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Pojo's
Pokemon Card of the Day
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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
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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
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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]
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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