Pokémon TCG: Sword and Shield—Brilliant Stars

Magnezone Lv.X Article: Project Paralyze

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Excellent article. My daughter plays a similar build to this deck in seniors. Her BR record is 23-8. I agree that at first it looks very clunky and slow, but it's not. By turn 4 she typically has Palkia X on her bench with a fully powered magnezone and sometimes ampharos going. As soon as palkia X is in play, she starts restructuring their bench. Since her magnezone gives the free retreat, it doesn't matter what they bring up. Also, metal blast is her prime attack, not cyber shock.

Again, a very thoughtful article. Only suggestion I would have is adding Unknown G to protect magnezone on the bench. and I'msurprised at just the 1 night maintenance. Do you often find it prized?

And last question/comment. You don't have any "starters" ... was that a conscious decision, issue of room, or both?
 
Very well written Article!

I highly recommend taking out a 1-1 Palkia line, and definetly use +1 Night Maintenance with all of that discarding energies!
 
There is a trick that can be done to incorperate multi energy.

The multi energy can be attached to a pokemon with any number of special metal just fine. Simply remove the number of special metal and multi can be moved or used as an electric just fine. Afterall, following a Cyber Shot, the last thing you will need is damage reduction. Simply pass them back to a benched Magnezone, this way, if your opponent does warp point out of the cyber shock, you can simply push up the new Magnezone, which will be heavily defended, and doesn't suffer a huge fire weakness.

You are actually only possibally running 3 chances to TS1 (not considering Night Maintenance), but you are running 3 x's, one of which is core. I'd drop one for another premierball of Night Maintenance. This gives your deck a marginally better late game. 1-2 Lightning Energy could easily be swapped for Rayquaza. This further improves you late game by giving ampharos infinate ammo. Room for fire energy is not required, but its a nice perk if you can squeeze it in for Rayquaza.

At the moment, you actually have little reason to run the GE palkia, unless you squeeze in multi, I'd take it out for the MD one. With Multi, Palkia becomes a cheapshooter in the early Magmorter match, and can wreak AMU and Starker's days by pulling important stadiums right from under them.

I support Project Paralize.
 
Again, a very thoughtful article. Only suggestion I would have is adding Unknown G to protect magnezone on the bench. and I'msurprised at just the 1 night maintenance. Do you often find it prized?

And last question/comment. You don't have any "starters" ... was that a conscious decision, issue of room, or both?
Unown G is a good idea. I am thinking strongly on adding a techs list of some sort when I get the chance, and Unown G would definitely be on it. Doesn't protect against bench damage though, only effects of attacks.
Night Maintenance is not that crucial to have stuck in the prizes, because by the time I need it, I will probably have gotten it out of the prizes if it started there.
On the issue of starters, I will refer you to the card analysis of TS-1, which plays my starting role.

seems pretty odd.'
you run two stage two's, yet you run 3 candy.
you run 1 magnezone x, yet you run 1 nm and 1 premier ball.
you have no way to get back energy.
doesnt seem very good.
That is true, it just doesn't seem very good when you look at it. The only way I can really respond here is to suggest you try it out in a few test matches.
2 stage twos with dependence on 4 different lines to succeed
Well, with the astute help of TS-1, getting the Pokemon into play is not as difficult as one would think. As I mentioned with the card analysis of Ampharos, the deck is not necessarily dependent on it being in play all of the time. Ampharos is able to work a plethora of different strategic angles that Mangezone Lv.X could not do just by itself.

There is a trick that can be done to incorperate multi energy.

The multi energy can be attached to a pokemon with any number of special metal just fine. Simply remove the number of special metal and multi can be moved or used as an electric just fine. Afterall, following a Cyber Shot, the last thing you will need is damage reduction. Simply pass them back to a benched Magnezone, this way, if your opponent does warp point out of the cyber shock, you can simply push up the new Magnezone, which will be heavily defended, and doesn't suffer a huge fire weakness.

You are actually only possibally running 3 chances to TS1 (not considering Night Maintenance), but you are running 3 x's, one of which is core. I'd drop one for another premierball of Night Maintenance. This gives your deck a marginally better late game. 1-2 Lightning Energy could easily be swapped for Rayquaza. This further improves you late game by giving ampharos infinate ammo. Room for fire energy is not required, but its a nice perk if you can squeeze it in for Rayquaza.

At the moment, you actually have little reason to run the GE palkia, unless you squeeze in multi, I'd take it out for the MD one. With Multi, Palkia becomes a cheapshooter in the early Magmorter match, and can wreak AMU and Starker's days by pulling important stadiums right from under them.

I support Project Paralize.
You are right on adding a second Premier Ball. I have been working on that recently, and will post when I make a breakthrough. The idea of taking out a TS-1 is interesting, but I am not sure I want to start removing basic consistency cards for cards that take me into the late game. I would personally remove an energy before removing a TS-1.
I am aware of the fact that I can move other energies off to move Multi Energy. That is not the issue. The problem I had is that I often do not have enough basic energy in play to support an attack. Lots of times, I have Special Metal Energy on Ampharos so I can total three energy for the Cluster Bolt. That is why I had trouble with Multi Energy. With some more basic energy acceleration, it might be possible. I don't really wish to take out Special Metal for Multi, as that makes it difficult for me to keep my Pokemon well defended.
Rayquaza is another interesting idea. I will have to try that out sometime. I will say right now that I am worried about running into Dusknoir, because I already fill my bench most of the time as it is. We will see though if Rayquaza creates a problem for me.
And I thank you sincerely for your support.:thumb:
 
I skimmed over the posts, so if someone asked this and you already answered, sorry.

What happens if you opponent is using Palkia X and thus can keep switching their pokes? More on that you have no stadiums that could counter a Dawn Stadium.

Even more, what do you have to combat against Magmortor who not only has your weakness but can heal from paralysis by attaching an energy?


Very nice article
 
i say ru n a couple more night maintinence and 1-1-1 electivire lv x it helps destroy stadium and gives u a free shot and energy regain
 
one thing if you look at SF we will probobly get heatran lv.x and another magnazone and if you look at the cards it will totaly bring a new reson for playing magnazone.
 
Ampharos is terrible in this, take it out. Palkia is okay, but anything higher than a 1-1 line is unneccisary. Furthermore, if you want to run a paralysis version of the deck, you're going to need Rayquaza, Electivire, or Heatran. As it stands, you attach one energy per turn, yet discard two, which crashes down on you when you run out of energy.
 
Ampharos is terrible in this, take it out. Palkia is okay, but anything higher than a 1-1 line is unneccisary. Furthermore, if you want to run a paralysis version of the deck, you're going to need Rayquaza, Electivire, or Heatran. As it stands, you attach one energy per turn, yet discard two, which crashes down on you when you run out of energy.
Perhaps you misunderstood the name of the deck. It does derive from the nature of Magnezone Lv.X's attack, but I do not use the attack every single turn as you suggest. It would be redundant to do so anyway. I will refer you to the card analysis for Magnezone Lv.X. I have tried Electivire and Heatran Lv.X. While both are good, they do not offer the depth of strategic adaptability Ampharos and Palkia Lv.X do. I will be trying Rayquaza at some point in the near future.

I skimmed over the posts, so if someone asked this and you already answered, sorry.

What happens if you opponent is using Palkia X and thus can keep switching their pokes? More on that you have no stadiums that could counter a Dawn Stadium.

Even more, what do you have to combat against Magmortor who not only has your weakness but can heal from paralysis by attaching an energy?


Very nice article
It depends on the situation, but I generally don't even let an opposing Palkia Lv.X get on the field. I will have my own Palkia Lv.X take it up and have Ampharos hit a Palkia for weakness. I am looking into the Stadium issue. Electric Reef just seems like the natural choice, if that becomes available. Magmortar does not remove Special Conditions with Flame Body. I have not actually tested Magmortar matchups that often though. I have only seen it once this entire season anyway. I would have to get back to you on that.

Lucario-Master, I will be considering some of the cards of Stormfront, but I will not do any changes or make commitments on the deck list until I know what is definitely in the set. Thank you for your response though.
 
Perhaps. Electrode could provide a big 100 hit if you really think you need it while subsequently providing an energy. It is also the magic number for OHKO on Kingdra with weakness. I could give it a try.
 
Perhaps. Electrode could provide a big 100 hit if you really think you need it while subsequently providing an energy. It is also the magic number for OHKO on Kingdra with weakness. I could give it a try.

Think Flariados was talking about SF Electrode (the one with Radience), which automatically spreads a damage counter when hit by an attack (with high enough HP to usually take two hits. Huh), and can do 30 for one lightning + Auto Paralyze if damaged last turn.

On a highly random note, I've found PokeHealer + to be quite amazing in Magnezone decks, simply because there never will be an OHKO against your pokemon ('cept if Gallade comes up, or a Magmortar that you let get a TON of energies or something wierd like that), but two hit KOs can happen and are quite devastating. Iono, perhaps it would help (seems to help Magnezone paired with metal partners more for obvious reasons, but Amphy certainly likes to be able to attack thrice and not have to decorate its tombstone yet). ...Not to mention it turns Mirror Matches on their head (and since Magnezone seems like it'll be VERY popular...)
 
Playing Magnezone in DP-SF is so different, you cannot compare it to the DP-LA versions.
I used Claydol not at alle tournaments in my Magnezone, I used different ways to find out if that would work to.
Like Gardevoir/Cresselia/Magnezone
Furret/Dusknoir/Magnezone (even tried with added Claydol)
I never used more than 1-1 Palkia and for me it was enough.
Also the combination psy/multi/metal nrg worked great for me.

I will keep on trying to make an "original" Magnezone deck in the DP-SF format, but there are so many other cards screaming to be used.
 
Alright, I have now revised and updated the article for Stormfront. I have also added the Possible Techs section. Those changes will have answered a lot of responses. As you will see, I tech in a Magnezone SF-6 (Lightning).

Think Flariados was talking about SF Electrode (the one with Radience), which automatically spreads a damage counter when hit by an attack (with high enough HP to usually take two hits. Huh), and can do 30 for one lightning + Auto Paralyze if damaged last turn.

On a highly random note, I've found PokeHealer + to be quite amazing in Magnezone decks, simply because there never will be an OHKO against your pokemon ('cept if Gallade comes up, or a Magmortar that you let get a TON of energies or something wierd like that), but two hit KOs can happen and are quite devastating. Iono, perhaps it would help (seems to help Magnezone paired with metal partners more for obvious reasons, but Amphy certainly likes to be able to attack thrice and not have to decorate its tombstone yet). ...Not to mention it turns Mirror Matches on their head (and since Magnezone seems like it'll be VERY popular...)
Hmmm, I am not as convinced on that Electrode. It just doesn't seem to bring anything new to the deck that it couldn't do before. Swift does to an extent, but Palkia Lv.X can get around any Pokemon that would cause those sorts of problems. The Body is interesting, but I don't really require it. I guess it can be useful, but I don't think I would want to sacrifice the consistency for it. If you want to try it in this deck, by all means, go ahead.

Pokehealer, on the other hand, is very interesting. I would love to try that out at least a few times. The main dilemma there is that I do not really have the space to include four of them. I could easily do two, but I wouldn't be happy removing anything else. All of the cards are just so important. What do you think we can do?

Team Space-Time are doing this as a fornt page article. But the SF magnezones are needed!!!!!
Perhaps Team Space-Time is doing a Magnezone article for the front page, but I can assure you that mine is the only article you will see for Project: Paralyze. I have included my thoughts on the SF Magnezones on the article now.

Playing Magnezone in DP-SF is so different, you cannot compare it to the DP-LA versions.
I used Claydol not at alle tournaments in my Magnezone, I used different ways to find out if that would work to.
Like Gardevoir/Cresselia/Magnezone
Furret/Dusknoir/Magnezone (even tried with added Claydol)
I never used more than 1-1 Palkia and for me it was enough.
Also the combination psy/multi/metal nrg worked great for me.

I will keep on trying to make an "original" Magnezone deck in the DP-SF format, but there are so many other cards screaming to be used.
One of my earliest Magnezone Lv.X concepts used Furret for a starter. It was quite effective, but it didn't drive into the late game quite as well as Project: Paralyze. Furret also took up excess bench space that I needed for other things.

I am glad to hear of your success with Multi Energy. How did it work exactly? Did you have to cut down on Special Metal Energy to prevent it from being nullified?
 
I am glad to hear of your success with Multi Energy. How did it work exactly? Did you have to cut down on Special Metal Energy to prevent it from being nullified?

Sorry I didn't see you reaction untill today.
Using Multi with special Metals is no problem at all, you can move away the metals first.
The problem is using Multi with Call, those two don't go along very well.

My experience with Multi is good, however I did only run 2 of them, perhaps 3 is possible, 4 is to much.
Depending on which Magnezone build I used I also added always 1 basic energy of my "back up" Pokemon.
So if I use Palkia, I will have 1 water nrg in the deck, if I use Gardevoir or Dusknoir or Cresselia there will be a psychic in it.
I tried so many weird combinations, some worked some not.
Now with the new Magnezones I am still trying to figure out if I am going to keep on playing Magnezone of move over to something else. So many options.
 
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