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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokemon Card of the Day


Magnezone Lv. X

Legends Awakened

Date Reviewed: Mar. 4, 2011

Ratings & Reviews Summary

Modified: 3.25
Limited: See Below

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: Magnezone

Baby Mario
2010 UK National

Magnezone LV X

Our last Magnezone this week is the oldest one in the format – the LV X from Legends Awakened which is currently enjoying its third season as a modified legal card.

The 140 HP is decent (but won’t make any difference if you are Levelling up the Prime). Psychic Resistance and Metal Typing are great. The Fire Weakness isn’t too bad either and may well be preferable to the Fighting Weakness of the Lightning Type Magnezones. Meanwhile, this card has the kind of Retreat cost that is practically begging you to play switching cards.

Magnezone LV X has a decent Energy Trans-style Power which allows you to move around Metal and Lightning Energy as often as you like during your turn. Powers of this type are always at least semi-useful as they allow for a kind of pseudo-acceleration by attaching to the active attacker Pokémon from one that was benched. In the Magnezone/Regirock deck though, it won’t often be needed as the Prime has a low cost attack and Energy on the Field will typically be sent to the Lost Zone to fuel it.

This card has a single attack, Cyber Shock, which costs [M][L] (both of which it discards), and does 80 damage plaus auto Paralysis. Although Paralysis is by far the best Status Condition, that isn’t really saying much at the moment as Status Condition are so easily removed by Poke Turn, Evolution, or Levelling Up. In a format dominated by OHKOs you will almost certainly be better off using the Prime’s attack to one-shot a Pokémon, rather than Paralysing it and hoping it is still there for another shot on your next turn.

Nevertheless, the attack does give you an alternative way of taking a Prize form any Pokémon with 80 or less HP without Lost Zoning your Energy. This, together with the potential benefits of being able to change Weakness from Fighting to Fire, means that the LV X is worth considering in a Magnezone deck, especially if you are expecting to face a lot of Machamp and/or Donphan decks. The main drawback is that it would really like you to run a Metal Energy or two when the Magnezone/Regirock deck really prefers to use Lightning and Fighting. My advice would be to playtest the deck both with and without a copy of the LV X.


Modified (in a Magnezone deck): 3 (not as essential as you might think, but can offer some decent options)

conical 3/4/11: Magnezone Lv. X(Legends Awakened)
A Prime and a Level X!? Surely not! Well, Gengar does that too, so I guess it's cool...
Magnetic Trans is reminiscent of Base Venusaur's Energy Trans, the one major difference being that it works with Lightning and Metal energy, rather than Grass. Certainly, this is a handy Power to have...if I could give you a scenario where it would be handy. I'll be honest, I don't really see how this gives Magnezone any benefit, besides the HP. Yeah, you could move energy attached to other Pokemon, or you could just attach/Super Connectivity energy to the proper Pokemon in the first place. True, you could avoid damaging one of your Pokemon by using Super Connectivity on something else, then moving it, but that seems like a lot of effort than should be needed. It probably works better when using Cyber Shock as well, but, well, hmm. I guess it's OK.
Modified: 3.25/5
Limited: 1/5(no Magnezones in Legends Awakened!)
Combos With: Magnezone!  


So we end this week with the last card in our Magnezone review week, and no one should be surprised it is Magnezone Lv.X. While being a Level Up card means you’ll have one less slot for the Stage 2 Magnezone you need in play to drop this, you’ll find it is worth it. Magnezone Lv.X is a Metal-Type with Fire Weakness x2 and Psychic Resistance -20. This is preferable to the Fighting Weakness and Metal Resistance displayed by Magnezone Lv.46 and Magnezone Prime, the two other great Magnezone I’d encourage you to run alongside this. Leveling up won’t help the Prime’s HP score, but Lv.46 will get an extra 20 HP and both will be able to use Special Energy Metal Energy to soak damage. You will inflict a painful four Energy Retreat cost on whichever card you Level Up, so make sure you have some options to Bench your Active as needed besides manually retreating.

Leveling up also gives you access to an extra Poké-Power and attack. Electric Trans allows you to move Lightning and/or Metal Energy providing cards attached to your Pokémon around as often as you like during your turn. This can come in handy given that Magnezone Lv.46 can attach a Lightning Energy or Metal Energy card from your discard to your Active Pokémon once per turn at the cost of placing a damage counter on the receiving Pokémon, plus it has an attack that can bounce itself back to the Bench. The attack is pretty good as well. Up front it looks inexpensive as it requires (LM) to use, but you have to discard a card providing Lightning and another providing Metal Energy. Yes, I double checked: you can’t just discard a single Rainbow Energy for both. Still, for inconveniencing yourself by attaching then shedding two different types of Energy, you score 80 points of damage and automatic Paralysis. The Special Condition might be easy to shake, but the damage isn’t. This also conveniently can load the discard for (or alternatively be fed from the discard with) Magnezone Lv.46.

With the proper deck you can rush to the Lv.X to open fairly aggressively then use the Prime to end aggressively. You could also use Gyro Ball, the attack on Lv.46, instead and combine it with Spiritomb from Arceus to spread some damage around while locking down Trainers. Constantly promoting Spiritomb may provide some easy KOs for your opponent, but you can turn that to your advantage. Besides cards like Twins or Black Belt for surprise comebacks, you can use Lv.46’s Poké-Power to load Energy onto Spiritomb (and the damage counters that go along with the effect) then the Level X’s Poké-Power to move that Energy around. Spiritomb was likely a OHKO for the opponent anyway, so it still serves its purpose and you avoid hurting any Magnezone. You won’t get the Trainer denial aspect but you can also use Pachirisu from Call of Legends in a similar manner: dropping it into play will trigger its Self-Generation Poké-Power, allowing you to attach two Lightning Energy cards from your hand to it. You can then use Electric Trans to move it around (or simply remove it directly for the effect of Magnezone Prime’s Lost Burn attack). With all that being said, I don’t know if Magnezone Lv.X is a “must run” for the deck. It certainly is nice to have but running it means one less Magnezone Lv.46 or Magnezone Prime. This lowers its performance (and thus score) in Modified.

If you are fortunate enough to be participating in a Limited event using Legends Awakened packs, note that there is no normal Magnezone in this set, so this card can’t be played. If you’re pulling packs from both Legends Awakened and a set that has a full Magnezone line, skip it. There are a lot of great things it could give you, but unless you’re getting at least a 3-3-2 line behind it, you’ll be lucky if one round you get the Level X into play. Plus it needs to specific Energy types and discards those cards to attack, which is very unfriendly for Limited play even though Magnezone Lv.X would have access to the underlying Magnezone’s abilities.


Modified: 3.5/5

Limited: 1/5

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. ;)


Happy Friday, everyone! Today we end Magnezone Week with the Level-Up card to all of the previous cards this week, and this particular iteration will likely see play in nearly every Magnezone deck because of its utility. Today's Card of the Day is Magnezone Lv. X from Legends Awakened.

Magnezone Lv. X, as its name implies, is a Level-Up Pokemon, and you will level it up from your Stage 2 Magnezone, effectively making it a "Stage 3". Metal typing and 140 HP are great, meaning that Magnezone can tank with Special Metal Energy, as well as take a few hits otherwise. Fire Weakness is to be expected for a Metal-type, so make sure to steer clear of Fire types like Charizard AR and Blaziken FB Lv. X. Psychic Resistance is also great against the likes of Gengar. Finally, a Retreat Cost of 4 is terrible, so be sure to get Magnezone to the Bench with something like Warp Point or Warp Energy.

Magnezone Lv. X has a Poke-Power and an attack (in addition to whatever else the Magnezone underneath it has). The Poke-Power, Electric Trans, allows you to move any Lightning or Metal Energy from one of your Pokemon to another as many times as you want during your turn. This works very well to power up expensive attacks on various Magnezones like Gyro Ball, Crush Volt, and Magnet Slash, and can also be used to fuel Magnezone Prime's Lost Burn if you remove the Energy from it. Add Pachirisu CL for even more fun.

Magnezone Lv. X's attack, Cyber Shock does 80 damage and automatically Paralyzes for the low cost of LM, discarding one Lightning and one Metal attached to Magnezone. This attack is amazing for its cost, and can easily be replenished through the use of Electric Trans, Magnezone SF #6's Super Connectivity, Conductive Quarry, and Pachirisu CL's Self Generation (with Electric Trans). The auto-Paralysis is fantastic, but look out for Super Scoop Up/Poke Turn to ruin your fun. Then again, if your opponent doesn't have any of these options available to them, they will be in big trouble.

Modified: 4/5 Magnezone Lv. X makes a strong deck even more powerful, with Electric Trans and Cyber Shock working perfectly with what the rest of the deck is trying to accomplish. However, the deck is kind of slow by today's Modified standards, so be sure to figure out ways to either speed yourself up or slow the opponent down. Pachirisu, Mesprit LA, and lots of search are good options.

Limited: 1/5 Due to the way the DP era sets were released, there are no Magnemites, Magnetons, or Magnezones in Legends Awakened, meaning this card is useless in Limited.

Combos With: Magnezone (any of them, but SF #6 in particular), Pachirisu CL, Conductive Quarry

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