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Pojo's Pokemon Card of the Day

Magneton - Dragons


Date Reviewed: 1.14.04

Ratings & Reviews below

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

Pscyhup 

Magneton

  

            This card rocks. I use it with Blaziken, Flygon, Venusaur… It’s top of the line as far as electric Pokes go. Sorry Amphy ex! It’s quick, has a semi-Garde ex attack, and ALSO has an awesome power. Use it with Juggler ~_^.

            Written By:  ~Hedge

            Written January 13th, 2003

perfect0ne  Magneton (Dragons Rare)

A very interesting and useful card.

Unlimited- He is weak to tyrogue and is OHKOed by sneasels, wigglytuff with a pluspower and will never do enough damage with ER and SER here.
rating--- 1.25

Modified- The firs use that I thought of for him was to abuse Delcatty Holo's poke-power. Every turn you would get to draw 3 cards and get the energy back anyway! Then Flygon decks started using him with enough energy to hit for over 100 damage. A little after, Roselia began using him to counter metal instead of fire pokemon and to get the energy from a KOed pokemon for roselia to re-use as well. He really is a very versatile card and has lots of possibilites- try what you like!
rating--- 3.675

Draft- I used him at one of my prereleases ^_^. I luckily ended up with a 4/3 Magneton line (only one of this magneton- 2 of the uncommon). He made it impossible to run out of energy for me and was able to hit for 40 and 50 damage a few times (which is very efficient for LC!!!)
rating--- 4

2 vs. 2- Nothing special except that it allows him to be active alongside another pokemon who powers up with energy and fattens up you energy count.
rating--- 3.75

Multiplayer- Same as modified.
rating--- 3.675
Bullados  Strategy for Magneton (17/97)

Attributes:
70 HP isn’t all that bad, considering the nature of this Pokemon. It might be a good idea to run a few Moomoos or Potions to deal with this, but there’s really nothing much to do. Weakness is really nothing to worry bout, Fighting has always been a rogue type, and now is no exception to that rule. You won’t see very much fighting, and those that you do see would KO Magneton without the help of the Weakness. Resistance to Metal is a VERY nice thing to have. It means that you can stall out a Metal Poke while it is stalling you out, allowing you time to work up something that could potentially KO Magneton. Retreat cost is nice, but I wouldn’t pay it, mostly because of this guy’s attack. However, you do have the Power to worry about...

PokePOWER: “Magnetic Field”:
At first glance, this thing looks extremely powerful. The only real problem to this thing is that there are no Pokemon outside of Swampert that can attach energy cards from your hand. Most can attach from the Discard or from the bench. However, this is good if you want some cheap and easy recovery without using up your Supporter slot for a Town Volunteers or 2. Also, it can help you to power up one of your guys. This is especially useful in multi-colored decks such as Rainbow Burn when you need specific energy cards in order to do a specific function.

Attack #1: “Magnetic Force”
Not all bad, but not all that great either. It has a base damage of 20 (due to the attack cost) and does 10 more for each Energy attached to any of your Pokemon. Damage potential is high, but damage effeciency is very low. With a one-to-one ration between energy and damage, this is hardly a main-attacker type of Pokemon, even though the attack looks very similar to Gardy and Gardy ex. The difference is that both Gardy and Gardy ex are durable with high HP and either lower or more efficient attacks, Gardy requiring only one energy, Gardy ex counting the energy attached to the opponent as well.

Ratings:

Unlimited:
Meh, not all that great. There is so much Electric that is better than Magneton, and the fact that Mags can’t bring back Special Energies makes this guy subpar in this format. 1.5/5

Modified:
Better, but still not great. This guy was an attempt to combine a support Pokemon with a Main Attacker without overpowering either aspect, and it did a not-too-great job at that. It’s decent as a support, it’s decent as a main attacker, it’s decent as a card. 3/5

Limited:
This is nice. Not much can take this guy down once he gets rollin, especially considering that there is very little fighting in the set outside of Trapinch. Energy recovery AND a good attack make this guy next to unbeatable in Draft. Only some of the ex’s and a coupld Dragons could take this guy down. 4.5/5

~Bullados
~~Bull23924@aol.com

Patriarch
 Hmmm, what a strikingly-neat card! Kids, let's looky-looky at this brand new card, direct from EX Dragons!

Well, 70 HP is pretty dainty nowadays. Luckily, his power, abilities, and efficiency make up for that. For just two energy, one lightning and the other generic, you can do damage equal to ALL the energy you have on the field! This'll put a terrible dent in a heavy-hitter of your opponent's, or even take it out!

Bottom stats aren't too wonderful: weakness to fighting, resistance to nothing, and an easy retreat of one...Fun times for all.

Unlimited (1.75/5): He isn't of the caliber or speed to go toe-to-toe with Sneasel, the EX's, or some of the bigger, newer threats nowadays.

Modified (3.75/5): Like Espeon, it's certainly worth sacrificing for a greater cause. Then, add in the fact that it has an energy retrieval-esque poke power (If you discard a basic energy, you can't just search for it again). This proves that Magneton is easy to splash into a deck like, say...Flygon.

Draft (4/5): this little guy is vicious: either on his own or as support. Just make sure if he's retrieving for a Lati that you don't put your into a situation where the 'ton could be easily killed.

"The Cabal is here, and everywhere."
Otaku

Name: Magneton
Set:
Dragons
Card Number#:
17/97
Type:
Electric
Stage:
1 (Evolves from Magnemite)
HP:
70
Weakness:
Fighting
Resistance:
Metal
Retreat:
C
Poké-POWER:
Magnetic Field

Once during your turn (before your attack), if you have basic Energy cards in your discard pile, you may discard any one card from y0our hand.  Then search for up to 2 basic Energy cards from your discard pile, show them to your opponent, and put them into your hand.  You can’t return the card you first discarded to your hand in this way.  This power can’t be used if Magneton is affected by a Special Condition.

Attack: (LC) Magnetic Force [10x]

Does 10 damage times the amount of Energy attached to all Pokémon (Including Magneton). 

Name: Magnemite
Set:
Dragons
Card Number#:
61/97
Type:
Electric
Stage:
Basic
HP:
40
Weakness:
Fighting
Resistance:
Metal
Retreat:
C
Attack#1:
(C) Rollout [10]

Attack#2:  (CC) Hook [20]

Name: Magnemite
Set:
Dragons
Card Number#:
62/97
Type:
Electric
Stage:
Basic
HP:
50
Weakness:
Fighting
Resistance:
Metal
Retreat:
C

Attack#1: (L) Random Spark

Choose 1 of your opponent’s Pokémon.  This attack does 10 damage to that Pokémon.  (Don’t apply Weakness and Resistance for Benched Pokémon.)

Name: Magnemite
Set:
Dragons
Card Number#:
63/97
Type:
Electric
Stage:
Basic
HP:
50
Weakness:
Fighting
Resistance:
None
Retreat:
C

Attack#1: (L) Thundershock [10]

Flip a coin.  If heads, the Defending Pokémon is Paralyzed.

Attributes: Well, being a Magneton is certainly a mixed blessing: none of them have ever really stood out, other than the Metal ones for being Metal.  As such, not a whole lot of competition from itself.  Magneton is a Stage 1 Pokémon.  Being a Stage 1 is better than a Stage 2, but still inferior to a Basic, as you must of course run its Basic form.  It evolves from Magnemite.  There are 3 Magnemites in Dragons alone, and too many for me to go into much detail.  Chose whatever one you like, but I like the above version with Metal Resistance and 50 HP.  Magneton has 70 HP, the minimum for a Stage 1 to be played without much concern.  Alas, as usual, we have Fighting Weakness-not unusual for an Electric Pokémon.  This really hurts it for Unlimited, where Tyrogue can smack it hard and fast.  In Modified, it’s still an annoyance, since they seem to be tossed into decks for the sole purpose of nailing things like Magneton and Delcatty.  The retreat is a nice single energy.  This is easy to deal with, so don’t worry about paying it.

Abilities: Here’s why the card has a purpose.  Simply put, the Poke-Power give you access to an Energy Retrieval each turn.  Personally, I think it might have been nicer had it been reviving a single Energy for free, or if it could affect a Special Energy, but for certain decks, this is golden.  As for its attack, that’s pretty nice as well-based on its own cost, it will do a minimum of 20.

Uses/Combinations: Main use I can think of is with Rainbow Burn Flygon.  Use the nifty discarding draw Supporters (Juggler and TV Reporter) to throw several different colors of Energy into the discard, nab them back with Magnetic Field and Finally use Energy Shower to attach them all to Flygon.  You’ll be hitting for 90 with it in no time!

Ratings

Unlimited: 1.75-It can do some decent stuff, but I really can’t think of a good deck for it.  I guess with Chaos Gym you could protect it and Flygon and run that deck…

Modified/2-on-2/ TMP: 3/5-A useful part of a potent combo (listed above) that makes a deck.

Limited: 3.5/5-There are several Magnemites and another Magneton, so drafting a nice combination is likely.  Its Poké-Power can make managing a multi-color deck much easier, and once you load the bench with Energy, you got a solid hitter.

-Otaku (nintendotaku@hotmail.com)

 


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