When ever the Megazord couldn’t quite finish the job, the Rangers would call on a massive super powered energy sword that waited dormantly orbiting the planet (that’s why it fell from the clouds, 100% canon). As such, when the Super Quantams can’t close the deal – their Mechs can call on the Magnaslayer.
Target 1 “Super Quant” Xyz Monster you control; equip this card to it. It gains ATK equal to its Rank x 100, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your Battle Phase: You can send this Equip Card to the Graveyard; the monster that was equipped with this card can make 3 attacks during each Battle Phase this turn.
This is the business. A normal trap that acts like an equip, the Magnaslayer adds a minor boost to the Mech Beasts (300, 400, and 500 respectively) but because of its enormous Rank (12) Magnus will climb 1200 points from 3600 to 4800.
Point for point this makes Magnus a near unkillable monster. The other do get better, Granpulse goes to 2100, Aeroborous to 2600, and Magnaliger to 3100. In a pinch you’d give it to ‘Liger, but you really do wanna save this thing for Magnus.
But stat boosting isn’t all, you also have piercing added as well. Defense position monsters are not longer safe and obviously the stronger the XYZ monster is, the better damage you can do. Again, its good for everyone but Magnus is your Boss Monster and Magnaliger is a distant second.
Magnaslayer has a third, final property. During your battle phase, you can blow up Magnaslayer (losing the boost and the pierce) to allow the monster previously equipped with it to attack 3 times during the battle phase. Here’s your overkill card. That’s Magnus (3600) or even Magnaliger (2600) putting a lot of power out.
I really like Magnaslayer because it is such a “push for game” card. As mentioned before, Konami designers seem to love the epic boss monster beatdowns. This card does not disappoint in that regard. I like to run a pair of these. You want to see it just often enough, one could work, but it won’t be reliable, three is cloggy. I find two is the magic number (especially when Blue Layer can shuffle it back into the deck). If you’re going the route of most competitive turbo, you might not have space for it – but in a slower variation, you should really find some room for it.