“We need Megazord power – now!!”
So when the Super Quantum Layers can’t cut it and the Super Quantal Mech Beasts aren’t quite enough, they call upon Great Magnus to end the fight. And can he ever.
3 Level 12 monsters
If this card is sent to the Graveyard: You can Special Summon 3 “Super Quantal Mech Beast” Xyz Monsters with different names from your Graveyard. This card gains these effects, based on the number of Xyz Materials with different names attached to it. ● 2 or more: Once per turn, during either player’s Main Phase: You can detach 1 Xyz Material from this card; shuffle 1 card on the field into the Deck. ● 4 or more: It is unaffected by card effects, except “Super Quant” cards. ● 6 or more: Your opponent cannot add cards from the Deck to the hand by card effects.
There’s a lot going on here so let’s break it down. So when you want him on the field naturally he’s a generic rank 12. Rank 12?! Yeah so this is why you want to flood the Super Quantal Mech Beasts and use Magnacarrier to get this guy out. Consequently, if he’s removed from the field, you can summon back the three Mech Beasts. But without materials means they’re practically driftwood.
Now Great Magnus gets stacking effects based on how much materials he has attached. This is why most Super Quantum players focus on building from the field because it provides the most materials.
So the cheapest effect is the 2 materials – detach 1 material from Great Magnus and shuffle 1 card from the field to the deck. A very cheap, non-targeting spin into the deck. The absolute best form of removal currently is the most readily available. Sweet!
The 4 materials effect is that Great Magnus is unaffected by card effects that aren’t “Super Quant” cards. This is arguably the most important effect on the card. This means that your opponent has to swing over Magnus. And if you equip him with Magnaslayer (which is a Super Quant and thereby will still affect him) the ATK bonus of “X = Rank x 100” means Great Magnus’ power will skyrocket from 3600 to 4800! With that much power to deal with it makes Great Magnus a near insurmountable obstacle.
His final effect is his 6 material which prevents your opponent from adding cards to their hand outside of the Draw Phase. Honestly, with the other two effects in play this is just overkill. Your opponent is probably already in bad shape at this point and this may be a win-more effect, but it really does help lock things down. This essentially stops them from building momentum and mounting a comeback.
Finally, as a Light attribute, machine-type means he potentially has access to a lot of support except that the 4 material ability means none of it matters unless it’s “Super Quant”. So that’s a moot point. Unless of course you’ve spun enough cards to remove your defensive ability, then it could work, but do you really want to lose that protection? Personally, I wouldn’t.
Super Quantal Mech King Great Magnus is a fantastic boss monster, who certainly takes some doing to get him out on the field. In a perfect world you would:
- Field your 3 Layers
- Alphan Spike your opponent
- Tutor out your Mech Beasts with Magnacarrier
- Then tutor Great Magnus with Magnacarrier
- Spin the monster summoned by Alphan Spike
- And if you had Magnaslayer – destroy it to allow Great Magnus to attack directly 3 times in succession
Like I said – it’s a lot of work, but it is a very satisfying win and a completely dominate win as well. You might not make that happen every time. In fact, it may not happen most times, but Great Magnus with more than 4 materials is a terrifying prospect to stare down. Especially from some of the smaller more effect-based combo decks. This guy can take an absolute dump on a lot of decks and other monsters – go ahead, ruin someone’s day.