed. The idea of a new level 8 so electromagnetic alpha can become starter i like it but i think should have more combo depth. The valkyrion fusion i didn't like, to be honest, i dont think the deck should become abc 2.0, its not fair for any one of the decks, but a small fusion that can be the playemaker i like it. Sth i would really really want is a magnet warrior with a strong gy effect, so that epsilon and delta could become 1 card combos maybe if omega could extend from gy. I think in general alpha beta epislon and delta sould become 1card combos, in which u can access both valkyrion and beserion and then fuse them into imerion, or maybe a new big fusion that require a magna plus a magnet monster
Okay hear me out, they need a level 8 rock monster that acts as a dragon ruler to summon itself not once per turn, and when it goes to the yard searches for up to 3 rocks with total level 8. That's the perfect support.
I feel like these move away from the feel of the deck and towards generic "good card feel" if that makes sense. Made some customs a month or so ago that fix the deck in 3 cards without abandoning the style or their existing cards. Hope it's ok for me to just drop them here. They play through interruptions well enough, make all the Electromagnet Warriors or the original Delta even into full combo, have a strong board, and can play around turn skips by leaning into the deck setting stuff up on the opponent's turn like the Electromagnet Warriors do. Delta the Electromagnet Warrior Level 4 EARTH ATK: 1800| DEF: 1000 Rock/Effect If this card is sent to the GY: You can Special Summon this card. If this card is Normal or Special Summoned: You can Fusion Summon 1 Rock Fusion monster by by placing the Fusion Materials mentioned on it on the bottom of the Deck in any order, from among cards in your hand, field, GY, and/or your banished cards. During your opponent's turn (Quick Effect): You can Tribute this card; Special Summon 1 Level 3 "Magnet Warrior" monster from your Deck. You can only use each effect of "Delta the Electromagnet Warrior" once per turn. Epsilon the Electromagnet Warrior Level 4 EARTH ATK: 1000| DEF: 2000 Rock/Effect If your opponent controls 3 or more cards (Quick Effect): You can discard a card; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Magna Warrior" monster from your Deck to the GY; Add 1 Spell/Trap from your Deck or GY to your hand that has "Magnet Warrior" in its text. During your opponent's turn (Quick Effect): You can Tribute this card; Special Summon 1 Level 3 "Magnet Warrior" monster from your Deck. You can only use each effect of "Epsilon the Electromagnet Warrior" once per turn. Imperion the Magna Warrior Level 8 EARTH ATK: 2000| DEF: 2000 Rock/Fusion/Effect 2 Rock Monsters When you activate the effect of a "Magnet Warrior" monster (Quick Effect): You can destroy 1 card on the field. You can only activate this effect of "Imperion the Magna Warrior" up to thrice per turn. When your opponent Special Summons a monster from the Extra Deck: You can banish this card from your GY; Fusion Summon 1 "Imperion Magnum the Superconductive Battlebot" using monsters from your hand or Deck as material.
Also since it may be a little less obvious at first glance, the idea with Imperion here is that his third pop can be used on himself when your opponent is going into their Extra so that he can be in the GY when they summon and tag into Imperion Magnum
@@JustNutzProd Can I ask what would make you disappointed by them? Just a little curious since I feel like leaning into their gimmick while making them strong with it is ideal for old deck support.
@@stretchxg I don’t play master duel, I’ve seen the list tho. Seems insane. I have opinions in general about those cards, but not specific to master duel format
@ since they are unlimited those cards in md, it seems they are making it a testing ground for old cards like that so maybe if those cards don’t do anything in the md, they could possibly comeback in ocg and tcg
A real Magnet warrior deck would have 26 electromagnet ,26 magnet warriors, 8 magna warrior, all x2. Half being pendulum 120 total main deck monsters. 60 spells and 30 traps. 60 fusion monsters with half being pendulum and 30 link monsters. 300 cards total. You are fixing nothing.
My Magnet Warrior Card: Muria The ElectroMagna Warrior Link-2 [Up, Down] Earth / Rock; 1100 Attack Once Per Turn: You can move any monster on the field horizontally to another monster zone. If it's face down, flip it face up in attack position. (Non-targetting) While this card is face up on the field, any monster this card points to recieves these effects depending on who controls it. Your opponent: The monster effects are negated and cannot be tributed or attack. Your monster: Increase the monsters Attack by it's Defense. If this card is destroyed by battle or card effect, add a "Magnet" or "Magna" card from your Graveyard to hand. [If a Magnet or Magna card is on the field, you can add from your deck]
If it's doable for you, could you please do more episodes like this.
I second this
This definitely sounds like a "how to fix x archetype" series
I know, hell I'm even willing to sine the patreon for the Chanel if it becomes a thing.
@1sk91r that would be an interesting series to do and give his own thoughts and the kind of support he feels would be good for those decks. Definitely a good idea. Just throwing it out there
Sounds like a cool idea. It's such a shame that so many old archetypes get left in the dust and get no support while Konami continues to make busted or broken new archetypes to play with.
Bro got so tired of waiting for Konami to support Magnet warriors that he decided to do it himself. I respect that. Also, Rush Duel mentioned! which is funny, because there Magnet Warriors were (I don't know if they are still) a formidable and respectable deck, it still shocks me how Rush treats some archetypes or themes betterer than traditional ygo.
I like the concept behind Fusion Valkyrion effect, but because it's a monster it's kinda weird to implement. The main issue is that we don't have cards that do that to cards on the field to go off. However, if we made it target cards on the gy, then it's another thing, it's pretty easy to implement, but makes the card weaker. Maybe it could be a middle ground of "Spell/Trap: Send it to the gy, then set that card to your side of the field". But I will be real, I wouldn't mind an S/T that does the same but in reverse, steals a monsters (and makes it a magnet monster) and shuffles back an S/T.
Personally I like seeing custom card support, specially if it's somewhat grounded and with some more thought put into it's playstyle and themes.
This is so cool. You should do like a deck profile with the new stuff and do like test hands. I know it would be a lot of work, but this sort of content is so interesting
Yeah would definitely love more series like this. Darklords is an interesting one imo
Sooner or later they'll print those zexal anime magnet cards and hopefully they'll make them good, they gave them a fusion spell and the fusion itself was actually decent i believe
as someone who plays Magnet Adamancipators as my main synchro deck in MD, (the end goal being at least Imperion and Naturia Beast) my custom would go
a new Field or Continuous spell that let us Normal an extra magnet each turn, gave lv8+ rocks targeting protection and gave us a OPT quick effect to fuse/defuse our Magna Warriors/Imperion
and a Zeta the Magnet Warrior lv 4 that for the cost of foolishing a magnet placed a Magnet S/T on the field and would let you fusion summon a rock monster opt, by SHUFFLING the rocks back into deck
that way we would only have to run 1 of the spell to not make Adamncipators more likely to miss and we get Berserk and Valkery back into the deck for Imperion's floating (plus add more stuff for Adamancipators to hit if we get more magnet fusions)
I love this idea. I would love support for this archetype. Also aliens and batteryman
I like what they did with gate guardians, i feel like having more possible combinations with contact fusion in mind would be neat
Always found it dumb that the Magnet warrior fusion wasn't a contact fusion like the abc or xyz cards.
Makes no sense other than the fact that they didn’t want it to be good
You can add more to their effect to special summon that you do not control a monster of the same name.
Like magnets they attract opposites.
I really like the idea of the fusion guy to target steal spell/trap or bounce a monster idea. I wonder you can do more of the set cards if they are useless for you like use it for cost of something or such.
Cool ideas
Really cool cards but I do think that the deck would need some recycling cards to help in the grind game because with all these banishing effects I feel like you could probably go through all of your resources within 1 or 2 turns.
Maybe some kind of Regained, like: During the end phase if a rock earth got banished, you can put 1 of your banished card under the deck: draw 1, and then some other on field effect or a protection effect.
This would work great with your big fusion because it'll be like "Do I keep things banished for the fusion tag out eff or do I take the draw".
Ideally you would need some other card that can search or set this card from deck. Maybe make the lvl 4 fusion set not search.
I would also add a guy that SS itself when banished like a Giant Rex which would also help in the grind, and as an effect maybe give him an quick tribute himself e-tele for any lvl3/4 magnet monster, but during your turn only. Does a lot (1-card starter and a recurring ressource),I feel like it is balanced enough with the tagging out being your turn only though.
Also I, and apparently Konami too, really like card that make you dodge targeted interuption, so something like a Kirin or a Bone party type of card could be nice to, maybe a Quick spell: target an earth rock monster you control, you can banish a card from your field to summon a "magna/magnet" with a different level from the deck.
Banishing offers you ways to trigger the Regained but since its any card you can get rid of dead S/T you stole with the fusion.
One other thing that the deck would need at leat 1 good trap for some layered interaction,like a big blow out would be great:
If you control 3 magnet/magna with different names Return all face up monsters on the field to the hand. During your end phase if you control a eart rock fusion, you can set this card from your GY but banish it when it leaves the field.
Strong card but you need to draw it or set it instead of the regained so it's a tough choice.
@@TheLate0909 cool ideas here!
I also did custom support for the deck, assuming it would get the main booster support treatment, but I wanted to keep the fusion route intact: So the deck got 2 search cards that search "Magnet" cards (1 new Magnet Warrior and 1 spell) and 1 of the targets, I called it "Magnetic Overload" sends up to 3 "Magnet" normal monsters from your hand and/or deck to the GY as cost (min. 1), to then add up to 2 "Magna" rock monsters from your deck and/or GY to your hand. A new fusion boss monster is a contact fusion by banishing the 3 vanillas from GY, cannot be targeted by card effects and has a quick effect to shuffle a card from field to the deck, but it can also fusion summon a rock fusion monster, except itself, by shuffling the material from your hand, field, GY and/or banished cards into the deck. Last but not least the starter spell that searched the "Magna" monsters can add itself back to your hand by placing the 3 vanillas from your GY and/or banished cards at the bottom of the deck, making it basically a loop you can repeat up to 3 times. That's 9 1-card-starters leading to a spin, an omni and multiple floats. And that is just 4 of the 10 cards I made.
Only issue with that route is that it doesn't involve the Electromagnet Warriors at all. My original concept just remade Valkyrion (always treated as the OG) and have it be a special summon from the hand or DECK if you have the 3 Vanillas in GY, it can tribute itself to special summon 3 Electromagnet monsters from hand and/or deck and was itself a fusion summon by shuffling itself and another material from your hand, GY or field into the deck. But that was an insane pile of word salad needed to make that card a reality.
I think a Branded Fusion Esk card, but instead it summons the magna out of deck by dumping the material then can banish to fuse the two magna into the fusion.
I would be more willing to watch your content if you did more of these
They need a new monster like the PUNK monsters with an effect to quick effect fusion summon. Because currently magnet warriors have a gimmick that does nothing but has potential. Their monsters quick eff tribute self during opponents turn into a new magnet from deck which can search a magnet or dump.
So make a new magnet warrior that quick effect in the hand field or gy(doesn't matter which since all their magnet warriors can search it, dump it, or summon it with their lonefire effects, though preferably the best would be in hand so you could maybe fuse during your own turn)
and fusion summon using itself if imagine(with an additional effect that it treats itself as any 1 fusion material)
another thing they could obviously use is some type of card besides their maindeck monsters, that can make use of all the magnet warriors sent to the graveyard. something free like a tubeless fusion/gate guardian fusions. Or simply a fusion spell or monster that can use stuff from the grave. Atm they fuel their grave so much but with little actual reason. And I don't want to forget, the whole tributing self quicker ff during opponents turn also cycles through magnet warriors. So there's so much cycling through them in the grave dumping them searching them but they all do nothing effectively, and on the opponents turn at that. So they really need something that fuses especially using the grave, during opponents turn to make use of all that.
I would like more F.A. support. Maybe have a Rank 4 U.A. driver that counts as a F.A. card since most of the monsters are Level 4 and also more lower synchros
I think if they did give magnet warriors their own fusion card that it should have the option to shuffle it the deck the fusion materials to go with imperions removal effect
The omega monster i liked it a lot seems suitable and realistic i would just make him be able to summon himself from Gy and get banished when it left the filed. The idea of a new level 8 so electromagnetic alpha can become starter i like it but i think should have more combo depth. The valkyrion fusion i didn't like, to be honest, i dont think the deck should become abc 2.0, its not fair for any one of the decks, but a small fusion that can be the playemaker i like it. Sth i would really really want is a magnet warrior with a strong gy effect, so that epsilon and delta could become 1 card combos maybe if omega could extend from gy. I think in general alpha beta epislon and delta sould become 1card combos, in which u can access both valkyrion and beserion and then fuse them into imerion, or maybe a new big fusion that require a magna plus a magnet monster
Don‘t sweat about the boss having the „Magnetic“ Name. Since you can‘t properly summon it there is no way to reborn it as well
Okay hear me out, they need a level 8 rock monster that acts as a dragon ruler to summon itself not once per turn, and when it goes to the yard searches for up to 3 rocks with total level 8. That's the perfect support.
You say we going to get "Cyber Dragon" supports? Can't wait to see them, and i also wonder if "Neo Cyber End Dragon" is here?
Can you do Summoned Skull next? Make it more decently rogue? Ive also made decent aupport cards for Millennium if you wanna share those
I’m curious to see what you would do with darklords
Can you do this for Cyber Dragons? 🙏🏾
Do this with odd eyes we need like 10 cards in general 5 monster pendulum cards 2 spell or traps and 3 extra deck monsters
Oooh this was interesting, would you be willing to try doing this for Red-eyes?
I feel like these move away from the feel of the deck and towards generic "good card feel" if that makes sense. Made some customs a month or so ago that fix the deck in 3 cards without abandoning the style or their existing cards. Hope it's ok for me to just drop them here. They play through interruptions well enough, make all the Electromagnet Warriors or the original Delta even into full combo, have a strong board, and can play around turn skips by leaning into the deck setting stuff up on the opponent's turn like the Electromagnet Warriors do.
Delta the Electromagnet Warrior
Level 4
EARTH
ATK: 1800| DEF: 1000
Rock/Effect
If this card is sent to the GY: You can Special Summon this card. If this card is Normal or Special Summoned: You can Fusion Summon 1 Rock Fusion monster by by placing the Fusion Materials mentioned on it on the bottom of the Deck in any order, from among cards in your hand, field, GY, and/or your banished cards. During your opponent's turn (Quick Effect): You can Tribute this card; Special Summon 1 Level 3 "Magnet Warrior" monster from your Deck. You can only use each effect of "Delta the Electromagnet Warrior" once per turn.
Epsilon the Electromagnet Warrior
Level 4
EARTH
ATK: 1000| DEF: 2000
Rock/Effect
If your opponent controls 3 or more cards (Quick Effect): You can discard a card; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Magna Warrior" monster from your Deck to the GY; Add 1 Spell/Trap from your Deck or GY to your hand that has "Magnet Warrior" in its text. During your opponent's turn (Quick Effect): You can Tribute this card; Special Summon 1 Level 3 "Magnet Warrior" monster from your Deck. You can only use each effect of "Epsilon the Electromagnet Warrior" once per turn.
Imperion the Magna Warrior
Level 8
EARTH
ATK: 2000| DEF: 2000
Rock/Fusion/Effect
2 Rock Monsters
When you activate the effect of a "Magnet Warrior" monster (Quick Effect): You can destroy 1 card on the field. You can only activate this effect of "Imperion the Magna Warrior" up to thrice per turn. When your opponent Special Summons a monster from the Extra Deck: You can banish this card from your GY; Fusion Summon 1 "Imperion Magnum the Superconductive Battlebot" using monsters from your hand or Deck as material.
Also since it may be a little less obvious at first glance, the idea with Imperion here is that his third pop can be used on himself when your opponent is going into their Extra so that he can be in the GY when they summon and tag into Imperion Magnum
Cool cards, I’d personally be a little disappointed if this is how Konami tried to “save” the deck, but they feel perfectly on brand!
@@JustNutzProd Can I ask what would make you disappointed by them? Just a little curious since I feel like leaning into their gimmick while making them strong with it is ideal for old deck support.
I consider magnet warrior enjoyable archetype.
Unbanning block dragon would help alot
@@nerodragon8703 noooooo🙅🏼♂️ no unbanning that monster without an errata
Not sure if you play master duel but they just unbanned 5 cards and all of them are going to 3…I wanna know your thoughts on the cards coming back
@@stretchxg I don’t play master duel, I’ve seen the list tho. Seems insane. I have opinions in general about those cards, but not specific to master duel format
@ since they are unlimited those cards in md, it seems they are making it a testing ground for old cards like that so maybe if those cards don’t do anything in the md, they could possibly comeback in ocg and tcg
Do super quantum
Haven't watched the video yet, but I'd guess a link 1 😅
Edit: I stand corrected
@@Michael-hs7pr nooooo we ain’t taking the easy way out! Lol
Please fix Cubics
The day there is actual Magnet Warrior support, I am coming to you first
It seems more like Adamancipator support at the end of the day.
A real Magnet warrior deck would have 26 electromagnet ,26 magnet warriors, 8 magna warrior, all x2. Half being pendulum 120 total main deck monsters. 60 spells and 30 traps. 60 fusion monsters with half being pendulum and 30 link monsters. 300 cards total. You are fixing nothing.
Don’t do these again…
My Magnet Warrior Card:
Muria The ElectroMagna Warrior
Link-2 [Up, Down] Earth / Rock; 1100 Attack
Once Per Turn: You can move any monster on the field horizontally to another monster zone. If it's face down, flip it face up in attack position. (Non-targetting)
While this card is face up on the field, any monster this card points to recieves these effects depending on who controls it.
Your opponent: The monster effects are negated and cannot be tributed or attack.
Your monster: Increase the monsters Attack by it's Defense.
If this card is destroyed by battle or card effect, add a "Magnet" or "Magna" card from your Graveyard to hand. [If a Magnet or Magna card is on the field, you can add from your deck]
Instead of the fusion focus, maybe magent warriors should be link based with four or five link monsters that have a big pay off for extra linking.
Valkyrion was a "fusion monster" in the original manga, so the Deck was always going a Fusion deck.
Don’t give them ideas.
Rush duel has better cards