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Pojo's Pokemon Card of the Day



- NDP 32 - Promo

Date Reviewed: Mar. 2, 2011

Ratings & Reviews Summary

Modified: 2.25
Limited: promo

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

Promo Magnezone (NDP 32)

After Stormfront was released, the one thing that the Magnezone deck lacked was real attack power. Then we got not one, but two promo Magnezones that sought to address that problem.

The one we are reviewing today is probably the better of the two, though there really isn’t very much in it.

Magnezone Promo has a healthy 130 HP and that great Metal typing, combined with a +30 Fire Weakness and Psychic Resistance. It’s first attack, Mirror Shot, is relatively cheap at 40 damage for [M][C] and can be used to buy you some coin flip protection (though bear in mind that if the opponent switches out the Defending Pokémon, the effect goes away). The big damage though comes from from Magnet Slash. This attack has the inconvenient cost of [L[[M][C][C] (at least you can use Double Colourless) but it does do 100 damage for the price of discarding any attached Lightning Energy.

100 damage does sound great, especially as you can use DCE and Magnezone SF-6 to power it up in a couple of turns. The problem is that it does fall short of taking key OHKOs against things like SP LV Xs and other Stage 2 Pokémon. Because of this, you will want to use attack boosting cards . . . most likely expert Belt.

Before Triumphant was released, this and the other Magnezone Promo were your only options if you wanted a real heavy hitter for a Magnezone deck. Now though we have Magnezone Prime which is faster, can hit even harder, and provides drawpower. The result? The promo Magnezones are now virtually obsolete and I wouldn’t be running them in any competitive Magnezone deck.


Modified (in a Magnezone deck): 1.75 (has nothing to offer except for damage output . . . and you can do better elsewhere)


Today we are looking at a promo Magnezone, specifically Magnezone Lv.51, which is NDP 32. To begin with, it is a Stage 2 Metal-Type Pokémon. Since I haven’t gotten my general guidelines articles done that keep bouncing around the back of my head, I feel the need to remind my readers of the fundamentals concerning stats. The format may favor the faster Basics (and/or their Level X forms) but being a Stage 2 is still quite potent: between Rare Candy, Broken Time Space, and some great draw/search power, Evolution has never been easier or faster. So the main concern is simply that you’ll need to make more room in your deck for it, making it less appealing as a Bench sitter than the other Stages. Of course, for that baggage we should gain access to some of the best stats and effects in the game. As for being a Metal-Type, that doesn’t mean a whole lot for Type Matching right now but it will allow this card to utilize the Special Energy form of Metal Energy to soak damage, though how much of an advantage that is depends upon the rest of the card.

130 HP is on the happy side of “average” for Stage 2 Pokémon, or at least those worth playing. Fire Weakness is probably the least problematic Weakness appropriate for the card, and thanks to a few popular, often played Water decks you probably won’t have to deal with it more than one. The fact that this is an older card (for the Modified Format) means that we even are fortunate that it uses the now abandoned “adds damage” form of Weakness. This card takes an extra 30 points of damage from Fire Pokémon attacking it, but unless you’re being harassed by TecH that wasn’t expected to attack or filler part of a line of Evolution, it is still far better than the former and current damage doubling Weakness. This is coupled with Psychic Resistance -20. I am always happy to see any Resistance, and some matches it will be very useful. Unfortunately most matches it won’t, even though most decks are running Psychic Pokémon in a supporting role and there are some serious Psychic decks out there. That’s the thing about Resistance: it tends to be easy to play around for most decks. Psychic decks are especially good at this since the most popular ones tend to place damage counters, inflict Special Conditions or similar effects, or use an alternate win condition (Lost World). We finish off the bottom stats with a Retreat Cost of two. This is low enough that you can pay it if you really need to, but pricey enough you’ll want to avoid it or compensate somehow.

So we have good, solid foundation for the card, so let us move onto the effects. Today Magnezone is bringing two attacks to the battle. Mirror Shot sadly requires (MC) so you can’t just drop a Double Colorless Energy to use it right away, but if combined with a discarding effect and yesterday’s CotD you could. It only does 40 points of damage, and for a Stage 2 Pokémon with that Energy cost, that will only work if the effect of the attack is good. Unfortunately it isn’t: it just forces a coin flip if the Defending Pokémon tries to attack Magnezone next turn. This isn’t useless but it is far too easy to clear such an effect: Evolving, Leveling Up, or changing out the Defending Pokémon. The second attack requires a significant Energy investment of (LMCC) and forces you to discard all Energy providing (L) attached to Magnezone. So you’ll always have to discard at least one Energy card with the attack. In that situation, the attack is barely adequate: it will allow you to keep up a constant 100 damage per turn assault on your opponent but cost you your Energy attachment each turn. There is a slight bonus in that it can use Double Colorless Energy so it will only require three initial Energy attachments to function. Of course, since this card already needs two different Energy types, we have a definite problem. You can’t use Rainbow Energy to ease the cost unless you want to discard it right away. Including Double Colorless Energy will make for a very Energy heavy deck since you’ll need to work in two basic Energy types and probably Special Energy Metal Energy as well. These little things drop its usefulness.

So for Modified, I’d say skip this card. Even with what we’ve already covered, you’ve got better options for reliable damage. Not quite as big, but with better supplemental card effects. If you do run this version, it needs Magnezone Lv.46 so that you can speed up Energy attachments while feeding off its discards. If the other Magnezone didn’t exist, it just isn’t potent enough to be of real use as the focus of a deck. The only thing that would ensure it would see play (though still not a lot) is if Magnezone Lv.46 were to be the only other Modified Legal Magnezone, since then you’d run a single copy of this one just to give a brute force option to the Evolution line. Granted, I’d still look for an entirely different dance partner or deck anyway.

For Limited play… this is a promo! If it theoretically was released within a set that had your expected Common Magnemite and Uncommon Magneton, it’d probably be a good choice. The set would have to be quite high in Fire Pokémon (making the Weakness fatal) or severely lacking in other Pokémon that could utilize the basic Metal Energy and Lightning Energy (needed to fuel such a deck) to negate the fundamental advantages Magnezone would enjoy: lower average HP scores and damage outputs turn average HP and attacks into great ones.


Modified: 2.25/5

Limited: N/A, theoretical 3.25/5

Check out my eBay sales here! Just a reminder, Pojo is in no way responsible for any transactions and is merely kind enough to let me link to my auctions in the reviews. ;)


Welcome back to Magnezone Week, everyone! Today we are looking at one of the promo Magnezones, numbered DP 32.

Like our COTD on Monday, this particular Magnezone is a Stage 2 Metal Pokemon. Metal is a fairly good type to be right now, as Fire isn't very popular outside of the random Charizard deck or Blaziken tech, and this Magnezone can be searched out with Magnezone SF #5's Magnetic Search. Additionally, this Magnezone's +30 Fire Weakness is also nice, meaning that weaker Fire moves won't hurt quite as bad. 130 HP is especially good in this regard, as it takes a well set-up Charizard to OHKO you, or a Blaziken FB Lv. X with an Expert Belt. Additionally, having high HP and Metal typing means that Magnezone can take advantage of Special Metal Energy as well. Psychic Resistance is great against Gengar and the pixie trio, and a Retreat Cost of 2 is decent, but you should still probably use Warp Point or Warp Energy.

The other Magnezones we have reviewed thus far have all had abilities to make them useful in the Magnezone deck, but this particular variation is just an attacker. Mirror Shot costs [MC], dealing 40 damage and gives a Smokescreen-like effect on the Defending Pokemon during your opponent's next turn. This is decent as a stalling move, or if you need to get that final few points of damage in. However, for the big hit, you will probably be using Magnet Slash, which deals 100 damage for [LMCC], discarding all of the Lightning Energy attached. This Magnezone really benefits from Double Colorless Energy on top of the synergy with Conductive Quarry and Magnezone SF #6's Super Connectivity, as discarding one Energy card is the most optimal in order to most reliably do a lot of damage.

Modified: 2.75/5 Of all of the Magnezones in Modified, I think this one is probably the least useful, but it is by no means bad. As a straight attacker it is definitely good, but the other Magnezones we have reviewed (and will review) generally have better support options to help the rest of the deck. Even still, this Magnezone is a potent attacker that shouldn't be underestimated.

Limited: N/A

Combos With: Magnezone SF #6

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