Kolence said: Eternal Induction POWER COST 0(PASSIVE) Once in the X-Men, always in the X-Men. Magneto protects his people in the face of danger. At the start of the turn, if Magneto is Airborne, for each of his allies, improve a friendly Protect tile on their strongest and weakest colors by 76. If there aren't any in a color, convert a basic or enemy tile of that color into a strength 92 friendly Protect tile instead. Friendly Protect tiles are 48% stronger for each active X-Men member on Magneto's team, when he's not Airborne.
Kolence said: Magnetic InhibitorPOWER COST 9Magneto manipulates the iron in his enemy's blood, weakening their position. Magneto creates 2 strength 162 Black Strike tiles. Then create 2 Purple 2-turn Repeater tiles that convert 1 enemy Strike, Attack, or Protect tile to a friendly Strike tile and deal 6166 damage.(PASSIVE) At the start of the turn, if Magneto is Airborne and there's at least one of his Repeaters on the board, activate a random one for free.Whenever Magneto returns from being Airborne, fortify 2 friendly Repeaters.
BlackBoltRocks said: Magnetic Inhibitor - 9 AP Magneto manipulates the iron in his enemy's blood, freezing them in their tracks. Creates 2 strength 235 Black Strike tiles. Deal 4206 damage to the target and stun them for 1 turn. Then, if one doesn't exist, create a Fortified Purple 2-turn Repeater tile that deals 3853 damage to a random enemy and stun that enemy for 1 turn. Magneto's Repeater tile(s) continue to tick down when he's Airborne. Level 2: Creates strength 248 Strike tiles. Deal 6842/4295 damage. Level 3: Creates strength 262 Strike tiles. Deal 7597/4786 damage. Level 4: Creates strength 277 Strike tiles. Deal 8613/5392 damage. Level 5: Creates strength 294 Strike tiles. Deal 9238/6013 damage.