Magnet Induction – #KICO-EN009
If you control a “Magnet Warrior” monster whose original Level is 4 or lower: Special Summon 1 Level 4 or lower “Magnet Warrior” monster from your Deck with a different name than the cards you control, also for the rest of this turn after this card resolves, “Magnet Warrior” and “Magna Warrior” monsters you control cannot be destroyed by battle or your opponent’s card effects. You can only activate 1 “Magnet Induction” per turn.
Date Reviewed: August 24th, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Magnet Induction is some legacy support for the Magnet Warrior and Magna Warrior archetype.
Normal Spell for Special Summon of any of your “Magnet Warrior” monsters as long as they have a different name than one on the field. You’d like this to be a Quick-Play and not need another Magnet Warrior on the field, but the card can’t be too good. Magnet Warrior and Magna Warrior monsters get blanket protection for the rest of the turn after you play Magnet Induction, which is a great effect (wouold’ve been even better had Magnet Induction been Quick-Play). This is much better now because of the many more choices we have than just Alpha, Beta, Gamma. Six other choices than the monster that is already on the field to use Magnet Induction and all targetable which means you shouldn’t be low on targets and this helps set up at least a Link 2 or Rank 4 potentially. The best part of Magnet Induction is that it is a direct way of getting to another different Magnet Warrior so you can get to your bigger Magna Warrior monster(s) and they will get protection for the turn rather than being killed/affected the second they hit the field by something. Ties of the Brethren may still be better despite the lack of protection, the LP cost, and the restriction it imposes.
Decent support for an old archetype and inclusive to the new support that old archetype received in monster form. Would’ve been nice if the card could’ve been searched by some kind of archetype support.
Until Next Time
Next up we got a few TCG exclusive cards and a new Magnet Warrior card first off with Magnet Induction.
Magnet Induction is a Normal Spell where if you control a Magnet Warrior monster whose original Level is 4 or lower, you Special Summon a Level 4 or lower Magnet Warrior from your Deck with a different name than cards you currently control, then for the rest of the turn after this card resolves, your Magnet Warrior and Magna Warrior monsters cannot be destroyed by battle or your opponent’s card effects. Pretty good support overall for the archetype that was overshadowed by ABCs when those were released. The ability to get one of the Electromagnet Warriors or Delta the Magnet Warrior from Deck is pretty good to use their effects. You could get the vanillas if you wanted I guess, but Effect Monsters are just better to grab. You could get a search for any of your Magnet or Magna Warriors with Alpha and Beta the Electromagnet Warrior respectively, a free summon from hand with Gamma the Electromagnet Warrior, or a send from Deck to grave with Delta the Magnet Warrior. No restrictions on what you can do after as well, just a hard once per turn. This was a surprise to receive in King’s Court, but it’s something I’m sure Magnet Warrior players will appreciate.
Advanced Rating: 3.5/5
Art: 3/5 Sorry guys, you’re outclassed in 2021.
Magnet Induction is more or less support we saw last week for the Knights, but this is a good and needed card for the Magnets. Controlling one (whose original Level was 4 or lower) lets you Special Summon another from your Deck. It has to be differently named than the one(s) you control, but that makes sense, as you shouldn’t need duplicates especially if you’re going for Valkyrion anyway. Your Magnet/Magna family cards are protected from Battle destruction as well as your opponent’s Card Effects for the remainder of the Turn after this cards resolution. You can only use one a Turn, so if this only puts you at 2 Magnet Warriors, you’re on your own for another resource to bring out the third, but the double protection at the end makes this most worthwhile I think. The Monster coming from the Deck instead of the Hand or Grave is a big boon to this card as well.
Art: 3/5 This isn’t bad, but it bores me. It’s as advertised.
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