Pokémon TCG: Sword and Shield—Brilliant Stars

2008-11-10 Magnezone SF 05 & 06/100

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[gal=41005]2008-11-10 Magnezone SF 05/100[/gal][gal=41006]2008-11-10 Magnezone SF 06/100[/gal]​
 
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Metal one is cool but electric one seems to be better

Metal Rules!

Second post is .... well second post....

Back to back posts merged. The following information has been added:

By the way are these likely to see play in a Magnezone Deck?

I think some people will use the Super conductivity but the Magnetic search could have a chance

What do you think?
 
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Metal's cool, but lightning is just better.

M:8.5/10
L: 9/10
 
Metal has a nice power, attacks are ok but not that good. If there would be more than 4 slots for one Pokémon, I'd play it for sure, but in reality there's just not the space left for it.

7/10


Lightning Magnezone has a great power we all have been waiting for to come back - energy acceleration is an important thing in this format. It's attack is really good, too, although it doesn't work as mainhitter because of the low damage.

9/10
 
I think lighting version's attack is tricky one. You can hit and run. Get some pokemon that can block, eg armaldo, bastidon maybe or pokemon that depends damage to attack, eg gyrados. Whereas metal version, its power is good, it increases consistancy of the deck and you get lv x faster. Its first attack is cool, too. Depands on what strategy you want to play. I personally like the metal version thou.. :lol:
 
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I run a Magnezone/Electivire deck right now, and run 2 of the metal sf and 1 dp, and the set power and quickness is ridiculous.
Early on, you can rare candy to the metal one, and then search again for a basic or evolution. In the same turn, I've even luxury ball'd!

The energy cycling of the Electric one doesn't compare to set set ups you get from the metal Magnezone, and the attack is better. You can do 80 with the metal one, discard one electric energy, reattach it to Electivire sw with motor drive, and then move it to Magnezone with the Lvl. X's pokepower. Of course, this only works if you combo Electivire and Magnezone, but once you get going it just seems unfair.
You can also snipe with the metal one, which definitely comes in handy.
On top of all that, a psychic resistance is very nice.

The electric, however, can run an awesome escape strategy. Attach energy to a dummy pokemon in the active position with super connectivity, use the level x to move a metal to the active and retreat it (if the dp Mag is in play, otherwise, think about using a poke with a free retreat!), move it back to the Magnezone and do 80 w/ paralysis OR 60 and retreat and let your dummy take more damage.

The combos these offer are simply devastating.

Overall, I tip my hat to the metal Magnezone.
 
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few things are more important than reliable energy acceleration. there are already trainers and supporters for finding pokemon. the optional built in warp point part of gyro ball could be handy too.

metal one - 7.5
lightning one - 8.5
 
I like both of them, but the one that would have the slight edge in a Magnevire deck would be the Lightning one, so there will be no more attaching an extra metal energy from hand. The problem with the Magnezones is that all three of them are so good in a Magnezone deck, it's very difficult to choose which one to use.
 
Magnezone Review:

HP:
Same, 130 has become a little more standard, so it's sad to see the bulky bath tub not getting 130-140, but it's pretty solid nontheless.

Artwork:
The metal one looks more realistic, and has more appeal to me personally then the splotchy cartoon artwork of the elctric one.

Type:
The metal Magnezone hits Glaceon and Froslass hard and can have Special Metal energy's stacked on him to offset his sub-par HP. The electric Magnezone hits Kingdra most notebly, while putting a dent in most Flying and Water Pokemon in the format.

Poke-Power:
Magnetic Search is a great power for setting up Magnezone. Get your Mites, Tons, Zone, Electivire's etc. a 1-0-1 tech of this guy would be interesting to see, though overall it doesn't seem that useful outside of its own deck. Super Conductivity on the other hand, supports the energy needs of Zone X and his common partners, while still be useful in decks with Pokemon that have high energy attacks, like placing damage counters, or discard energy. It can also keep your Special Metal cards on your active pokemon, making it great with a metal type partner.

Attack(s):
Speed Shot is nice for that extra damage on bulky Pokemon that can escape Zone and Zone X's attacks. Crush Volt is annoying, because this Magnezone's metal typing. Due to the electric energy cost, and the discard requirment, you have to either discard your defense, or an electric energy and hope you get another one. Super Conductivity is a nice support for him though... Overall, 80 for 3 is somewhat standard given the discard, feels a little on the weak side, but variety is nice. Gyro Ball is a pretty good attack, allowing you to keep Magnezone off the front lines, disrupt your opponent, while hitting for decent damage. 3 for 60 is a little weak, but given his ability to offset his retreat cost, or hide behind something like Mr. Mime, it balances out.

Weakness:
Fire is still strong despite the rise in Water Pokemon. Heatran X should keep Magmortarman in full swing, while there aren't enough Fire types to make Zone boil upon playing. Fighting weakness is a bit more favorable, because other then Machamp's possible return to fame, fighting types aren't usually played.

Resistance:
Steel types? Magnezone, the occasional red face paint Steelix...yeah. Metal Resistance is good for other Zone decks, assuming they play one of the Metal Zones as a main attacker. Other then that, duck that fat Bastidon and move on. Psychic ressitance on the other hand is quite sexy. AMU, mewtwo, Gardevoir-the-ever-living-loser etc. all shudder at doing 20 less damage, with Metal energies making it up to a 40 damage reduce 9without exceeding his energy cost). makes Speed Shot a much cooler option.

Retreat Cost:
3 < 2. Who says I suck at math?

Overall: The Metal Zone gets Resistance, Retreat Cost and Artwork. Electric one gets Weakness, Attack, Poke-Power while Type and HP are a tie.

Metalzone: 7.7/10
Magnezap: 8.4/10
 
Ugh, imo, doing 2 at once is not that great of an idea.

Anyways, I'll start off with 05 I guess. This Magnezone is Metal, with 120 HP (a bit low for a Stage 2), +30 Weakness to Fire (not as bad as it once was, but still not good), -20 Resistance to Psychic (better than nothing), and 2 Energy for a Retreat Cost. His Poke-Power, Magnetic Search, nets you a free Lightning or Metal Energy from your deck, which is fairly useful. Speed Shot for 1 Lightning and 1 Colorless is a bit pricey for a simple 30 to any one of your opponent's Pokemon. Crush Volt costs 1 Lightning and 2 Colorless for 80, but you have to discard an Energy attached to Magnezone as well.

Modified - 7/10 (Good addition to a Magnezone deck)
Limited - 8/10 (You're already running more energies than usual, but this card lets you search out any specific one you might be lacking)
Unlimited - 1/10 (No use here)

Now with Magnezone 06, things get a bit more interesting. Still has the underwhelming 120 HP, but it trades a nasty +30 Weakness to Fire for one to Fighting, which is better. It gains a less useful -20 to Metal, but eh, it's not like Psychic is much better at the moment; this Magnezone also costs 3 Energy to retreat, instead of 2 like 05. His Poke-Power, Super Connectivity, lets you attach a Lightning or Metal Energy from the discard to one of your Pokemon, but you have to put 1 damage counter on them in return. This is better in ways than 05's Magnetic Search, as it lets you power up your Pokemon as opposed to just getting an energy into your hand. Gyro Ball does a very low 60 for 1 Lightning and 2 Colorless, but if you then use its effect to switch out Magnezone, your opponent has to switch as well.

Modified - 8/10 (Better Poke-Power than 05 imo, makes Cyber Shock on the Lv X much more easily doable)
Limited - 9/10 (Poke-Power can work wonders here in powering things up)
Unlimited - 1/10 (No use here)

So, how do you run the Magnezones, while still finding room for the Lv X? Well, let's also remember that there is one also released way back in DP, that lets you retreat and Pokemon with a Metal Energy attached for free. Some advocate a 1-1-1-1 line of each Magnezone, but I find it to be highly inconsistent, as you're dependent on drawing a specific one for the right effect. I would for sure use 1 Lv X and probably 1 DP Magnezone (free retreat is always a blessing), and from there run either two 06 (preferred) or two 05.
 
magnezone has quickly become one of my favorite new-gen pokemon, and with such solid cards to back it up, it's easy to understand why.

electric: i have played a decent amount of magnezone, and unlike most people here, i'm fond of the metal version more. with elektivire and the new conductive quarry stadium, it's power is almost redundant. the weakness and resistance are not as good as the metal, and the electric magnezone cannot benefit from special metal's defensive power. for modified play, electric 'zone is going to put (only) 30 more damage onto kingdra, but only until you play its lv x (which you'd better), at which point it becomes a metal type. also, the attack is expensive considering the damage alone, and the secondary effect is not not worth that lack of hitting power, especially when playing with palkia x or warp points.

metal: a great resistance and decent weakness. with this guy on the bench, rare candied, setup becomes cake. its first attack gives metal a little bit of sniping power, and the second attack is affordable for 80, even with discarding (or not due to heatran x or elektivire's power). the retreat cost is less (though it doesn't matter with DP Magnezone in play)

there's just not enough room in my zone deck for the electric version, with running a lv x, and either 2 DP 1 SF or vice versa.

metal: 8.9
electric: 8
 
lighting 8/10
metal 9/10
dp1: 9.3/10

the metal one is better: best attack. The lighting is best supporter but heatran lv x is best recycling energys (for zone lv x deck).
 
In terms of Poke-power, the Metal one is better.

In terms of attacks, the Metal one is better because after Crush Volt, you can do it either again next turn or until you can give it another Energy.

Looks for both cards: 10/10

9/10 for both versions in Limited
 
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