-kyo- Posted May 17, 2016 Report Share Posted May 17, 2016 Chou Dendou Senki Imperion Magnum / Super Conduction Machine Imperion MagnumLevel 10 EARTH Rock-Type Fusion Effect MonsterATK 4000DEF 4000Materials: “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.Magnet FieldField Spell CardYou 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.Magnet ConversionNormal 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/ Link to comment Share on other sites More sharing options...
vla1ne Posted May 17, 2016 Report Share Posted May 17, 2016 funking 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. Link to comment Share on other sites More sharing options...
-kyo- Posted May 17, 2016 Author Report Share Posted May 17, 2016 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 Link to comment Share on other sites More sharing options...
Azuh Posted May 17, 2016 Report Share Posted May 17, 2016 The GX refewnce in these Magnet Warriors is crazy, especially with that Magna Warrior Fusion name... Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted May 17, 2016 Report Share Posted May 17, 2016 This makes both Berserion and Valkyrion searchable off Fusion Conscription, which feels like a pretty big thing. The spell and trap is pure quality though. Link to comment Share on other sites More sharing options...
Azuh Posted May 17, 2016 Report Share Posted May 17, 2016 Evil Hero Dark Gaia tech in Magnets now? Link to comment Share on other sites More sharing options...
Toffee. Posted May 17, 2016 Report Share Posted May 17, 2016 I'm honestly questioning why they needed a Fusion between Valk and Bers. Then again, they want these to parallel AtoZ, so that might explain it. Link to comment Share on other sites More sharing options...
♪ ♪Aria ♪ ♪ Posted May 17, 2016 Report Share Posted May 17, 2016 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..... Link to comment Share on other sites More sharing options...
Airride Posted May 17, 2016 Report Share Posted May 17, 2016 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. Link to comment Share on other sites More sharing options...
Zeaux Posted May 17, 2016 Report Share Posted May 17, 2016 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. Link to comment Share on other sites More sharing options...
~British Soul~ Posted May 17, 2016 Report Share Posted May 17, 2016 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.Both of the materials are Trade-In targets and Conscription can grab things from the Grave... Link to comment Share on other sites More sharing options...
Azuh Posted May 17, 2016 Report Share Posted May 17, 2016 Just run the Earth Hex Seal card. Isn't it a Level 3 Rock? Link to comment Share on other sites More sharing options...
Zeaux Posted May 17, 2016 Report Share Posted May 17, 2016 I am almost certain that it won't work because of this: Must be Fusion Summoned with the above Fusion Materials, and cannot be Special Summoned by other ways. Link to comment Share on other sites More sharing options...
Darj Posted May 18, 2016 Report Share Posted May 18, 2016 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? Link to comment Share on other sites More sharing options...
The Highlander Posted May 18, 2016 Report Share Posted May 18, 2016 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. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 18, 2016 Report Share Posted May 18, 2016 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. Link to comment Share on other sites More sharing options...
♪ ♪Aria ♪ ♪ Posted May 18, 2016 Report Share Posted May 18, 2016 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... Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.