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CARD ANALYSIS CONT.

 

SNEASEL
 


Hey everyone. I'm back. Today I'm going to talk about a card that has been sickeningly popular since it's debut in Neo Genesis; the only card that was banned from the new modified format that's in a legal set; a card that discourages newer players from the game because it is so powerful: Sneasel.

Fury Swipes
The first attack, although probably not necessarily one of it's best qualities (although simply everything about Sneasel is good) is it's Fury Swipes Attack. One colorless... 10x... you see small numbers, small energy, and a lot of people overlook it. But it isn't just a 1 Colorless: 10 attack. It's a lot better. If you know your probability, you know your chance at heads are:
0/3 heads: 12.5%
1/3 heads: 37.5%
2/3 heads: 37.5%
3/3 heads: 12.5%

So you got a 7/8 chance at doing at least 10 damage, and a 50 percent chance of doing 20 or 30. Of course, it's better than this because of darkness energy.

With one darkness energy, Sneasel is transformed into a card that most likely is going to do 20 or 30 depending on flips, still with that small chance at 0 or 40, though. And that 50% chance at 30+ damage makes Sneasel often get the lucky flip versus the baby to KO it in the early game.

Beat Up
And of course, it's second attack: Beat Up.

This attack is sick. It's ridiculous. It's why Sneasel is banned from modified and it's why Sneasel is such a powerful card. Two energy, and when you get that full bench (which is simply easy to do in a game with a lot of card drawing) Sneasel as a 65.675% chance at 3+ heads out of 6 flips. Now, with only 4 darkness energy, this can be difficult, but of course, you're allowed to use rainbow energy to provide darkness. A lot of people do not know this, and some of the people that do don't know the other part: the rainbow energy doesn't give the +10 benefit that darkness gives. This is because technically, while metal energy and darkness energy aren't basic energy cards, they are basic energy, and rainbow provies basic energy. So a Sneasel with one dark, and one rainbow can Beat Up, and would get a +10 if it did any initial damage.

Look at some of the popular non-baby Pokémon:
-Rocket's Zapdos
-Sneasel
-Scyther

Rocket's Zapdos and Scyther go down all the time to the Sneasel. Sneasel simply can one-hit KO anything with 70 HP. One dark gives it that extra 10 to need only 3 out of 6 flips, which is average flipping, and it simply will happen most of the time.

With 60 HP Pokémon, it's not difficult to play 2 darkness energy so that Sneasel only needs 2 heads, which significantly increases your chances at knockout, giving opposing Sneasels and other 60 HP Pokémon little chance.

Remember that the extra 10 damage isn't always improving your odds. A Sneasel with one dark and one rainbow has the same chance as a Sneasel with two dark when it comes to KOing any ODD HP'd Pokémon. (30, 50, 70, 90, 110).

It's fast, it's powerful, but it's also very vulnerable to Energy Removal. This is why Sneasel is so popular with EcoGym or Slowking. If you cannot remove the energies of a Sneasel, you're in a bad position; Beat Up is simply more powerful than any other attack compared to it's energy requirements.

HP, Retreat, Weakness
Sneasel's 60 HP isn't the best, but for something that can take out nearly anything that deals damage, it's enough. The free retreat is amazing, especially since an SER can hurt the Sneasel. If it is removed, you can retreat and Eeeeeeek with Cleffa or attack with something else. No weakness is also extremely useful. It's hard to metagame this card. Lastly, the psychic resistance, simply an unnecessary metagame to stop anything weird like Mr. Mime from having a chance versus Sneasel.

Playing Sneasel
The most important thing to do when playing Sneasel is to protect it from Energy Removal and Super Energy Removal. Either play it with Neo Slowking, or play EcoGym and Energy Charge to try to protect and save all your darkness energy and rainbow energy.

Also be aware of cards like Ditto, which can take out your Sneasel the turn it is played with a double colorless. Ditto is the best metagame, Pokémon-wise, for Sneasel.

Beating Sneasel
The simplest way to beat Sneasel is with energy removal, but when you cannot play energy removal, your chances are Ditto, or Tyrogue.

I like Tyrogue because it needs 2 heads to take out the Sneasel. The 30 damage avoids Gold Berry (although your opponent will often play a rainbow energy to trigger the Gold Berry) and multiple Tyrogues should always be able to take down a Sneasel. Getting a Focus Band on the Tyrogue(s) is/are extremely effective because it gives the Sneasel between a 1/4 and 1/5 chance at knocking out the Tyrogue.

Rating
In unlimited, I'd give Sneasel a near perfect rating of
9.5/10. The only other card to get a perfect rating, in my eyes, would be Murkrow, from Neo 1.
 

CLEFFA
 


      
If you ask any good, competitive player what the best card in the game is, you're probably going to get the same answer: Cleffa.

Cleffa's Strength
       Since it's release in Neo: Genesis, nearly every deck has played 3, or 4 Cleffa.  The reason is simple: Card Advantage.  Cleffa simply gives you a new hand, for one colorless energy.  It is a free retreating Pokémon with a baby rule to help prevent your opponent from attacking.   Cleffa is one of the best things you can open with as your active Pokémon.  Realize that the 30 HP is not necessarily a weakness- the old ways of Pokémon, with Hitmonchan and PlusPowers are gone.  Seldom will the Cleffa be knocked out first turn.  Think about what actually can do 30 damage on the first turn, and then remember they need to flip heads to attack Cleffa.

       Anyway, Lass is also a popular card nowadays.   I've talked about this before.  Lass is a card that is going to slow your opponent down.   You will take away their Computer Search, their Oak, their Gust of Wind to buy them time, their Energy Removal to slow you down, etc.   But then your options are also gone.   Of course, this is where Cleffa steps in.   You Lass, leaving you and your opponent with few options, but then you Eeeeeeek and can go off on them next turn, evolving, playing trainers, etc.

       Nearly any deck that Top 8's at any major tournament plays 3-4 Cleffa.  It's a colorless Pokémon, of course attacking for one colorless.  This makes it attractive to any deck.   It works with Lass, and against it, and since it's release, it has weakened cards that destroyed opponent's hands, since Cleffa would simply restore it.

Weaknesses of Cleffa
       Of course, the card is vulnerable in some situations.  Many players fear Murkrow because if it uses Mean Look, Cleffa is unable to retreat, and since it cannot do damage, it will only stay active while your opponent, each turn, has a flip to try to 20 to any of their benched Pokémon.  Murkrow can finish off your bench, and eventually the Cleffa.   Of course, this isn't as powerful as it seems.   Each turn they have the 50% failure to do anything, and you can get a new hand every turn, and get your Gust of Wind, Switch, Scoop Up, etc., eventually getting you out of the Mean Look.

       And if your Cleffas are taken out early- it's okay!  Send up another one, and Eeeeeeek again.  By this time, your opponent has obviously gone through a lot of their cards (and deck) to be able to KO the Cleffas, and when you Eeeeeeek, you'll start drawing the many cards you have left in your deck, and with all your options, you should develop the advantage over turns with cards like Super Energy Removal.  This is why so many decks play 4 Cleffa.

The bottom line, though, is that Cleffa belongs in every deck.

Rating
Rating Cleffa, from 1-10 (5 being average) is simple.   In unlimited format, it is the best card in the game, and gets a
10/10.  

In modified, best card in the game, still. 
10/10.
 

 

DONPHAN
Neo Genesis


Although not powerful in the unlimited format, Neo: Genesis' non holo rare, Donphan, is a great card to use in the modified format.  Not only is it's expensive attack immune to cards that would dominate it in the unlimited format, such as Super Energy Removal and Scyther, but it is also a Stage 1, not a Stage 2, and because most modified decks rely on a Stage 2- you have two advantages- one is the fact that in general, it is easier to get an attacking Stage 1 than a Stage 2, and the second, is the fact that a Stage 1 allows you more room for other cards!

What makes Donphan so good in modified, exactly?  Well...

Stage 1
       Like I mentioned above, Donphan is a great card, and an evolution, but only a Stage 1 evolution.  That means you will not be short card slots for a Donphan deck, at least not as easily as you would be building a Stage 2 deck.

Rapid Spin
       Rapid Spin is a three fighting energy for 50 attack with a bonus- not just a little bonus, but a big bonus.  Switching both Pokémon is advantageous for you because you did the damage.  Here's why it's so good in modified, again: Focus Band is used in every good deck in modified, and Donphan is no exception.  After a Rapid Spin, you can should out, ideally, either:
a) A baby Pokémon, with a Focus Band, to dodge a hit
b) A high HP Pokémon, with a free retreat cost

At best, they have a 25% chance KO on your baby Pokémon if it stays active with a Focus Band.  And if they do take it out- oh well, you can send up another!  They'll need some REALLY lucky flips to take out multiple babies (especially with focus bands) before your Donphan has torn up their attackers.

The general idea is to to 50, send a baby out with a Focus Band, have it stay in play, then next turn, retreat, attack, and repeat.  It's a deadly combination that is hard to get around, as they never get a chance to hit your Donphan!

Now, as for the high HP Pokémon, it doesn't necessarily have to be high HP- just something that can take a hit.   For example, my Donphan deck plays Noctowl.  The deck that won the World Championship played Neo: Genesis Slowking with it, instead.  Both of these cards have the ability to stop your opponent's trainer card options, removing any other ways they have to attack your Donphan (like the popular Double Gust).  I also play Pokémon Center to remove damage from damaged Noctowls so that they are not vulnerable to Neo: Genesis: Pichu's Zzzzap.

So how DOES Donphan get hit?
Well, nothing's perfect.  A lot of Donphan decks lose because they fail to flip Heads on the baby rule.  Your opponent can leave a baby Pokémon active, and if you cannot Double Gust something else, you are stuck with a 50% chance of having your Donphan stay out there to take a hit.  And although it is 70 HP, the grass weakness hurts, as things like Neo Discovery: Caterpie are sometimes thrown in decks.  This card can also one hit KO your Phanpys.

Also, Double Gust.  Although it is best to play Donphan with Slowking or Noctowl, they can get lucky flips against your Slowking, or a lucky draw against Noctowl, before you get a chance to take it away.

That's why it's good to have Gold Berry, or even Focus Band if they did have something like Crobat, which can one hit KO your Donphan.  Crobat is Donphan's worst enemy in modified.

Beating Crobat
Crobat has all the advantages on Donphan.  It attacks it's weakness, it is resistant to it's type, and status effects are simply good versus high retreat cost Pokémon.  Your only reasonable way to beat Crobat is by using back up Pokémon (like Murkrow) or by using the Neo: Destiny common, Magnifier, to get around Crobat's resistance for a turn.  Beating Crobat is difficult, but not impossible.  If you get going fast, try to get two dark on a Murkrow so that you can Double Gust their Zubats, and Feint Attack them for a knockout, before they even get a chance to evolve- and with cards like Slowking or especially the free retreater Noctowl, it is not as difficult to knock those Zubats out, because you have the ability to remove at least some of their trainer drawing that gets their evolutions.

Other Stuff
I'd say the better Phanpy is the Neo: Destiny Phanpy.  Not much better, but better.

I, personally, believe Donphan works best in a deck with Murkrow and Noctowl.  Murkrow is great back-up, and can get some game-winning Mean Looks when combined with 3 or even 4 Noctowls. 

Rating
       There isn't much to say about Donphan in unlimited.   Everything I've said here works in the modified format, which allows you to use cards from Neo: Genesis and on, with the exception of Neo: Genesis Sneasel.  I'd give it a 3.5/10 in unlimited, but in modified, I'd give it a
8.0/10.

Thanks for reading!
-Jason Klaczynski
 

Blastoise
(Base Set/Base Set 2)

 

Hey everyone.  This week I'm gonna look at one of our old favorites, base set Blastoise, as well as the new Blastoise from Expedition.  Here's some interesting tips on base set Blastoise...

Unlimited Only?
       Yes, although a lot of people hoped and hoped it would be reprinted in the Legendary Collection, it wasn't.  If it was legal in the modified format, it would be great.  Unfortunately, it is not.   However, it really isn't that bad in unlimited, in fact, back in the days of Fossil, it was a dominating deck.

Rain Dance
       What makes Blastoise so good is it's amazing, unique power.  No other Pokémon can allow you to attach so much energy in a single turn.  A single Blastoise in play can mean a ridiculous amount of water to come.  Decks built around Blastoise (and any deck with Blastoise should be focused completely on it's power) must play a lot of card drawing, including Computer Search, Professor Oak, Copycat, and Item Finder to maximize the amounts of cards drawn, and abuse Blastoise's Rain Dance best.

       By benching a Squirtle, you propose a potential threat of 60 damage next turn by using Pokémon Breeder and 5 water energy.  Not as hard to do as it sounds, especially when you play the right amounts of card drawing.

Hydro Pump
       Seems expensive, but with the attack it is not.  Blastoise, although made even stronger with back-up water Pokémon, has a very strong attack, and enough HP to take a hit from a built Sneasel, which makes it great in unlimited.  But more makes it great in unlimited...

Advantages in Today's Format
       In today's world of Pokémon, you need to be able to be fast, you need to be able to use Energy Removal, and also not be hurt badly by it.  Blastoise does all of these things.  With Rain Dance, Super Energy Removal does not hurt the deck badly if you have enough water (and EcoGym can make their Energy Removals virtually useless), and with enough water, their isn't much of a downside for your Super Energy Removals that you play.  Also, it only takes two turns to get Blastoise doing 60 damage, just make sure you're playing 4 Breeder, 4 Computer Search, and a fair share of cards like Copycat, Oak, Item Finder, etc. like I mentioned above.

Pokémon to Use With Blastoise
       Yes, although Blastoise itself is a strong card, especially because of it's three water ability to KO baby Pokémon, there are cards you should use with Blastoise.

       One of them is Articuno.  An expensive attacker, Blastoise makes these powerful attacks actually useable.  Enough heads on Blizzard and you can actually take out some of your opponent's baby Pokémon that have been their since the opening.

       Yes, Blastoise is weak to lightning, which makes it and especially it's weak Squirtles a target for cards like Rocket's Zapdos.  Some people have used Neo: Genesis Wooper to combat this.  I think Articuno's absence of weakness is enough; Wooper is too weak to bother using.

Rain Dance Combos
       Nightly Garbage Run works better in Rain Dance than almost any other deck.  The deck is all about high energy and high HP.  Blastoise's three retreat cost isn't even much of a downside because of the fact that it is possible to actually retreat it if you have enough water, and more importantly that if you had the energy you'd be better off simply attacking most of the time.  And even if Slowkings come out on you, if your Blastoise was out first, you don't need your trainers to win.  But if trainer denial isn't a problem by you, you can rely on trainer combos, such as...

Energy Flow / Pokémon Center.  This combo is amazing and game-breaking.  Using Energy Flow, you return every water in play to your hand.  Then, Pokémon Center your damaged Pokémon back to 0 damage, with no downside, as the water energy all comes back using Blastoise's Rain Dance.  Energy Flow is one of those forgotten about cards, but if you play this combo, people certainly will remember what it does. 

       Of course, cards like Gold Berry are important to keep your high HP Blastoise alive, and to maintain an advantage as long as possible.  Also, Neo: Discovery Igglybuff to prevent quick Slowkings from stopping your ability to draw and get Blastoise out.

Rating
In unlimited, the only format Blastoise is legal in, I'd give it a
7.0/10.  It's not as strong as it used to be simply because fast Slowkings and Sneasels can take away your ability to get going.  However, with Igglybuffs, and some Energy Removal, you should be able to get your Blastoise out, and from that point, it is not as difficult to maintain your advantage.

 

 

BLASTOISE
(Expedition)

 

Well, here's the second of the two Blastoises.  Which is better?  Let's find out.

This one's legal in modified?
       Yep, this is a brand spankin' new card, and is allowed in the modified (Neo: Genesis and on, excluding Neo1 Sneasel) format.  And it's great in modified, although not as great in unlimited.  There's reasons for this.  I'm gonna talk about it in both formats.

Jet Stream
       This Pokémon Power, actually now named "Poké-Power" is amazing in any format.  Although it is basically a weaker version of Super Energy Removal, the fact that you can do it every turn Blastoise is active makes it extremely powerful.  Now, of course, you're worried about the downside, maybe thinking it's an even tradeoff, as you both lose an energy.  Wrong.  You choose your energy.  You choose theirs.  Combined with Neo: Genesis
Recycle Energy (which was also released as a foil promo), this Poké-Power becomes exrtemely productive.  You can bring this card back to your hand everytime you flip Heads, then re-attach it for next turn.  If you don't get the heads, use your energy attachment to build another Blastoise.  This is the type of card, in modified, you win by building multiple of, eventually overwhelming your opponent.  Of course, in modified, that can be said for a lot of cards.

Energy Cannon
       There's a simple reason this Blastoise is great in modified and not even worth considering in unlimited: it's the high energy cost of the attack.  In unlimited, you must have some strong defense against Super Energy Removal and Energy Removal that are ran in so many decks.  Either a cheap attack, an energy manipulating attack/pokémon power (like
base Blastoise's Rain Dance), or a game-breaking attack that is worth protecting from Energy Removal by building a whole deck to prevent it (with cards like Slowking or Brock's Protection).  However, this attack requires a minimum of three energy, two being water, and has a maximum amount of 60 damage capable.  In modified, this average attack is alright because the Poke-Power is one of the only forms of Energy Removal in the format.  In unlimited, there's better forms of Energy Removal, and there's also better forms of attacks.

What Will This Card Beat and Have Trouble Against?
       In modified, this Blastoise is about as anti-Steelix as you can get.  Steelix is popular in modified because of the absence of one of it's enemies, Super Energy Removal.  Well, Blastoise can surprise those players thinking their Steelix is safe.  In the long run, they run out of metal energy, and are not able to do enough damage to you, making it an easy win for Blastoise.  Also, Tyranitar has trouble against this unless it gets enough favorable Tramples flips before you remove it's energy.

       And of course, it's still good versus basic energy attacks on popular stage 2's such as Crobat.  What it isn't powerful against is cards that can attack for one or two energies, especially colorless energy, as they can build their Pokémon using only Recycle Energy, in which Jet Stream literally does become something that neither helps nor hurts you.  Then, it's up to Blastoise's attack, which isn't the best, to do it's work.

Retreat Cost/ Weakness
       Unlike base Blastoise, this Blastoise's retreat cost is only two.  Since the deck should be playing 3-4 Recycle Energy, retreating is always an option. 

       It is also weak to lightning, which makes a deck based around this Blastoise have almost NO chance versus an Ampharos deck that can get a Zapdos going.  There is almost no way to stop a build Zapdos in modified with your Blastoise, and since Neo: Revelations Ampharos is still somewhat popular in the modified format, many people have been relucant to play this card.

Rating
In unlimited, this card simply does not have what it takes.  It gets devoured by the Energy Removals. 
4.5/10.  In modified, it seems to be a card that will make many of your games either favorable or unfavorable depending on the deck you are playing against.  Still, a good card.  7.0/10 for modified.
 

PICHU (Neo Genesis)
 

Neo: Genesis Pichu is one of those cards that is great in both modified and unlimited.   There are simply Pokémon Powers in every format.  Although Neo: Genesis Slowking was recently banned in modified, Pichu is still very useful in modified against many decks.  Let's look at unlimited, first...

Unlimited Decks Pichu Destroys
       A deck that is popular where I live is a focused Chansey deck.  It relies on Unown N to reduce Chansey's self-damage from Double-Edge, and plays Ditto to counter Sneasel, and Igglybuff to counter other Unown N and Slowking.  Pichu can be trouble for this deck, especially if they bench Igglybuff when they have no use for it.  That is simply a free chance for prizes.

       Another is the dreaded Slowking.  Against a Slowking deck the first thing you should try to do is get a Pichu on the bench with a Focus Band on it.  Don't wait to get the Focus Band- they'll eventually get Slowkings which can stop your Focus Band.  Try to get 2 if you play 2.  If it works out, you'll take out 2-3 Slowkings eventually by repeatedly Zzzaping.

       And another is Typhlosion.  Some people still play Rain Dance.  And a lot of people simply play random cards that have Pokémon Powers.   In addition, let me note that Pichu does not have to take down a Typhlosion, but it can set up for a knock out.  For example, say they have a powered Typhlosion with a Gold Berry.  Although you have a full bench and a Sneasel with two darks, you'll probably be short of the knock out and end up hanging your Sneasel.  Not good.  When you Zzzap, however, you make it, basically, an 80 HP Pokémon, and require only 3 Heads (out of 6) for Sneasel's Beat Up to knock out the Typhlosion.  If you play by probability, you'll win more games.  You'll also wonder why it exists sometimes, and doubt it, but it will win in the long run. =)

Pichu in Modified
       A lot of debate goes on whether Pichu is more useful in modified or unlimited.  It really depends.  One thing, for sure, is that Pichu is more played in modified.  This may be because there are less Pokémon Power stopping options in modified, and people are playing Focus Band already (which works great with Pichu) or it could just be a big coincidence. =)

       Typhlosion shows up in modified, too.  But Entei/Magcargo shows up more!  Pichu is Entei/Magcargo's enemy.  It plays anything it can to beat Pichu.  It plays Healing Field.  It plays Gold Berry.  Some play metal energy.  Pichu is best in Kingdra when a Zzzap allows a one-hit knockout using Kingdra's Genetic Memory (Mud Splash) to take out the Magcargo or Entei.

       But there are more, like Noctowl, which goes down to only 3 Zzzaps.  This is where getting a Focus Band on Pichu quickly is very important, as the Noctowl(s) can take it away if you don't play it the first chance you get.

       Also, cards like Expedition Blastoise, Expedition Vileplume, and more.  Although not every deck is very weak to Zzzap, it is useful against almost any deck.

Flexibility
       Like I just said, Zzzap is useful against almost any deck.  Few decks play no Pokémon Powers (these include decks like Ampharos, Kingdra, Crobat), and although these decks are popular, every deck you play against is not a popular deck.  In fact, most decks won't be.  And even if the deck does not play powers, you've only wasted 2 deck spots, and those will make up for themselves as soon as you butcher an Entei/Cargo with Zzzap.

       People play Pichu in their unlimited Slowking decks to take out Igglybuff.  Yes, it damages your own Slowking with 40, but this often means nothing, because decks that play Igglybuff do not play their own Pichus (this would be an obvious conundrum), and because Slowking protects itself from Gust of Wind.

Focus Band
       The reason Pichu works well with Focus Band is because you will often need multiple Zzzaps to take down Pokémon with powers.  You will often be trying to do this with only Zzzap, often because the cards you are damaging are both benched and in pairs.  Examples are Slowking (now only in unlimited) and Noctowl.

Rating
       Personally, I actually do believe Pichu is a stronger card in unlimited now that Slowking has been banned in modified.  And Slowking is very popular in unlimited.

       I'd give Pichu a
8/10 in unlimited and a 7/10 in modified.

Thanks for reading.  Try Pichu out.

-Jason Klaczynski

 

 

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