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Pojo's Pokemon Card of the Day


Magnezone Lv. 46

Stormfront - 6

Date Reviewed: Mar. 1, 2011

Ratings & Reviews Summary

Modified: 3.87
Limited: 3.40

Ratings are based on a 1 to 5 scale.
1 being the worst. 
3 ... average.  
5 is the highest rating.

Back to the main COTD Page

Combos With:

Baby Mario
2010 UK National

Magnezone SF-6

Whereas the Metal Magnezone we reviewed yesterday is mainly useful for early game set up, today’s version has a Power which can be used throughout the game and which combos with virtually all of the other Magnezones we have.

Like the other SF Magnezone, it has 120 HP. Unfortunately, being Lightning type means no Special Metal protection, and the Fighting Weakness isn’t great either. Ideally though, this should never be active – even if you attack with it. We will see why later.

Super Connectivity is the big deal with this card. Once per turn, you can grab a [L] or a [M] Energy from your discard pile and attach it to your active Pokémon. Note that the Power DOES NOT specify Basic Energy, making it one of the very few ways in the game of recovering those all-important Special Metals. Energy acceleration is great in virtually all decks (err . . . maybe not Gyarados), but especially valuable in Magnezone when you consider that FOUR of the cards we are reviewing this week discard (or Lost Zone) Energy when they attack. Having one of these out means that you can keep fuelling your attacks while keeping pace with your Energy drops.

Not only that, but you also have a decent attack. Gyro Ball may only do 60 for [L][C][C], but it also has the option (nice!) to switch out AND force a potentially disruptive switch on your opponent. The fact that it can retreat to the bench makes it a fairly safe candidate for using Expert Belt, if needed. Attacking with Gyro Ball and then promoting Spiritomb AR to lock Trainers can be a useful strategy which was in fact tried by some players (very similar to how the old Cursegar deck was played).

Because we now have a superior attacker available in the shape of Magnezone Prime, this version is most likely just going to see play in a very valuable supporting role. It really is essential support though, and this is a card I would definitely play one copy of in any Magnezone deck.


Modified (in a Magnezone deck): 3.75 (a great tech to support the Prime, and a decent attacker)

conical Magnezone(Stormfront 6)
Didn't we review Magnezone SF yesterday? Oh right, multiple versions.
This Magnezone, I think, is slightly better than yesterday's. Super Connectivity is an excellent power when in conjunction with yesterday's Magnezone and the Level X both of which discard energy with their attacks. It cannot bring back energy removed with Magnezone Prime's attack, but it's still a useful tool. There is also one other use which I wanted to mention, which is using both Magnezone SF in conjunction with Palkia/Dialga Legend. Magnetic Search is excellent for searching out Legend Pieces, and Super Connectivity can retrieve the Metal energy PDL discards with Time Control. If any deck could easily tech PDL in, it would be Magnezone. I'm just not sure how PDL benefits Magnezone.
Gyro Ball is an interesting attack, one which has been used often with a benched Spiritomb to Trainer lock after the attack, similar to how Gengar AR played last format. In some ways, Magnezone is better at the strategy; for one, Magnezone can abuse Double Colorless Energy, which Gengar cannot. If you were to create a Magnezone deck, this would likely be your main attacker.
Modified: 4/5
Limited: 2.75/5
Combos With: Palkia/Dialga Legend

Hello once again, Pojo viewers! Today we continue Magnezone Week by reviewing the Lightning-type Magnezone from Stormfront, which seems to be more commonly played than its Metal counterpart (which we reviewed yesterday).

Magnezone is a Stage 2 Lightning Pokemon. Lightning is a commonly feared type in today's Modified metagame, as Gyarados and Kingdra are rather common and many players dislike seeing Luxray GL Lv. X hit the field. 120 HP is average for a Stage 2, but still should be able to take at least two hits. Fighting Weakness means Machamp and Donphan will hurt, as will Promo Toxicroak G, Metal Resistance is great against Dialga and opposing Magnezone Lv. X/SF 5, and a Retreat Cost of 3 is gigantic, so use Warp Point or Warp Energy to get it out of the Active position.

Magnezone has a Poke-Power and an attack The power, Super Connectivity, is really what makes this Magnezone see a lot of play in the Magnezone deck. Super Connectivity allows you to attach a Lightning or Metal Energy to your Active Pokemon once per turn from your discard pile, with the cost of placing one damage counter on that Pokemon. Since many of the commonly played Magnezones (Lv. X, SF 5) have discarding requirements in order to attack, Super Connectivity along with these attacking Magnezones allow for a constant stream of Energy to use Cyber Shock or Crush Volt every turn.

Gyro Ball, costing [LCC] deals 60 damage and gives you the chance to switch out your Magnezone. If you do, the opponent must switch as well. In my opinion this attack costs just a little too much, but it can be used if necessary if you can't use your Energy recursion engine.

Modified: 3.75/5 Most Magnezone decks use this, and for good reason. The amount of Energy recursion Magnezone can provide is very helpful for this type of deck, even though the damage counter placement is a drawback. The biggest problem you'll have is once again figuring out how many of these to run. Most common decks run 1 or 2, from what I've seen.

Limited: 4/5 Much like yesterday's Card of the Day, if you can get it out, you should have the game.
Combos With: Magnezone SF #5, Magnezone Lv. X



Fascinating… I assumed that I had merely missed reviewing today’s card when it was new, but I am not seeing a listing for Magnezone Lv.46, Stormfront 6/100.

Magnezone is a Lightning-Type, which is useful in the current format: your type matching options are solid. It is a mixed blessing (as is so often the case) that pre-existing Lightning-Type decks have been popular earlier this format: you might be able to hybridize with them for a stronger deck but it also means players are used to avoiding or coping with Lightning Weakness. Magnezone is a Stage 2 Pokémon, allowing it to get away with better stats and effects than a lower level Pokémon while remaining balanced… at least in theory. It does mean that it will take more room in your deck, and you’ll have to use the lower stages. Magnemite (Stormfront 66/100) looks like the best bet, because it has a Poké-Item that can give it a free Retreat Cost. You won’t really want to be attacking with it so that is the primary concern. The versions of Magneton are all pretty solid looking, but again you don’t really want to have to attack with it. It is tempting to completely skip Magneton and rely on Rare Candy, but then you run the risk of being shutdown by Trainer-lock or an easy kill for Devolution attack.

This Magnezone clocks in at 120 HP. Of course this would have been perfect until a few years ago, but now it falls just about at the “average” point for its Stage, at least in terms of functionality. If attacking, it should survive one attack outside of the “extremes” like damage stacking combos, unusual attack effects, or being damaged by its Weakness. Said Weakness is a fairly common one, Fighting, but at least it is the now abandoned “damage plus” version: Fighting Pokémon will strike for an extra 30 points of damage. Lamentably this will matter in the current format as Fighting decks are not an uncommon sight, and while “+30” is almost always better than “x2”, it’s still enough to put Magnezone into the OHKO range for multiple Fighting-Type decks.

I am happy to see this card does have a Resistance score: Metal -20. It won’t come in handy all that often, especially since few decks are unable to “play around” Resistance, but it is appreciated nonetheless and adds a level of depth to the game lacking when TPC decides to ignore this field. Finishing off the bottom stats we have a Retreat Cost of three. While not the largest, for most circumstances it might as well be: rarely will you want to pay that much Energy to Retreat this card, and it is high enough that using Retreat Cost lowering cards will require stacking them if you want to completely eliminate the Energy requirement.

So this card is starting off fairly adequate: it is neither huge nor small and its stats are as a whole solid. As for its effects, it brings a Poké-Power and an attack to the table. The Poké-Power is Super Connectivity, which provides some situational Energy acceleration. Once during your turn, before your attack, you are allowed to search your discard pile for a Lightning or Metal Energy card (either the Basic or Special Energy version) and attach it to your Active Pokémon. Doing so places a damage counter on that Pokémon. Like most Poké-Powers, it cannot be used if Magnezone is affected by a Special Condition. This strikes me as a good, well balanced form of Energy acceleration. The only restriction on what can receive the Energy is that said Pokémon must be Active, and prevents a player from easily prepping back-up attackers on the Bench but won’t stop you from loading up your Active quite easily or from using a non-Lightning or Metal-Type Pokémon capable of utilizing those Energy types. The damage being done likewise is a small enough amount that both ignoring it or healing it are options as long as you’re using it for just one or two extra Energy attachments a turn. You do have the option, however, of running multiples of Magnezone Lv.46 and stacking the Poké-Power. You’ll probably need to include some healing but if you can come up with a good deck to justify it all, you can make an attack that requires up to five Energy a turn (so long as they are Lightning Energy or Metal Energy) fast and affordable, even if that Pokémon discards those Energy each turn!

The attack is a nice match for what this Pokémon can do, without being obvious. Gyro Ball requires (LCC) and hits for 60 damage. For a Stage 2 Pokémon, that isn’t a lot but it is still high enough to be threatening, plus even if the Poké-Power isn’t an option, it is nice that it works with Double Colorless Energy (and the two together make it easy to power up in a single turn). Just as important as the Energy cost is the effect: you have the option of switching Magnezone with one of your Benched Pokémon, and if you do it forces your opponent to switch out the Defending Pokémon. This allows a Pokémon you’re probably playing for its Poké-Power, and thus want to hide on your Bench, to get back to the Bench easily despite its high Retreat Cost and even some annoying “trapping” effects. It also can be used if you really did want to focus exclusively on this Magnezone to load a different one up with Energy each turn as well as force your opponent to “spread” their damage. Lastly, sometimes you just need an emergency method of forcing out a problem Defending Pokémon, especially since most decks that hide behind a specific Active will run something to frustrate Trainer and/or Poké-Power usage (the preferred methods of forcing your opponent to change out their Active). You can then bring up something irritating for Magnezone to hide behind like Spiritomb from Arceus. This is one of the two Magnezone you’re basically building your deck around. There might be some question as to whether you could get away with all versions being today’s CotD or tomorrow’s CotD, but one or the other will be a part of any serious Magnezone using deck.

So what about Limited play? If you are fortunate enough to find a Limited event using Stormfront (or are meticulous enough to document pack contents and “redraft” from your existing cardpool), you find this to be an excellent pick. The fundamental rules still apply: average HP scores and damage output is lower, Energy acceleration is even better than it is in constructed play. You will need to mind your Weakness though at least most of the devastating Fighting Pokémon are higher rarity levels instead of Commons or Uncommons, but with your Weakness even the more readily available Fighting-Types are champs. There are some Metal-Type Pokémon kicking around this set, even at the lower rarities, so Resistance might occasionally come in handy. Finally Gyro Ball not only enjoys its damage output effectively being better and being friendly to decks running more than Lightning Energy, but the effect is much more valuable in a format where players often won’t have any Bench manipulation options. There’s even a healthy amount of Lightning Weakness in this set. There really are only two reasons not to run Magnezone: you didn’t pull a workable line (even a 1-1-1 is worth considering) or you actually pulled enough other great cards that there really isn’t room for the Lightning Energy and/or Metal Energy needed alongside the Evolutions.


Modified: 4/5

Limited: 4.25/5

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