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Pojo's Pokemon Card of the Day


Magnezone Prime

Date Reviewed: Mar. 3, 2011

Ratings & Reviews Summary

Modified: 4.08
Limited: 3.75

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: See Below

Baby Mario
2010 UK National

Magnezone Prime

First of all, let’s start with what Magnezone Prime is NOT. It’s not a Claydol replacement. It’s not generic draw support for virtually every deck. The only place you should ever see it is in a Magnezone deck (or possibly Flygon, if anyone even still plays that card).

Now that is out of the way, let’s look at the card itself. Magnezone Prime has a solid 140 HP, a x2 Weakness to Fighting (which is one of the deck’s weak points with Machamp and Donphan seeing play), and a pretty bad Retreat cost of three, so playing some form of switching card with it would be a good idea.

When you look at Magnezone Prime’s Magnetic Draw, there is a superficial resemblance to Claydol’s mighty Cosmic Power: like with Claydol, you can draw until you have six card in hand. Unlike Claydol, however, you cannot cycle cards out of your hand first to maximise your draw. Obviously, this means that Magnezone works best in combination with cards that reduce the hand size. Judge is clearly a good play here as it means more draw for you and considerable disruption for your opponent. Other cards that help include Junk Arm, Regice, and Regirock LA. That last one is especially good: by using Regicycle you can dump cards from the hand and accelerate Energy on to the Field to use with Magnezone’s Lost Burn attack.

Lost Burn has a relatively cheap cost of [L][C] but a potentially huge damage output. For every Energy card you send from your side of the Field to the Lost Zone, it will do 50 damage to the active Pokémon. Using your once-per-turn Energy attachment together with Regirock and Magnezone SF’s Super Connectivity means that you can send three cards per turn and do 150 damage: easily enough to OHKO virtually every playable Pokémon in the game except for a heavily tanked Steelix Prime or an Expert Belted Regigigas LV X.

Although it requires a bit of support to keep using its attack, that support comes mainly from a Basic Pokémon (Regirock). Thanks to Magnezone Prime’s built-in draw Power,the deck isn’t as difficult or as slow to set up as you might think, especially if you can hinder your opponent with a card like Judge. Magnezone Prime should be the centrepiece of any Magnezone deck as it offers draw, disruption, and big damage all in one handy card. Putting 2-3 copies in your deck is a very good idea.


Modified (in a Magnezone deck): 4.25 (in its own deck, it provides consistency and attack power)


3/3/11: Magnezone Prime(Triumphant)
Magnezone Prime: still reppin' dat Magnezone Week.
The problem with most Magnezone decks prior to this card was that they did relatively little damage compared to the more popular cards. Magnezone Prime fixes this problem somewhat, as Lost Burn does tons of damage. There's the problem that, unlike other cards, like the Promo Magnezone yesterday, you can't retrieve the energy with Magnezone SF-6(Tuesday's card), since it goes to the Lost Zone. Still, if you need something KO'd, then this is the Magnezone you'd pick.
And did I mention the draw Poke-Power? Well, I pretty much focused on it entirely the first review, and there's not much else to add; it's a pretty great Power within Magnezone decks, but not enough to justify running it outside of Magnezone. Still, seeing as this is Magnezone week, being able to do well within the deck should be enough to justify a higher rating, right?
Modified: 4/5
Limited: 3/5(brilliant if you pull it, as slim as that is)
Combos With: All that Magnezone jazz


Today we take another look at Magnezone “Prime”. Just… give me a moment as I fight the urge to fuse Transformers and Pokémon. So wrong and yet so very right…

Ahem. Magnezone is Lightning-Type Pokémon, which is solid for Type matching and might let it work in some pre-existing, good decks. It is a Stage 2 Pokémon like all but one version of it, requiring it possess good stats and/or effects to offset the amount of deck space it requires to run: even a TecH copy requires three slots (or two if you already max out your Rare Candy). 140 HP is quite good, though the Fighting x2 Weakness means a card like Donphan Prime just needs another +20 points of damage for the OHKO (and of course, that is what Plus Power are for). At least you enjoy Metal Resistance -20: it won’t come in handy all that often, but it’s always better than nothing. Make sure you pack some cards to get around the chunky Retreat Cost of (CCC), as you don’t want to discard that much Energy if you can avoid it.

Magnezone Prime has a single Poké-Power and attack. The Poké-Power, Magnetic Draw, allows you to draw until you have six cards in hand. Extra draw power is always nice but don’t forget the chicken and egg dilemma: your deck must set up Magnezone Prime before it can use Magnetic draw to set anything else up. This means it will actually be important for maintaining your deck as the game progresses, rather than enabling a reliable, early game open all by itself. The attack is Lost Burn, and it is Energy intensive but potent. It only requires (LC) to use, but the attack requires removing Energy attached to your Pokémon and sending that Energy to the Lost Zone to do any damage; 50 points per Energy card put in the Lost Zone via this attack. We’ve been a bit spoiled lately: it clearly states “Energy card” so a Double Colorless Energy is only good for 50 points of damage. At least you can pull Energy from your Benched Pokémon. The damage yield seems adequate for the hassle, so I am calling this a good attack.

With at least a little Energy acceleration, you should be able to score several OHKOs in a row with this card. Remember that you’ll need to take into account the removed Energy is effectively gone as there are currently no means of recycling Energy sent to the Lost Zone. As it ties directly to the optimum use for this card, let us look at the other Magnemite, Magneton and Magnezone cards? It looks like we have four Magnemite, four Magneton and four other Magnezone plus a Level X form to work with. For the Magnemite I’d go with the Stormfront 66/100 version, since it has an effect that lowers its Retreat Cost by one for each Magnemite on your Bench. The attack is merely okay but the only version with a useful attack also has 10 less HP than the others, and really you should be trying to avoid attacking with this card anyway. The Magneton require a little more forethought. Sure, you can try to bypass them completely with Rare Candy but Devolution and/or Trainer lock are still options for multiple decks, so I’d want to run at least one or two anyway. The Magneton are actually an interesting, diverse lot with their individual stats and attack effects all proving potentially useful. You’ll have to deck test, methinks, and find out what suits your anticipated metagame and playing style. Something I missed when we reviewed it about two weeks ago, Call of Legends Pachirisu can be dropped, power itself up, and then Magnezone Prime can just use its Energy for the removal part of Lost Burn.

We are covering most of the other Magnezone this week. In short, Magnezone Lv.46 and tomorrow’s card are the dance partners for Magnezone Prime. When you add in tomorrow’s CotD, you’ll get an aggressive opening attack that will load your discard with Energy to recycle and remove for Lost Burn, with the benefit of a Magnetic Draw on top of it all. Given that so much is coming from one line, and that line include re-usable draw power, you can even get creative with assisting Pokémon. When we first reviewed this card, I mentioned Togekiss to flush away damage, but you can probably just use Seeker and Broken Time Space now. You can load the deck up with great Trainers, including Junk Arm to speed up discards.


Modified: 4/5 – Built in draw power, even on a Stage 2, is good and so is the attack. Fighting Weakness and requiring a set-up to make repeated, strong attacks turn after turn are the only real drawbacks, and a good build should mitigate those.

Limited: 4.5/5 – Draw Power. This means even a 1-1-1 line, without Energy for it to attack, is tempting. Even with a poor Weakness, it makes a great set-up card early game and a brute mid-to-late game when you can afford to remove Energy in play for its attack turn after turn. The lower average HP score means removing two Energy cards will often be a OHKO.

I am still selling my former collectables on eBay. You can take a look at what’s up for bids here. Just a reminder, Pojo is in no way responsible for any transactions and was merely kind enough to let me mention the auctions here. ;)

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