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Magnets-Structure Deck


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Chou Dendou Senki Imperion Magnum / Super Conduction Machine Imperion Magnum
Level 10 EARTH Rock-Type Fusion Effect Monster
ATK 4000
DEF 4000
Materials: “Valkyrion the Magna Warrior” + “Berserion the Magna Warrior”
Must be Fusion Summoned with the above Fusion Materials, and cannot be Special Summoned by other ways.
(1) Once per turn, when your opponent activates a monster effect or Spell/Trap Card: You can negate that activation, and if you do destroy it.
(2) If this face-up card leaves the field by an opponent’s card effect: You can Special Summon 1 “Valkyrion the Magna Warrior” and 1 “Berserion the Magna Warrior” from your hand or Deck, ignoring their Summoning conditions.

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Magnet Field
Field Spell Card
You can only use the (1) effect of “Magnet Field” once per turn.
(1) If you control a Level 4 or lower EARTH Rock-Type monster: You can target 1 Level (4?) or lower “Magnet Warrior” monster in your Graveyard; Special Summon it.
(2) Once per turn, at the end of a Damage Step, when an EARTH Rock-Type monster you control did not destroy an opponent’s monster by battle: You can return that opponent’s monster to the hand.

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Magnet Conversion
Normal Trap Card
(1) Target up to 3 Level 4 or lower “Magnet Warrior” monsters in your Graveyard; add them to your hand.
(2) During either player’s turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished Level 4 or lowr “Magnet Warrior” monster; Special Summon it.

 

https://ygorganization.com/v-jump-july-2016-structure-deck-news/

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f***ing magnet deck, how does it work!?

 

all jokes aside though, the fusion's ten times as easy to drop as the union one. so i'm happy with it. and dark gaia.dek will now have even more explosive toys to play with.

ur gonna get more as soon as org updates its news

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The field is capable of resurrecting dead magnets, as long as there is one available on your field.....like the principle of science, magnets attracts each other.......It also boasts against defensive decks

 

The conversion one is neat, since it allows you to return Alpha, Beta, Gamma back to your hand, then Fusion Summon another Valkyrion.....

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Magnum is cute, but I'm not running Valkerion for it (As well as needing a Poly-type card). Convince me it's worth it.

 

Field is very good. OPT Reborn for Magnet Warriors is amazing and 2nd effect might be cute, somehow.

 

Trap is awesome. Hand replenishing for Gamma is great, and the in-theme DDR is awesome.

 

I want these cards so bad.

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I've tried so hard to mix the Level 3 with the Level 4 Magnets, but it doesnt seem to work. Even with these new cards, you better just run the Level 3 engine with Conscription for Berserion or Valkyrion and a couple of King of the Swamp if you are that desperate to use this Fusion as a boss. I hope we get more supports because I think they are kinda cool.

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I cannot but feel these as the cheap/budget (so to speak) structure option of A-Zs: They are following the same pattern with a Fusion of 2 Fusions, a Field Spell and a Trap Card; I understand that was intended given the release of those Magnet cards that support both Machine and Rock Types, but still, why Magnets and their support feel weaker than A-Z's if they are meant to be parallels? or is there something I'm missing regarding this archetype?

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I cannot but feel these as the cheap/budget (so to speak) structure option of A-Zs: They are following the same pattern with a Fusion of 2 Fusions, a Field Spell and a Trap Card; I understand that was intended given the release of those Magnet cards that support both Machine and Rock Types, but still, why Magnets and their support feel weaker than A-Z's if they are meant to be parallels? or is there something I'm missing regarding this archetype?

Their 4k fusion boss is not really a winmoar card like AtoZ, however I have to agree that otherwise the union support is better.
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While I feel a Deck with these cards won't be en parre to Machina Fortress Gadgets in their prime, it does look like fun and seems to have a fair amount of synergy, and significant support, unlike some of the archetypes before this. Plus, that Fusion Monster has a pretty good pay-off, being able to negate and Special Summon ignoring Summoning conditions.

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The magnets really shows the synergy between magnets, attaching and combining each other to form a strong magnet, and detaching them into smaller units, plus they have Conversion, which is quite potent and useful for recycling cards.....

 

Magnum can negate any spell card, which includes the all-powerful Twin Twisters, plus it also destroys them, double attack, especially against effect monsters...

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