Pokemon Card Overview:
Today's Pokemon Card Review is of Yanmega 4 from the Rising Rivals set. This is a basic SP, grass type Pokemon card, with an hp of 90. It has a x2 weakness to electric type Pokemon, a -20 resistance to fighting type Pokemon, and a one colorless energy card retreat cost. Yanmega doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Skill Dive which takes one colorless energy card and does 10 damage to one of your opponent's Pokemon. Yanmega's second move is called Whirlwind which takes three energy cards, two colorless and one grass, and does 50 damage. Also when you use this move, your opponent has to switch out their active Pokemon with one of their benched Pokemon.
Pokemon Card Strategy:
So as far as strategy goes, this is a great spread damage type card. I would use Skill Dive right away until I had three energy cards on Yanmega to start using Whirlwind, and by the time I would have to use Whirlwind, I would hope most of my opponent's Pokemon would have damage on them, either from Skill Dive or another spread damage type Pokemon card within your own deck. So when I did use Whirlwind, I would either start knocking out Pokemon that had been damaged by Skill Dive or that 50 damage from Whirlwind would be enough so the next turn I could use Skill Dive on that Pokemon and knock it out.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating. I don't really like any of the SP Pokemon, but this is one of my exceptions, since it does have a good hp of 90, you can afford to keep Yanmega in the active Pokemon spot for awhile and use Whirlwind on two or three Pokemon, by the time Yanmega is knocked out, or is retreated you could easily move another Pokemon into the active Pokemon spot that has the ability to do 10 damage to each of your opponent's benched Pokemon and knock two or three of them out in a turn or two.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Yanmega 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Absol G from the Supreme Victors set.
Sunday, July 31, 2011
Saturday, July 30, 2011
Walrein -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Walrein from the Rising Rivals set. This is a stage 2, water type Pokemon card, with an hp of 140. It has a +30 weakness to metal type Pokemon, no resistance type, and a four colorless energy card retreat cost. Its Poke-Power is called Gather Ice and it says that when you play Walrein from your hand to evolve one of your Pokemon, you may move as many water energy cards from your hand as you like and attach them to Walrein. Besides the Poke-Power, Walrein only has one move called Cold Crush which takes four energy cards, two each of water and colorless and does 70 damage. When you use this move you must discard an energy card and then you can force your opponent to discard an energy card from their Pokemon as well.
Pokemon Card Strategy:
So as far as strategy goes, you'll definitely want to have a way to get a massive amount of energy cards into your hand so that when you evolve your Pokemon into Walrein you can attach 4 energy cards or more to Walrein in one turn. I would prefer to use Walrein later in the game when you have a lot of discarded energy cards, that way you can utilize trainers that allow you to retrieve energy cards from the discard pile and put them into your hand. When using this card, always make sure you have another energy card to attach to Walrein after each turn so that you can use Cold Crush every turn and knock out most Pokemon in two turns or less.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating. I like the fact it can do 70 damage, even though it takes four energy cards, you can speed that process up by using Walrein's Poke-Power. As long as you are patient with this card, this card should be able to knock out a few of your opponent's Pokemon, especially since it has a high hp. And with the ability to discard an energy card from opponent's Pokemon, that might make the difference in them being able to attack you or not.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Walrein from the Rising Rivals set, stay tuned for tomorrow's card review of Yanmega 4 from the same set.
Today's Pokemon Card Review is of Walrein from the Rising Rivals set. This is a stage 2, water type Pokemon card, with an hp of 140. It has a +30 weakness to metal type Pokemon, no resistance type, and a four colorless energy card retreat cost. Its Poke-Power is called Gather Ice and it says that when you play Walrein from your hand to evolve one of your Pokemon, you may move as many water energy cards from your hand as you like and attach them to Walrein. Besides the Poke-Power, Walrein only has one move called Cold Crush which takes four energy cards, two each of water and colorless and does 70 damage. When you use this move you must discard an energy card and then you can force your opponent to discard an energy card from their Pokemon as well.
Pokemon Card Strategy:
So as far as strategy goes, you'll definitely want to have a way to get a massive amount of energy cards into your hand so that when you evolve your Pokemon into Walrein you can attach 4 energy cards or more to Walrein in one turn. I would prefer to use Walrein later in the game when you have a lot of discarded energy cards, that way you can utilize trainers that allow you to retrieve energy cards from the discard pile and put them into your hand. When using this card, always make sure you have another energy card to attach to Walrein after each turn so that you can use Cold Crush every turn and knock out most Pokemon in two turns or less.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating. I like the fact it can do 70 damage, even though it takes four energy cards, you can speed that process up by using Walrein's Poke-Power. As long as you are patient with this card, this card should be able to knock out a few of your opponent's Pokemon, especially since it has a high hp. And with the ability to discard an energy card from opponent's Pokemon, that might make the difference in them being able to attack you or not.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Walrein from the Rising Rivals set, stay tuned for tomorrow's card review of Yanmega 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Friday, July 29, 2011
Vespiquen 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Vespiquen 4 from the Rising Rivals set. This is a basic SP, grass type Pokemon card, with an hp of 80. It has a x2 weakness to electric type Pokemon, a -20 resistance to fighting type Pokemon, and a one colorless energy card retreat cost. Vespiquen's Poke-Body is called Royal Gain which says that when you attach a grass energy card to Vespiquen you may remove one damage counter from it. Vespiquen's only move is called Leaf Needle and for three colorless energy cards, it does 30 damage plus 20 more damage for each heads you get when you flip a coin for each grass energy card attached to Vespiquen. So if you had three grass energy cards attached to Vespiquen and got three heads in a row, this move would do 90 damage for three energy cards.
Pokemon Card Strategy:
So as far as strategy goes, it is extremely straightforward since this card only has one move. So as always I would recommend getting three energy cards on Vespiquen before putting it into the active Pokemon spot, but even if you don't, you can at least remove 10 damage from it every time you attach a grass energy card to it. I would want to use this card in a mostly grass type deck so you can attach all grass energy cards to this card and thus be able to do a much higher amount of damage when you are using its move. I wouldn't recommend however attaching more than 4 maximum energy cards to this card.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. This card does have the ability to do a lot of damage but it is part luck to do more than 30 damage with Leaf Needle. But it is nice that even though this card only has 80 hp, if for some reason you have to play it before you want to it will seem to have a little higher hp with its Poke-Body.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Vespiquen 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Walrein from the same set.
Today's Pokemon Card Review is of Vespiquen 4 from the Rising Rivals set. This is a basic SP, grass type Pokemon card, with an hp of 80. It has a x2 weakness to electric type Pokemon, a -20 resistance to fighting type Pokemon, and a one colorless energy card retreat cost. Vespiquen's Poke-Body is called Royal Gain which says that when you attach a grass energy card to Vespiquen you may remove one damage counter from it. Vespiquen's only move is called Leaf Needle and for three colorless energy cards, it does 30 damage plus 20 more damage for each heads you get when you flip a coin for each grass energy card attached to Vespiquen. So if you had three grass energy cards attached to Vespiquen and got three heads in a row, this move would do 90 damage for three energy cards.
Pokemon Card Strategy:
So as far as strategy goes, it is extremely straightforward since this card only has one move. So as always I would recommend getting three energy cards on Vespiquen before putting it into the active Pokemon spot, but even if you don't, you can at least remove 10 damage from it every time you attach a grass energy card to it. I would want to use this card in a mostly grass type deck so you can attach all grass energy cards to this card and thus be able to do a much higher amount of damage when you are using its move. I wouldn't recommend however attaching more than 4 maximum energy cards to this card.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. This card does have the ability to do a lot of damage but it is part luck to do more than 30 damage with Leaf Needle. But it is nice that even though this card only has 80 hp, if for some reason you have to play it before you want to it will seem to have a little higher hp with its Poke-Body.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Vespiquen 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Walrein from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Thursday, July 28, 2011
Vaporeon -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Vaporeon from the Rising Rivals set. This is a stage 1, water type Pokemon card, with an hp of 90. It has a +20 weakness to electric type Pokemon, no resistance type, and a two colorless energy card retreat cost. Its Poke-Power is the same as Jolteon and Flareon's in this set, it is called Undevelop, and it says that once during your turn you may move Vaporeon back into your hand. Besides the Poke-Power, Vaporeon has two moves, the first move is called Muddy Water which takes one colorless energy card and does 20 damage to the defending Pokemon and 10 damage to one of your opponent's benched Pokemon. Vaporeon's second move is called Evolving Aqua and for two energy cards, one each of water and colorless, it does 40 damage to one of your opponent's Pokemon that has damage on it, this move does 60 damage if Vaporeon just evolved that turn.
Pokemon Card Strategy:
So as far as strategy goes, Vaporeon's strategy is quite similar to both Flareon's and Jolteon's. You want to not evolve Eevee until you put it into the active Pokemon spot so you can do 60 damage instead of 40 with Evolving Aqua. I would consider using Vaporeon's Poke-Power once per new Pokemon you face, just make sure that when you devolve to Eevee, Eevee won't be knocked out. I do like the fact that Vaporeon can do some spread damage with its first move, but I think that move would have been suited better for a basic Pokemon.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. There is really nothing spectacular about this card. It has average hp and can do average damage with its moves. And if you can't devolve Vaporeon, this card loses even more value. Just make sure that when you use Evolving Aqua that the Pokemon you want to attack has some damage on it already or you won't be able to attack it.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Vaporeon from the Rising Rivals set, stay tuned for tomorrow's card review of Vespiquen 4 from the same set.
Today's Pokemon Card Review is of Vaporeon from the Rising Rivals set. This is a stage 1, water type Pokemon card, with an hp of 90. It has a +20 weakness to electric type Pokemon, no resistance type, and a two colorless energy card retreat cost. Its Poke-Power is the same as Jolteon and Flareon's in this set, it is called Undevelop, and it says that once during your turn you may move Vaporeon back into your hand. Besides the Poke-Power, Vaporeon has two moves, the first move is called Muddy Water which takes one colorless energy card and does 20 damage to the defending Pokemon and 10 damage to one of your opponent's benched Pokemon. Vaporeon's second move is called Evolving Aqua and for two energy cards, one each of water and colorless, it does 40 damage to one of your opponent's Pokemon that has damage on it, this move does 60 damage if Vaporeon just evolved that turn.
Pokemon Card Strategy:
So as far as strategy goes, Vaporeon's strategy is quite similar to both Flareon's and Jolteon's. You want to not evolve Eevee until you put it into the active Pokemon spot so you can do 60 damage instead of 40 with Evolving Aqua. I would consider using Vaporeon's Poke-Power once per new Pokemon you face, just make sure that when you devolve to Eevee, Eevee won't be knocked out. I do like the fact that Vaporeon can do some spread damage with its first move, but I think that move would have been suited better for a basic Pokemon.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. There is really nothing spectacular about this card. It has average hp and can do average damage with its moves. And if you can't devolve Vaporeon, this card loses even more value. Just make sure that when you use Evolving Aqua that the Pokemon you want to attack has some damage on it already or you won't be able to attack it.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Vaporeon from the Rising Rivals set, stay tuned for tomorrow's card review of Vespiquen 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Wednesday, July 27, 2011
Snorlax -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Snorlax from the Rising Rivals set. This is a basic, normal type Pokemon card, with an hp of 100. It has a +20 weakness to fighting type Pokemon, no resistance type, and a four colorless energy card retreat cost. Snorlax doesn't have a Poke-Power or Poke-Body but it does have two moves. Its first move is called Pick and Collect and for no energy cards at all, it allows you to search your discard pile for up to four energy cards and put them in your hand. Snorlax's other move is called Roll Over which takes four colorless energy cards and does 60 damage. When you use this move you have to flip a coin, if you get a heads, Snorlax and the defending Pokemon are asleep, if you get a tails Snorlax is asleep.
Pokemon Card Strategy:
So as far as strategy goes, there isn't much use for this card. It is extremely slow and can't do much besides make itself go to sleep. The way I would use this card, other than not using it, is use it late in the game to get energy cards into my hand again. The only problem with doing this is you have to account for Snorlax's extremely high retreat cost, so make sure and figure out a way to retreat Snorlax for much less energy cards. But if you do want to spend the time to put four energy cards on Snorlax, prepare to be one and done. You are guaranteed to put Snorlax to sleep when you use Roll Over and with Snorlax only having 100 hp it won't last long against a stage 2 Pokemon.
Pokemon Card Rating:
I would give this card a 1 out of 5 rating. It is pretty hard to give this card that bad of rating since Snorlax is one of my favorite Pokemon but it just is that bad. It is way too slow, can't do that much damage, and takes way to much to retreat it. I would stay away from this card at all costs, this card isn't worth it, if you want to use Snorlax Lv. X, use a different Snorlax from a different set as the card you evolve it from.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Snorlax from the Rising Rivals set, stay tuned for tomorrow's card review of Vaporeon from the same set.
Today's Pokemon Card Review is of Snorlax from the Rising Rivals set. This is a basic, normal type Pokemon card, with an hp of 100. It has a +20 weakness to fighting type Pokemon, no resistance type, and a four colorless energy card retreat cost. Snorlax doesn't have a Poke-Power or Poke-Body but it does have two moves. Its first move is called Pick and Collect and for no energy cards at all, it allows you to search your discard pile for up to four energy cards and put them in your hand. Snorlax's other move is called Roll Over which takes four colorless energy cards and does 60 damage. When you use this move you have to flip a coin, if you get a heads, Snorlax and the defending Pokemon are asleep, if you get a tails Snorlax is asleep.
Pokemon Card Strategy:
So as far as strategy goes, there isn't much use for this card. It is extremely slow and can't do much besides make itself go to sleep. The way I would use this card, other than not using it, is use it late in the game to get energy cards into my hand again. The only problem with doing this is you have to account for Snorlax's extremely high retreat cost, so make sure and figure out a way to retreat Snorlax for much less energy cards. But if you do want to spend the time to put four energy cards on Snorlax, prepare to be one and done. You are guaranteed to put Snorlax to sleep when you use Roll Over and with Snorlax only having 100 hp it won't last long against a stage 2 Pokemon.
Pokemon Card Rating:
I would give this card a 1 out of 5 rating. It is pretty hard to give this card that bad of rating since Snorlax is one of my favorite Pokemon but it just is that bad. It is way too slow, can't do that much damage, and takes way to much to retreat it. I would stay away from this card at all costs, this card isn't worth it, if you want to use Snorlax Lv. X, use a different Snorlax from a different set as the card you evolve it from.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Snorlax from the Rising Rivals set, stay tuned for tomorrow's card review of Vaporeon from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Tuesday, July 26, 2011
Rhyperior 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Rhyperior 4 from the Rising Rivals set. This is a basic SP, fighting type Pokemon card with an hp of 100. It has a x2 weakness to water type Pokemon, a -20 resistance to electric type Pokemon, and a three colorless energy card retreat cost. Rhyperior doesn't have a Poke-Power or Poke-Body but it does have two moves. Its first move is called Double Lariat and for two energy cards, one each of fighting and colorless, it does 30 damage times the number of heads you get when you flip two coins. Rhyperior's second move is called Rock Tumble and for four energy cards, two each of fighting and colorless, it does 60 damage and this move isn't affected by resistance.
Pokemon Card Strategy:
So as far as strategy goes, it is extremely straightforward since this card is a basic Pokemon, and doesn't have any other moves than attacking ones. As soon as you get the necessary energy on Rhyperior attack with it, that's about all you can do. This card doesn't have a Poke-Power, it doesn't inflict special conditions, and it doesn't help other Pokemon, all it does is attack the defending Pokemon.
Pokemon Card Rating:
I would give this card a 1 out of 5 rating. For a basic Pokemon card, this card is way too slow, and you basically have to get four energy cards on it before you can be sure you'll actually be able to do some damage. And even when you get four energy cards on it it still can only do 60 damage which isn't that much for four energy cards. I would stay away from this card at all costs, it is not good at all.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Rhyperior 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Snorlax from the same set.
Today's Pokemon Card Review is of Rhyperior 4 from the Rising Rivals set. This is a basic SP, fighting type Pokemon card with an hp of 100. It has a x2 weakness to water type Pokemon, a -20 resistance to electric type Pokemon, and a three colorless energy card retreat cost. Rhyperior doesn't have a Poke-Power or Poke-Body but it does have two moves. Its first move is called Double Lariat and for two energy cards, one each of fighting and colorless, it does 30 damage times the number of heads you get when you flip two coins. Rhyperior's second move is called Rock Tumble and for four energy cards, two each of fighting and colorless, it does 60 damage and this move isn't affected by resistance.
Pokemon Card Strategy:
So as far as strategy goes, it is extremely straightforward since this card is a basic Pokemon, and doesn't have any other moves than attacking ones. As soon as you get the necessary energy on Rhyperior attack with it, that's about all you can do. This card doesn't have a Poke-Power, it doesn't inflict special conditions, and it doesn't help other Pokemon, all it does is attack the defending Pokemon.
Pokemon Card Rating:
I would give this card a 1 out of 5 rating. For a basic Pokemon card, this card is way too slow, and you basically have to get four energy cards on it before you can be sure you'll actually be able to do some damage. And even when you get four energy cards on it it still can only do 60 damage which isn't that much for four energy cards. I would stay away from this card at all costs, it is not good at all.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Rhyperior 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Snorlax from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Monday, July 25, 2011
Raichu GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Raichu GL from the Rising Rivals set. This is a basic SP, electric type Pokemon card, with an hp of 80. It has a x2 weakness to fighting type Pokemon, a -20 resistance to metal type Pokemon, and a free retreat cost. Raichu doesn't have any Poke-Powers or Poke-Bodies but it does have two moves, the first move is called Thunder Throw and for one colorless energy card you can choose two of your opponent's benched Pokemon and do 10 damage each to them. Raichu's other move is called Repeat Lightning and for two energy cards, one each of electric and colorless, it does 30 damage plus 10 more damage for of your opponent's benched Pokemon that has damage counters on it.
Pokemon Card Strategy:
So as far as strategy goes, I would recommend using Raichu as a starter Pokemon in your deck. Since it can do 20 damage with one energy card it will be a good thing to use right away in games. If you want to use Repeat Lightning I would suggest using spread damage type Pokemon in your deck so you can make this move do more than 30 damage but either way it won't do much damage. So if I were to use this card in my deck I would just rotate it in and out since it has free retreat costs and do 10 damage to two of my opponent's benched Pokemon and retreat it back out right after that.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. This card is an average starter Pokemon for a deck. It is quite fast and can do some damage but the farther on you get in a game the worse this card will perform. I would probably stick to Raichu cards that are actually stage 1 cards instead of the ones that are basic cards.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Raichu GL from the Rising Rivals set, stay tuned for tomorrow's card review of Rhyperior 4 from the same set.
Today's Pokemon Card Review is of Raichu GL from the Rising Rivals set. This is a basic SP, electric type Pokemon card, with an hp of 80. It has a x2 weakness to fighting type Pokemon, a -20 resistance to metal type Pokemon, and a free retreat cost. Raichu doesn't have any Poke-Powers or Poke-Bodies but it does have two moves, the first move is called Thunder Throw and for one colorless energy card you can choose two of your opponent's benched Pokemon and do 10 damage each to them. Raichu's other move is called Repeat Lightning and for two energy cards, one each of electric and colorless, it does 30 damage plus 10 more damage for of your opponent's benched Pokemon that has damage counters on it.
Pokemon Card Strategy:
So as far as strategy goes, I would recommend using Raichu as a starter Pokemon in your deck. Since it can do 20 damage with one energy card it will be a good thing to use right away in games. If you want to use Repeat Lightning I would suggest using spread damage type Pokemon in your deck so you can make this move do more than 30 damage but either way it won't do much damage. So if I were to use this card in my deck I would just rotate it in and out since it has free retreat costs and do 10 damage to two of my opponent's benched Pokemon and retreat it back out right after that.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. This card is an average starter Pokemon for a deck. It is quite fast and can do some damage but the farther on you get in a game the worse this card will perform. I would probably stick to Raichu cards that are actually stage 1 cards instead of the ones that are basic cards.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Raichu GL from the Rising Rivals set, stay tuned for tomorrow's card review of Rhyperior 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Sunday, July 24, 2011
Nidoqueen -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Nidoqueen from the Rising Rivals set. This is a stage 2, psychic type Pokemon card, with an hp of 120. It has a +30 weakness to psychic type Pokemon, a -20 resistance to electric type Pokemon, and a three colorless energy card retreat cost. Nidoqueen's Poke-Body is called Maternal Comfort and says that any time between turns you may remove 1 damage counter from each of your Pokemon. Besides the Poke-Body, Nidoqueen has two moves, the first move is called Mega Punch which does 40 damage for only one psychic energy card. And Nidoqueen's second move is called Ruthless Tail which takes three energy cards, one psychic and two colorless and does 50 damage plus 10 more damage for each of your opponent's benched Pokemon.
Pokemon Card Strategy:
So as far as strategy goes, I would put Nidoqueen onto the bench as soon as possible so that you can utilize its Poke-Body and heal every one of your Pokemon during each turn. However, I would keep Nidoqueen on my bench until my opponent has a full bench, then I would put Nidoqueen in and use Ruthless Tail and be able to do 100 damage for only 3 energy cards. I would definitely include Pokemon in the same deck as Nidoqueen to have free or low retreat costs so you can rotate them in and out easily so all your Pokemon will have a little damage on them, then Nidoqueen can use Maternal Comfort a couple of turns and remove all their damage.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating. I like that Nidoqueen can heal pretty much every Pokemon on your team without leaving the bench and when it does go into the active Pokemon spot it can really damage your opponent's Pokemon with both of its moves. I do wish that this Pokemon had a little higher hp, but it shouldn't be a problem if you keep it on your bench most of the game.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Nidoqueen from the Rising Rivals set, stay tuned for tomorrow's card review of Raichu GL from the same set.
Today's Pokemon Card Review is of Nidoqueen from the Rising Rivals set. This is a stage 2, psychic type Pokemon card, with an hp of 120. It has a +30 weakness to psychic type Pokemon, a -20 resistance to electric type Pokemon, and a three colorless energy card retreat cost. Nidoqueen's Poke-Body is called Maternal Comfort and says that any time between turns you may remove 1 damage counter from each of your Pokemon. Besides the Poke-Body, Nidoqueen has two moves, the first move is called Mega Punch which does 40 damage for only one psychic energy card. And Nidoqueen's second move is called Ruthless Tail which takes three energy cards, one psychic and two colorless and does 50 damage plus 10 more damage for each of your opponent's benched Pokemon.
Pokemon Card Strategy:
So as far as strategy goes, I would put Nidoqueen onto the bench as soon as possible so that you can utilize its Poke-Body and heal every one of your Pokemon during each turn. However, I would keep Nidoqueen on my bench until my opponent has a full bench, then I would put Nidoqueen in and use Ruthless Tail and be able to do 100 damage for only 3 energy cards. I would definitely include Pokemon in the same deck as Nidoqueen to have free or low retreat costs so you can rotate them in and out easily so all your Pokemon will have a little damage on them, then Nidoqueen can use Maternal Comfort a couple of turns and remove all their damage.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating. I like that Nidoqueen can heal pretty much every Pokemon on your team without leaving the bench and when it does go into the active Pokemon spot it can really damage your opponent's Pokemon with both of its moves. I do wish that this Pokemon had a little higher hp, but it shouldn't be a problem if you keep it on your bench most of the game.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Nidoqueen from the Rising Rivals set, stay tuned for tomorrow's card review of Raichu GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Saturday, July 23, 2011
Mr. Mime 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Mr. Mime 4 from the Rising Rivals set. This is a basic, SP, psychic type Pokemon card, with an hp of 70. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Mr. Mime doesn't have a Poke-Body or Poke-Power but it does have two moves, the first move called Magic Heal requires no energy cards at all and allows you to flip three coins, for each heads you get you may remove 10 damage from one of your Pokemon. Mr. Mime's other move is called Barrier Attack and for two energy cards, one each of psychic and colorless, it does 30 damage plus any damage done to Mr. Mime by your opponent is reduced by 10.
Pokemon Card Strategy:
So as far as strategy goes, I would probably use this card solely for the purpose of healing my Pokemon. I could put this card into whatever deck I like and keep it on my bench until I needed to heal some of my Pokemon, then I could put it in, use Magic Heal, and retreat it the next turn and only needing one energy card to do it all. If you did decide to attack with this card it is quite average since it can do 30 damage for two energy cards, but I do like that it is quick and at the same time can do a fair amount of damage and reduce damage from your opponent at the same time.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating. I like the fact it heals Pokemon without needing energy cards. And it makes up for the fact it has a low hp by reducing your opponent's damage by 10 when you use its only attacking move. I would use 1 or 2 in a Psychic deck to make sure my Pokemon can be healed without using trainers and to have a decent starter Pokemon in my deck.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Mr. Mime 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Nidoqueen from the same set.
Today's Pokemon Card Review is of Mr. Mime 4 from the Rising Rivals set. This is a basic, SP, psychic type Pokemon card, with an hp of 70. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Mr. Mime doesn't have a Poke-Body or Poke-Power but it does have two moves, the first move called Magic Heal requires no energy cards at all and allows you to flip three coins, for each heads you get you may remove 10 damage from one of your Pokemon. Mr. Mime's other move is called Barrier Attack and for two energy cards, one each of psychic and colorless, it does 30 damage plus any damage done to Mr. Mime by your opponent is reduced by 10.
Pokemon Card Strategy:
So as far as strategy goes, I would probably use this card solely for the purpose of healing my Pokemon. I could put this card into whatever deck I like and keep it on my bench until I needed to heal some of my Pokemon, then I could put it in, use Magic Heal, and retreat it the next turn and only needing one energy card to do it all. If you did decide to attack with this card it is quite average since it can do 30 damage for two energy cards, but I do like that it is quick and at the same time can do a fair amount of damage and reduce damage from your opponent at the same time.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating. I like the fact it heals Pokemon without needing energy cards. And it makes up for the fact it has a low hp by reducing your opponent's damage by 10 when you use its only attacking move. I would use 1 or 2 in a Psychic deck to make sure my Pokemon can be healed without using trainers and to have a decent starter Pokemon in my deck.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Mr. Mime 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Nidoqueen from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Friday, July 22, 2011
Mamoswine GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Mamoswine GL from the Rising Rivals set. This is a basic, SP, water type Pokemon card, with an hp of 100. It has a x2 weakness to metal type Pokemon, a -20 resistance to electric type Pokemon, and a four colorless energy card retreat cost. Mamoswine's Poke-Body is called Icy Aura and it says that as long as Mamoswine is your active Pokemon put 1 damage counter on each active Pokemon besides water type Pokemon. Other than Mamoswine's Poke-Body it only has one move called Avalanche that takes four energy cards, two each of water and colorless and does 60 damage plus 10 damage to each of your opponent's benched Pokemon if you flip a coin and get a heads.
Pokemon Card Strategy:
So as far as strategy goes, this is usually one of those cards that is a basic Pokemon and its move requires a lot of energy cards so if you get it out there in the active Pokemon spot right away you are pretty much sunk. But Mamoswine is the exception to that, somewhat, since you can use its Poke-Body every turn and do 10 damage to the defending Pokemon. Besides being able to do 10 damage, if you can I would keep Mamoswine on my bench as long as possible to be able to get 4 energy cards on it so I could bring it in and use Avalanche right away and hopefully flip a heads and then knock some of my opponent's benched Pokemon out. This is another card I would put in a spread damage type deck so I could possibly knock out bench Pokemon while I'm trying to mainly attack the active Pokemon.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating because of its Poke-Body. Without it, this card is pretty much any other worthless SP card, it is too slow to be a basic Pokemon, and by the time you get the necessary energy cards on it, it could be knocked out with only 100 hp. And don't think about being able to retreat Mamoswine if you get in trouble because with four energy cards needed to retreat it definitely isn't worth it.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Mamoswine GL from the Rising Rivals set, stay tuned for tomorrow's card review of Mr. Mime 4 from the same set.
Today's Pokemon Card Review is of Mamoswine GL from the Rising Rivals set. This is a basic, SP, water type Pokemon card, with an hp of 100. It has a x2 weakness to metal type Pokemon, a -20 resistance to electric type Pokemon, and a four colorless energy card retreat cost. Mamoswine's Poke-Body is called Icy Aura and it says that as long as Mamoswine is your active Pokemon put 1 damage counter on each active Pokemon besides water type Pokemon. Other than Mamoswine's Poke-Body it only has one move called Avalanche that takes four energy cards, two each of water and colorless and does 60 damage plus 10 damage to each of your opponent's benched Pokemon if you flip a coin and get a heads.
Pokemon Card Strategy:
So as far as strategy goes, this is usually one of those cards that is a basic Pokemon and its move requires a lot of energy cards so if you get it out there in the active Pokemon spot right away you are pretty much sunk. But Mamoswine is the exception to that, somewhat, since you can use its Poke-Body every turn and do 10 damage to the defending Pokemon. Besides being able to do 10 damage, if you can I would keep Mamoswine on my bench as long as possible to be able to get 4 energy cards on it so I could bring it in and use Avalanche right away and hopefully flip a heads and then knock some of my opponent's benched Pokemon out. This is another card I would put in a spread damage type deck so I could possibly knock out bench Pokemon while I'm trying to mainly attack the active Pokemon.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating because of its Poke-Body. Without it, this card is pretty much any other worthless SP card, it is too slow to be a basic Pokemon, and by the time you get the necessary energy cards on it, it could be knocked out with only 100 hp. And don't think about being able to retreat Mamoswine if you get in trouble because with four energy cards needed to retreat it definitely isn't worth it.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Mamoswine GL from the Rising Rivals set, stay tuned for tomorrow's card review of Mr. Mime 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Thursday, July 21, 2011
Jolteon -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Jolteon from the Rising Rivals set. This is a stage 1, electric type Pokemon card, with an hp of 80. It has a +20 weakness to fighting type Pokemon, a -20 resistance to metal type Pokemon, and free retreat costs. Jolteon's Poke-Power is called Undevelop which says that once during your turn you may devolve Jolteon and put Jolteon into your hand. Besides the Poke-Power, Jolteon has two moves, the first move is called Quick Attack which takes one colorless energy card and does 10 damage plus 30 more damage if you get a heads when you flip a coin. Jolteon's second move is called Evolving Thunder which takes one each of colorless and electric energy cards and does 50 damage plus it does 10 more damage to each of your opponent's benched Pokemon if Jolteon evolved that same turn.
Pokemon Card Strategy:
So as far as strategy goes, this card is quite similar to the Flareon card I reviewed a little while ago. I would recommend not evolving Eevee into Jolteon until you put Eevee in the active Pokemon spot, that way you can use Evolving Thunder and spread damage around. Since you can do 10 damage to all your opponent's benched Pokemon with this card I would suggest putting this card into an electric type deck with other Pokemon that can do the same. I would only use Jolteon's Poke-Power when I would be facing new Pokemon that can't attack right away because with only 80 hp on Jolteon you can't take much damage.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. I like the fact that you can retreat Jolteon at will since it has free retreat costs and this card is pretty fast only needing two energy cards maximum. This card can also do a fair amount of damage but you'll have to deal with low hp throughout the Eevee-Jolteon evolution process. So with just 10 more hp on this card I would give it a 4 out of 5, so if you are looking for a decent electric type card for your deck definitely consider Jolteon from the Rising Rivals set.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Jolteon from the Rising Rivals set, stay tuned for tomorrow's card review of Mamoswine GL from the same set.
Today's Pokemon Card Review is of Jolteon from the Rising Rivals set. This is a stage 1, electric type Pokemon card, with an hp of 80. It has a +20 weakness to fighting type Pokemon, a -20 resistance to metal type Pokemon, and free retreat costs. Jolteon's Poke-Power is called Undevelop which says that once during your turn you may devolve Jolteon and put Jolteon into your hand. Besides the Poke-Power, Jolteon has two moves, the first move is called Quick Attack which takes one colorless energy card and does 10 damage plus 30 more damage if you get a heads when you flip a coin. Jolteon's second move is called Evolving Thunder which takes one each of colorless and electric energy cards and does 50 damage plus it does 10 more damage to each of your opponent's benched Pokemon if Jolteon evolved that same turn.
Pokemon Card Strategy:
So as far as strategy goes, this card is quite similar to the Flareon card I reviewed a little while ago. I would recommend not evolving Eevee into Jolteon until you put Eevee in the active Pokemon spot, that way you can use Evolving Thunder and spread damage around. Since you can do 10 damage to all your opponent's benched Pokemon with this card I would suggest putting this card into an electric type deck with other Pokemon that can do the same. I would only use Jolteon's Poke-Power when I would be facing new Pokemon that can't attack right away because with only 80 hp on Jolteon you can't take much damage.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. I like the fact that you can retreat Jolteon at will since it has free retreat costs and this card is pretty fast only needing two energy cards maximum. This card can also do a fair amount of damage but you'll have to deal with low hp throughout the Eevee-Jolteon evolution process. So with just 10 more hp on this card I would give it a 4 out of 5, so if you are looking for a decent electric type card for your deck definitely consider Jolteon from the Rising Rivals set.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Jolteon from the Rising Rivals set, stay tuned for tomorrow's card review of Mamoswine GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Wednesday, July 20, 2011
Hippowdon -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Hippowdon from the Rising Rivals set. This is a stage 1, fighting type Pokemon card with an hp of 110. It has a +20 weakness to water type Pokemon, a -20 resistance to electric type Pokemon, and a four colorless energy card retreat cost. Hippowdon's Poke-Body is called Sand Cover and this Poke-Body says that as long as Hippowdon is your active Pokemon put one damage counter on each of your opponent's Lv. X Pokemon between each turns. Besides the Poke-Body, Hippowdon has two moves, the first move is called Save Sand and for one colorless energy card, it does 20 damage plus 10 more damage for each energy card attached to Hippowdon, and before doing damage you may search your discard pile for one fighting energy card and attach it to Hippowdon. Hippowdon's second move is called Groundquake and this move takes 4 energy cards, 2 each of fighting and colorless, and does 80 damage plus 10 damage to each Pokemon in play that isn't evolved.
Pokemon Card Strategy:
So as far as strategy goes, this card should work well with Gastrodon West Sea that I reviewed a few days ago, you can first use Groundquake on this card then later in the game put in Gastrodon West Sea and use Muddy Sport from that card and be able to do damage to almost every Pokemon in play since most of your opponent's Pokemon should have damage on it from Groundquake. Just like Gastrodon West Sea, I would recommend keeping Hippowdon on your bench for awhile until you get a lot of energy on it, at least 3, then depending on how many energy cards you do have on it, will determine which of Hippowdon's two moves you can use. I would use this card in a spread damage type deck and within this deck I would try and use Groundquake as much as possible, just try to not have many unevolved Pokemon on your own bench.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating, I like that Hippowdon can do spread damage but I don't like the fact it takes four energy cards to do that and with only 110 hp you'll have to hope you can set this card up on your bench first. And if you don't want to use Groundquake you can't even do that much damage with Save Sand, so I would just save this card for your storage box.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Gastrodon from the Rising Rivals set, stay tuned for tomorrow's card review of Jolteon from the same set.
Today's Pokemon Card Review is of Hippowdon from the Rising Rivals set. This is a stage 1, fighting type Pokemon card with an hp of 110. It has a +20 weakness to water type Pokemon, a -20 resistance to electric type Pokemon, and a four colorless energy card retreat cost. Hippowdon's Poke-Body is called Sand Cover and this Poke-Body says that as long as Hippowdon is your active Pokemon put one damage counter on each of your opponent's Lv. X Pokemon between each turns. Besides the Poke-Body, Hippowdon has two moves, the first move is called Save Sand and for one colorless energy card, it does 20 damage plus 10 more damage for each energy card attached to Hippowdon, and before doing damage you may search your discard pile for one fighting energy card and attach it to Hippowdon. Hippowdon's second move is called Groundquake and this move takes 4 energy cards, 2 each of fighting and colorless, and does 80 damage plus 10 damage to each Pokemon in play that isn't evolved.
Pokemon Card Strategy:
So as far as strategy goes, this card should work well with Gastrodon West Sea that I reviewed a few days ago, you can first use Groundquake on this card then later in the game put in Gastrodon West Sea and use Muddy Sport from that card and be able to do damage to almost every Pokemon in play since most of your opponent's Pokemon should have damage on it from Groundquake. Just like Gastrodon West Sea, I would recommend keeping Hippowdon on your bench for awhile until you get a lot of energy on it, at least 3, then depending on how many energy cards you do have on it, will determine which of Hippowdon's two moves you can use. I would use this card in a spread damage type deck and within this deck I would try and use Groundquake as much as possible, just try to not have many unevolved Pokemon on your own bench.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating, I like that Hippowdon can do spread damage but I don't like the fact it takes four energy cards to do that and with only 110 hp you'll have to hope you can set this card up on your bench first. And if you don't want to use Groundquake you can't even do that much damage with Save Sand, so I would just save this card for your storage box.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Gastrodon from the Rising Rivals set, stay tuned for tomorrow's card review of Jolteon from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Tuesday, July 19, 2011
Heracross 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Reivew is of Heracross 4 from the Rising Rivals set. This is a basic SP, grass type Pokemon card, with an hp of 90. It has a x2 weakness to fire type Pokemon, no resistance type, and a two colorless energy card retreat cost. Heracross doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Focus Energy and for no energy cards at all it makes Heracross's Megahorn attack do 100 damage instead of 50. And then Heracross's second move is called Megahorn and does 50 damage for two energy cards, one each of grass and colorless. However before you can do any damage you have to flip a coin and if you get tails this move does nothing.
Pokemon Card Strategy:
So as far as strategy goes, Heracross is a quick basic Pokemon that has the possibility of doing major damage. So I would definitely try and get Heracross into the active Pokemon spot as soon as possible. Once it is there I would first use Focus Energy to get Megahorn up to 100 damage and then use Megahorn to hopefully knock out the defending Pokemon. If I were to actually use this card in my deck I would possibly put 2 at the most in it.
Pokemon Card Rating:
I would give this card a 1 out of 5 rating. It does have the potential to do a vast amount of damage but it is too risky for my liking. You already have to waste one turn to get Megahorn up to be able to do 100 damage and then once you waste one turn you only have a 50 percent chance of actually being able to use Megahorn, and if you flip a coin and get tails, it would be a waste of two turns and if you are facing anything besides a basic Pokemon, Heracross will be knocked out in two turns or less with only 90 hp.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Heracross 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Hippowdon from the same set.
Today's Pokemon Card Reivew is of Heracross 4 from the Rising Rivals set. This is a basic SP, grass type Pokemon card, with an hp of 90. It has a x2 weakness to fire type Pokemon, no resistance type, and a two colorless energy card retreat cost. Heracross doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Focus Energy and for no energy cards at all it makes Heracross's Megahorn attack do 100 damage instead of 50. And then Heracross's second move is called Megahorn and does 50 damage for two energy cards, one each of grass and colorless. However before you can do any damage you have to flip a coin and if you get tails this move does nothing.
Pokemon Card Strategy:
So as far as strategy goes, Heracross is a quick basic Pokemon that has the possibility of doing major damage. So I would definitely try and get Heracross into the active Pokemon spot as soon as possible. Once it is there I would first use Focus Energy to get Megahorn up to 100 damage and then use Megahorn to hopefully knock out the defending Pokemon. If I were to actually use this card in my deck I would possibly put 2 at the most in it.
Pokemon Card Rating:
I would give this card a 1 out of 5 rating. It does have the potential to do a vast amount of damage but it is too risky for my liking. You already have to waste one turn to get Megahorn up to be able to do 100 damage and then once you waste one turn you only have a 50 percent chance of actually being able to use Megahorn, and if you flip a coin and get tails, it would be a waste of two turns and if you are facing anything besides a basic Pokemon, Heracross will be knocked out in two turns or less with only 90 hp.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Heracross 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Hippowdon from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Monday, July 18, 2011
Golem 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Golem 4 from the Rising Rivals set. This is a basic SP, fighting type Pokemon card, with an hp of 110. It has a x2 weakness to grass type Pokemon, a -20 resistance to electric type Pokemon, and a 4 colorless energy card retreat cost. Golem doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Rage and for three energy cards, one fighting and two colorless it does 20 damage plus 10 more damage for each damage counter on Golem. So it has the possibility of doing 120 damage for three energy cards. Golem's second move is called Double-Edge and for four energy cards, three colorless and one fighting it does 100 damage but it then does 60 damage to itself.
Pokemon Card Strategy:
So as far as strategy goes, Golem 4 is an extremely slow Pokemon. So I would make sure and stock it up with energy cards on my bench before putting it into the active Pokemon spot. And if you have to play it right away with no energy cards, prepare to be knocked out. I would recommend putting 4 energy cards on Golem and then putting it into the active Pokemon spot, first I would use Double-Edge to get 60 damage on Golem and hopefully knock out the defending Pokemon, then the next turn, if I still am alive, I would use Rage and do 80 damage and not have to take any more damage on myself. I would keep using this move until Golem feinted, since it is a waste to use up four energy cards to retreat and then have to start attaching them again to it on the bench.
Pokemon Card Rating:
Before I started to really review this card I was going to give it a horrible score because it needed so much energy to do anything and it had a low hp and high retreat cost. But now after actually reviewing it, this card is basically guaranteed to knock out at least one Pokemon if you can attach energy cards on it before you put it into the active Pokemon spot. For this reason alone I am going to give this card a 3 out of 5 rating instead of a 1 out of 5 like I was thinking right away.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Golem 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Heracross 4 from the same set.
Today's Pokemon Card Review is of Golem 4 from the Rising Rivals set. This is a basic SP, fighting type Pokemon card, with an hp of 110. It has a x2 weakness to grass type Pokemon, a -20 resistance to electric type Pokemon, and a 4 colorless energy card retreat cost. Golem doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Rage and for three energy cards, one fighting and two colorless it does 20 damage plus 10 more damage for each damage counter on Golem. So it has the possibility of doing 120 damage for three energy cards. Golem's second move is called Double-Edge and for four energy cards, three colorless and one fighting it does 100 damage but it then does 60 damage to itself.
Pokemon Card Strategy:
So as far as strategy goes, Golem 4 is an extremely slow Pokemon. So I would make sure and stock it up with energy cards on my bench before putting it into the active Pokemon spot. And if you have to play it right away with no energy cards, prepare to be knocked out. I would recommend putting 4 energy cards on Golem and then putting it into the active Pokemon spot, first I would use Double-Edge to get 60 damage on Golem and hopefully knock out the defending Pokemon, then the next turn, if I still am alive, I would use Rage and do 80 damage and not have to take any more damage on myself. I would keep using this move until Golem feinted, since it is a waste to use up four energy cards to retreat and then have to start attaching them again to it on the bench.
Pokemon Card Rating:
Before I started to really review this card I was going to give it a horrible score because it needed so much energy to do anything and it had a low hp and high retreat cost. But now after actually reviewing it, this card is basically guaranteed to knock out at least one Pokemon if you can attach energy cards on it before you put it into the active Pokemon spot. For this reason alone I am going to give this card a 3 out of 5 rating instead of a 1 out of 5 like I was thinking right away.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Golem 4 from the Rising Rivals set, stay tuned for tomorrow's card review of Heracross 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Sunday, July 17, 2011
Gastrodon West Sea -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Gastrodon West Sea from the Rising Rivals set. This is a stage 1, fighting type Pokemon card with an hp of 110. It has a +30 weakness to grass type Pokemon, a -20 resistance to electric type Pokemon, and a three colorless energy card retreat cost. Gastrodon doesn't have a Poke-Power or Poke-Body but it does have three moves. Its first move is called Tackle which takes three colorless energy cards and does 50 damage. Gastrodon's second move is called Muddy Bomb and for three energy cards, one fighting and two colorless, it does 30 damage to one of your opponent's Pokemon and 10 damage to all of their other Pokemon. And finally, Gastrodon's third move is called Raging Sea and for four energy cards, three colorless and one fighting, it does 60 damage plus 10 more damage for each of your benched Pokemon that has any damage on it, so in total this move has the possibility of doing 110 damage for four energy cards.
Pokemon Card Strategy:
So as far as strategy goes, Gastrodon West Sea is much slower than Gastrodon East Sea that I reviewed yesterday, so you'll definitely want to keep this card on your bench for awhile until you get the necessary amount of damage on this card. Once you do get three energy cards on Gastrodon I would recommend using Muddy Bomb. I would make sure and put this card in a spread damage type deck, and even a deck that does damage to your own Pokemon. That way when you do put Gastrodon into play, your benched Pokemon should have damage on them and your opponent's benched Pokemon should have damage on them so that you can either possibly knock out one of your opponent's benched Pokemon by using Muddy Bomb or knock out your opponent's active Pokemon with Raging Sea.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating, I like the sheer power of Gastrodon West Sea. It is a little slow and has a high retreat cost but if you can get the necessary energy cards on it before you have to actually use it you should be able to do quite a bit of damage to your opponent. Just make sure to watch out that you don't get knocked out because Gastrodon does only have 110 hp which is high for a stage 1 Pokemon but not that high in general.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Gastrodon West Sea from the Rising Rivals set, stay tuned for tomorrow's card review of Golem 4 from the same set.
Today's Pokemon Card Review is of Gastrodon West Sea from the Rising Rivals set. This is a stage 1, fighting type Pokemon card with an hp of 110. It has a +30 weakness to grass type Pokemon, a -20 resistance to electric type Pokemon, and a three colorless energy card retreat cost. Gastrodon doesn't have a Poke-Power or Poke-Body but it does have three moves. Its first move is called Tackle which takes three colorless energy cards and does 50 damage. Gastrodon's second move is called Muddy Bomb and for three energy cards, one fighting and two colorless, it does 30 damage to one of your opponent's Pokemon and 10 damage to all of their other Pokemon. And finally, Gastrodon's third move is called Raging Sea and for four energy cards, three colorless and one fighting, it does 60 damage plus 10 more damage for each of your benched Pokemon that has any damage on it, so in total this move has the possibility of doing 110 damage for four energy cards.
Pokemon Card Strategy:
So as far as strategy goes, Gastrodon West Sea is much slower than Gastrodon East Sea that I reviewed yesterday, so you'll definitely want to keep this card on your bench for awhile until you get the necessary amount of damage on this card. Once you do get three energy cards on Gastrodon I would recommend using Muddy Bomb. I would make sure and put this card in a spread damage type deck, and even a deck that does damage to your own Pokemon. That way when you do put Gastrodon into play, your benched Pokemon should have damage on them and your opponent's benched Pokemon should have damage on them so that you can either possibly knock out one of your opponent's benched Pokemon by using Muddy Bomb or knock out your opponent's active Pokemon with Raging Sea.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating, I like the sheer power of Gastrodon West Sea. It is a little slow and has a high retreat cost but if you can get the necessary energy cards on it before you have to actually use it you should be able to do quite a bit of damage to your opponent. Just make sure to watch out that you don't get knocked out because Gastrodon does only have 110 hp which is high for a stage 1 Pokemon but not that high in general.
Tomorrow's Pokemon Card:
So thanks for reading today's Pokemon card review of Gastrodon West Sea from the Rising Rivals set, stay tuned for tomorrow's card review of Golem 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Saturday, July 16, 2011
Gastrodon East Sea -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Gastrodon East Sea from the Rising Rivals set. This is a stage 1, water type Pokemon with an hp of 90. It has a +30 weakness to grass type Pokemon, a -20 resistance to electric type Pokemon, and a one colorless energy card retreat cost. Gastrodon's Poke-Body is called Sticky Hold and says that whenever Gastrodon is switched out or retreated you may attach as many energy cards attached to Gastrodon to your new active Pokemon. Besides the Poke-Body, Gastrodon has two moves. Its first move is called Calling Wave which takes one colorless energy card and allows you to search your deck for two Gastrodon and allows you to put them on your bench as basic Pokemon, however when you do this you have to put 20 damage on each of the Gastrodon you put onto your bench. Gastrodon's second move is called Wave Splash and for 2 energy cards, one each of colorless and water it does 40 damage.
Pokemon Card Strategy:
As far as strategy goes, I would recommend putting instead of a 3-2 Shellos, Gastrodon line in this deck, I would put 3 Gastrodon and 2 Shellos in the deck. That way you can utilize Gastrodon's Calling Family move and skip having to play Shellos. Other than skipping the basic Pokemon part, I would recommend using Calling Family only if you need basic Pokemon on your bench, otherwise I would just use Wave Splash and do 40 damage each turn. I probably wouldn't attach anymore than 2 energy cards to this card because if you try and attach more to move to another Pokemon if you retreat Gastrodon and before you're able to retreat you get knocked out, that extra energy card is wasted.
Pokemon Card Rating:
I would rate this card a 2 out of 5. This card has a good concept behind it since you can basically retreat Gastrodon whenever you like and immediately have your new Pokemon has some energy cards on it but even with this strategy, Gastrodon just isn't that good. I would have liked to see Gastrodon be able to do a special condition besides just doing damage with Wave Splash. There is no motivation for me to put that many in my deck if it can't do anything but 40 damage.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Gastrodon East Sea from the Rising Rivals set, stay tuned for tomorrow's review of Gastrodon West Sea from the Rising Rivals set as well.
Today's Pokemon Card Review is of Gastrodon East Sea from the Rising Rivals set. This is a stage 1, water type Pokemon with an hp of 90. It has a +30 weakness to grass type Pokemon, a -20 resistance to electric type Pokemon, and a one colorless energy card retreat cost. Gastrodon's Poke-Body is called Sticky Hold and says that whenever Gastrodon is switched out or retreated you may attach as many energy cards attached to Gastrodon to your new active Pokemon. Besides the Poke-Body, Gastrodon has two moves. Its first move is called Calling Wave which takes one colorless energy card and allows you to search your deck for two Gastrodon and allows you to put them on your bench as basic Pokemon, however when you do this you have to put 20 damage on each of the Gastrodon you put onto your bench. Gastrodon's second move is called Wave Splash and for 2 energy cards, one each of colorless and water it does 40 damage.
Pokemon Card Strategy:
As far as strategy goes, I would recommend putting instead of a 3-2 Shellos, Gastrodon line in this deck, I would put 3 Gastrodon and 2 Shellos in the deck. That way you can utilize Gastrodon's Calling Family move and skip having to play Shellos. Other than skipping the basic Pokemon part, I would recommend using Calling Family only if you need basic Pokemon on your bench, otherwise I would just use Wave Splash and do 40 damage each turn. I probably wouldn't attach anymore than 2 energy cards to this card because if you try and attach more to move to another Pokemon if you retreat Gastrodon and before you're able to retreat you get knocked out, that extra energy card is wasted.
Pokemon Card Rating:
I would rate this card a 2 out of 5. This card has a good concept behind it since you can basically retreat Gastrodon whenever you like and immediately have your new Pokemon has some energy cards on it but even with this strategy, Gastrodon just isn't that good. I would have liked to see Gastrodon be able to do a special condition besides just doing damage with Wave Splash. There is no motivation for me to put that many in my deck if it can't do anything but 40 damage.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Gastrodon East Sea from the Rising Rivals set, stay tuned for tomorrow's review of Gastrodon West Sea from the Rising Rivals set as well.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Friday, July 15, 2011
Gallade 4 --Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Gallade 4 from the Rising Rivals set. This is a basic SP, psychic type Pokemon card, with an hp of 80. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Gallade doesn't have a Poke-Power or Poke-Body but it does have two moves. The first move is called Chop Up and for two energy cards, one each of colorless and psychic, it does 20 damage plus 10 damage to any of your opponent's benched Pokemon that has any damage counters on it already. Gallade's second move is called Feint and for 3 energy cards, 2 psychic and 1 colorless, it does 50 damage, and this move can't be affected by resistance so it will always do at least 50 damage.
Pokemon Card Strategy:
As far as strategy goes, I would use this card in a spread damage type deck. But since Gallade's move called Chop Up can't do any damage to benched Pokemon until they have damage on them already I would wait a little while until they do have damage on them. I would use a card that does damage to all benched Pokemon no matter if they have damage on them or not and then after that Pokemon is retreated or knocked out I would put Gallade in and use Chop Up to spread even more damage around. I would only use Feint if it would knock out the defending Pokemon for sure.
Pokemon Card Rating:
I would rate this card a 3 out of 5. Sorry for reviewing so many average cards in a row. But there are both goods and bads about this card. I like that it has the ability to do damage to many Pokemon at once with Chop Up but I don't like that fact that in order to do 50 damage you have to put three energy cards on a basic Pokemon, and most Pokemon can do at least 60 damage for three energy cards, so Gallade is weak here. Once again, this Pokemon Card seems like a stage 1 card to me so I think it should have higher hp, especially when you need to have the time to attach three energy cards to it if you want to use Feint.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Gallade 4 from the Rising Rivals set, stay tuned for tomorrow's review of Gastrodon East Sea from the Rising Rivals set as well.
Today's Pokemon Card Review is of Gallade 4 from the Rising Rivals set. This is a basic SP, psychic type Pokemon card, with an hp of 80. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Gallade doesn't have a Poke-Power or Poke-Body but it does have two moves. The first move is called Chop Up and for two energy cards, one each of colorless and psychic, it does 20 damage plus 10 damage to any of your opponent's benched Pokemon that has any damage counters on it already. Gallade's second move is called Feint and for 3 energy cards, 2 psychic and 1 colorless, it does 50 damage, and this move can't be affected by resistance so it will always do at least 50 damage.
Pokemon Card Strategy:
As far as strategy goes, I would use this card in a spread damage type deck. But since Gallade's move called Chop Up can't do any damage to benched Pokemon until they have damage on them already I would wait a little while until they do have damage on them. I would use a card that does damage to all benched Pokemon no matter if they have damage on them or not and then after that Pokemon is retreated or knocked out I would put Gallade in and use Chop Up to spread even more damage around. I would only use Feint if it would knock out the defending Pokemon for sure.
Pokemon Card Rating:
I would rate this card a 3 out of 5. Sorry for reviewing so many average cards in a row. But there are both goods and bads about this card. I like that it has the ability to do damage to many Pokemon at once with Chop Up but I don't like that fact that in order to do 50 damage you have to put three energy cards on a basic Pokemon, and most Pokemon can do at least 60 damage for three energy cards, so Gallade is weak here. Once again, this Pokemon Card seems like a stage 1 card to me so I think it should have higher hp, especially when you need to have the time to attach three energy cards to it if you want to use Feint.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Gallade 4 from the Rising Rivals set, stay tuned for tomorrow's review of Gastrodon East Sea from the Rising Rivals set as well.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Thursday, July 14, 2011
Flareon -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is Flareon from the Rising Rivals set. This is a stage 1, fire type Pokemon card with an hp of 80. It has a +20 weakness to water Pokemon, no resistance type, and a one colorless energy card retreat cost. Flareon does have a Poke-Power called Undevelop which says that once during your turn before your attack you may unevolve Flareon and put Flareon back into your hand. Besides the Poke-Power, Flareon has two moves, the first move is called Tail Slap which does 30 damage for one colorless energy card. Flareon's second move is called Evolving Flare and for 2 energy cards, one each of fire and colorless, Flareon does 40 damage plus 20 more damage and burns the defending Pokemon if Flareon evolved just before you attacked.
Pokemon Card Strategy:
As far as strategy goes, I would highly recommend using Flareon's Poke-Power called Undevelop. I would do this because when you are able to evolve Eevee into Flareon you can do 60 damage and burn the defending Pokemon all in one turn with Evolving Flare. I would recommend trying to get Flareon into play as soon as possible so you can devolve Flareon without Eevee getting knocked out. I would also make sure to try and play Eevee first and then when your turn comes evolve Eevee into Flareon so you can use Evolving Flare the first turn you have Flareon as your active Pokemon. I would stick to using Evolving Flare only once per defending Pokemon since the defending Pokemon will remain burned and Tail Slap does do a fair amount of damage for only one energy card.
Pokemon Card Rating:
I would rate this card a 3 out of 5. In my opinion this card is quite good, however it has too low of hp to really be good. I like how it can do a high damage with Evolving Flare and inflict a special condition but since it doesn't have too high of hp you won't be able to do that move too many times before you are unable to devolve back into Eevee. You could always use some potion cards in your deck to make this ability last longer. This card is also very quick, so if you do need to do a lot of damage quickly this might be the card for you.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Flareon from the Rising Rivals set, stay tuned for tomorrow's review of Gallade 4 from the Rising Rivals set as well.
Today's Pokemon Card Review is Flareon from the Rising Rivals set. This is a stage 1, fire type Pokemon card with an hp of 80. It has a +20 weakness to water Pokemon, no resistance type, and a one colorless energy card retreat cost. Flareon does have a Poke-Power called Undevelop which says that once during your turn before your attack you may unevolve Flareon and put Flareon back into your hand. Besides the Poke-Power, Flareon has two moves, the first move is called Tail Slap which does 30 damage for one colorless energy card. Flareon's second move is called Evolving Flare and for 2 energy cards, one each of fire and colorless, Flareon does 40 damage plus 20 more damage and burns the defending Pokemon if Flareon evolved just before you attacked.
Pokemon Card Strategy:
As far as strategy goes, I would highly recommend using Flareon's Poke-Power called Undevelop. I would do this because when you are able to evolve Eevee into Flareon you can do 60 damage and burn the defending Pokemon all in one turn with Evolving Flare. I would recommend trying to get Flareon into play as soon as possible so you can devolve Flareon without Eevee getting knocked out. I would also make sure to try and play Eevee first and then when your turn comes evolve Eevee into Flareon so you can use Evolving Flare the first turn you have Flareon as your active Pokemon. I would stick to using Evolving Flare only once per defending Pokemon since the defending Pokemon will remain burned and Tail Slap does do a fair amount of damage for only one energy card.
Pokemon Card Rating:
I would rate this card a 3 out of 5. In my opinion this card is quite good, however it has too low of hp to really be good. I like how it can do a high damage with Evolving Flare and inflict a special condition but since it doesn't have too high of hp you won't be able to do that move too many times before you are unable to devolve back into Eevee. You could always use some potion cards in your deck to make this ability last longer. This card is also very quick, so if you do need to do a lot of damage quickly this might be the card for you.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Flareon from the Rising Rivals set, stay tuned for tomorrow's review of Gallade 4 from the Rising Rivals set as well.
Labels:
Pokemon Card Review,
Riving Rivals,
TCG
Wednesday, July 13, 2011
Espeon 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card Review is of Espeon 4 from the Rising Rivals set. This is a stage 1, psychic type, basic SP Pokemon card with an hp of 80. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Espeon 4 doesn't have a Poke-Body or Poke-Power but it does have two moves, its first move is called Hypnosis which puts the defending Pokemon asleep for one colorless energy card. Espeon's second move is called Psywave which takes 2 energy cards, one each of psychic and colorless and does 20 damage plus 10 more damage for each energy card attached to the defending Pokemon.
Pokemon Card Strategy:
As far as strategy goes, since this is a basic Pokemon you won't have to wait long to put the defending Pokemon asleep, if I got this card out fairly early into the game I would try and put the defending Pokemon asleep, and then retreat Espeon for only 1 energy card and put a more powerful Pokemon into play that would be able to do major amounts of damage to that sleeping Pokemon without it being able to do any damage back. Another strategy I would use with Espeon would be to wait until my opponent has a Pokemon in play that has a lot of energy cards attached to it, then I would put Espeon into the active Pokemon spot, either use Hypnosis first so Espeon would be able to last longer without being knocked out, or just go straight ahead and use Psywave which should be able to do 60 damage to a Pokemon that is a stage 2 Pokemon.
Pokemon Card Rating:
I would rate this card a 3 out of 5. I usually don't like SP Pokemon and this is no exception. I do like that Espeon can use two different moves and make the defending Pokemon asleep, but even if the defending Pokemon is asleep, Psywave can't do much damage unless the defending Pokemon has a lot of energy attached to it and even then Espeon won't be able to do that much damage. So I would recommend if you are going to use Espeon in your deck, use it to put Pokemon asleep and then use other Pokemon after that that benefit from the defending Pokemon being asleep.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Espeon 4 from the Rising Rivals set, stay tuned for tomorrow's review of Flareon from the Rising Rivals set as well.
Today's Pokemon Card Review is of Espeon 4 from the Rising Rivals set. This is a stage 1, psychic type, basic SP Pokemon card with an hp of 80. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Espeon 4 doesn't have a Poke-Body or Poke-Power but it does have two moves, its first move is called Hypnosis which puts the defending Pokemon asleep for one colorless energy card. Espeon's second move is called Psywave which takes 2 energy cards, one each of psychic and colorless and does 20 damage plus 10 more damage for each energy card attached to the defending Pokemon.
Pokemon Card Strategy:
As far as strategy goes, since this is a basic Pokemon you won't have to wait long to put the defending Pokemon asleep, if I got this card out fairly early into the game I would try and put the defending Pokemon asleep, and then retreat Espeon for only 1 energy card and put a more powerful Pokemon into play that would be able to do major amounts of damage to that sleeping Pokemon without it being able to do any damage back. Another strategy I would use with Espeon would be to wait until my opponent has a Pokemon in play that has a lot of energy cards attached to it, then I would put Espeon into the active Pokemon spot, either use Hypnosis first so Espeon would be able to last longer without being knocked out, or just go straight ahead and use Psywave which should be able to do 60 damage to a Pokemon that is a stage 2 Pokemon.
Pokemon Card Rating:
I would rate this card a 3 out of 5. I usually don't like SP Pokemon and this is no exception. I do like that Espeon can use two different moves and make the defending Pokemon asleep, but even if the defending Pokemon is asleep, Psywave can't do much damage unless the defending Pokemon has a lot of energy attached to it and even then Espeon won't be able to do that much damage. So I would recommend if you are going to use Espeon in your deck, use it to put Pokemon asleep and then use other Pokemon after that that benefit from the defending Pokemon being asleep.
Tomorrow's Pokemon Card:
Thanks for reading today's Pokemon Card Review of Espeon 4 from the Rising Rivals set, stay tuned for tomorrow's review of Flareon from the Rising Rivals set as well.
Tuesday, July 12, 2011
Drapion 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Drapion 4 from the Rising Rivals set. This is a basic, darkness type Pokemon with an hp of 100. It has a x2 weakness to fighting type Pokemon, a -20 resistance to psychic type Pokemon, and a three colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Body Slam and for two colorless energy cards, Drapion 4 does 20 damage and if you get a heads when you flip a coin the defending Pokemon is paralyzed. Drapion 4's second move is called Mega Impact and for four energy cards, three colorless and one psychic, it does 70 damage.
Pokemon Card Strategy:
So as far as strategy goes you'll want to notice that this card only requires psychic energy cards even though it is a dark type Pokemon. If I had Drapion 4 in the active Pokemon spot I would try and use Body Slam first and try to paralyze the defending Pokemon and if this happened then I would put two more energy cards on Drapion 4 so I could use Mega Impact and do 70 damage. If I didn't paralyze the defending Pokemon with Body Slam I wouldn't put any more energy cards on Drapion 4 because I don't feel it is worth it.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating. I like that it can do a lot of damage but you have to wait too long and since it only has 100 hp it could be knocked out before you could get four energy cards on it and with a high retreat cost I would rather not have it in my deck then have to waste three energy cards to retreat it.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Drapion 4 from the Rising Rivals set, stay tuned for tomorrow's review of Espeon 4 from the same set.
Today's Pokemon Card of the Day is Drapion 4 from the Rising Rivals set. This is a basic, darkness type Pokemon with an hp of 100. It has a x2 weakness to fighting type Pokemon, a -20 resistance to psychic type Pokemon, and a three colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Body Slam and for two colorless energy cards, Drapion 4 does 20 damage and if you get a heads when you flip a coin the defending Pokemon is paralyzed. Drapion 4's second move is called Mega Impact and for four energy cards, three colorless and one psychic, it does 70 damage.
Pokemon Card Strategy:
So as far as strategy goes you'll want to notice that this card only requires psychic energy cards even though it is a dark type Pokemon. If I had Drapion 4 in the active Pokemon spot I would try and use Body Slam first and try to paralyze the defending Pokemon and if this happened then I would put two more energy cards on Drapion 4 so I could use Mega Impact and do 70 damage. If I didn't paralyze the defending Pokemon with Body Slam I wouldn't put any more energy cards on Drapion 4 because I don't feel it is worth it.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating. I like that it can do a lot of damage but you have to wait too long and since it only has 100 hp it could be knocked out before you could get four energy cards on it and with a high retreat cost I would rather not have it in my deck then have to waste three energy cards to retreat it.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Drapion 4 from the Rising Rivals set, stay tuned for tomorrow's review of Espeon 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Monday, July 11, 2011
Bronzong 4 -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Bronzong 4 from the Rising Rivals set. This is a basic, psychic type Pokemon with an hp of 90. It has a x2 weakness to psychic type Pokemon, a -20 resistance to fire type Pokemon, and a three colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Hand Refresh and for no energy cards at all, it allows each player to shuffle their hand into their deck and draw four new cards. Bronzong 4's other move is called Payback and for two energy cards, one each of psychic and colorless, it does 10 damage unless your opponent only has one prize card left then it does 60 damage and confuses the defending Pokemon.
Pokemon Card Strategy:
As far as strategy goes, I would only put Bronzong into play at the very end of the game to try and save the game for you since it can do 60 damage and confuse the defending Pokemon. You can try and use Hand Refresh to your advantage if you know your opponent has some cards in their hand they really like, but I would stick to doing damage to the defending Pokemon when you are so close to losing the game.
Pokemon Card Rating:
I would only give this card a 1 out of 5 rating. To me, this card has a good strategy but with its retreat cost so high and its hp so low, I would want to move this card into play for one turn and retreat it back out right away, but you can't do that with this card and as soon as it has to stay in play for more than a turn it will get knocked out for sure without being able to defend itself at all.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Bronzong 4 from the Rising Rivals set, stay tuned for tomorrow's review of Drapion 4 from the same set.
Today's Pokemon Card of the Day is Bronzong 4 from the Rising Rivals set. This is a basic, psychic type Pokemon with an hp of 90. It has a x2 weakness to psychic type Pokemon, a -20 resistance to fire type Pokemon, and a three colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Hand Refresh and for no energy cards at all, it allows each player to shuffle their hand into their deck and draw four new cards. Bronzong 4's other move is called Payback and for two energy cards, one each of psychic and colorless, it does 10 damage unless your opponent only has one prize card left then it does 60 damage and confuses the defending Pokemon.
Pokemon Card Strategy:
As far as strategy goes, I would only put Bronzong into play at the very end of the game to try and save the game for you since it can do 60 damage and confuse the defending Pokemon. You can try and use Hand Refresh to your advantage if you know your opponent has some cards in their hand they really like, but I would stick to doing damage to the defending Pokemon when you are so close to losing the game.
Pokemon Card Rating:
I would only give this card a 1 out of 5 rating. To me, this card has a good strategy but with its retreat cost so high and its hp so low, I would want to move this card into play for one turn and retreat it back out right away, but you can't do that with this card and as soon as it has to stay in play for more than a turn it will get knocked out for sure without being able to defend itself at all.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Bronzong 4 from the Rising Rivals set, stay tuned for tomorrow's review of Drapion 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Sunday, July 10, 2011
Beedrill -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Beedrill from the Rising Rivals set. This is a stage 2, grass type Pokemon with an hp of 110. It has a +30 weakness to fire type Pokemon, no resistance type, and a one colorless energy card retreat cost. Its Poke-Power called Flutter Wings lets you once per turn search your deck for a grass energy card and move it to your hand. Besides the Poke-Power, Beedrill has one move called Needle Shock that does 30 damage for three energy cards, one grass and two colorless. Besides doing the damage as long as you didn't use Needle Shock the turn before the defending Pokemon is poisoned and paralyzed.
Pokemon Card Strategy:
As far as strategy goes, I would recommend adding a lot of grass Pokemon in your deck that require a lot of energy to attack since you can use Beedrill's Poke-Power to always make sure you can attach at least one energy card to a Pokemon each turn. My suggestion with Beedrill would be to put it into the active Pokemon spot, use Needle Shock and inflict the special conditions on that Pokemon, and retreat it the next turn.
Pokemon Card Rating:
I would rate this card a 2 out of 5. Even though it can get energy to your hand each turn and inflict special conditions on defending Pokemon it just isn't that great. It has a low hp and I wish you could move the energy card from your deck directly to a Pokemon, also only being able to do 30 damage for three energy cards isn't very good at all.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Beedrill from the Rising Rivals set, stay tuned for tomorrow's review of Bronzong 4 from the same set.
Today's Pokemon Card of the Day is Beedrill from the Rising Rivals set. This is a stage 2, grass type Pokemon with an hp of 110. It has a +30 weakness to fire type Pokemon, no resistance type, and a one colorless energy card retreat cost. Its Poke-Power called Flutter Wings lets you once per turn search your deck for a grass energy card and move it to your hand. Besides the Poke-Power, Beedrill has one move called Needle Shock that does 30 damage for three energy cards, one grass and two colorless. Besides doing the damage as long as you didn't use Needle Shock the turn before the defending Pokemon is poisoned and paralyzed.
Pokemon Card Strategy:
As far as strategy goes, I would recommend adding a lot of grass Pokemon in your deck that require a lot of energy to attack since you can use Beedrill's Poke-Power to always make sure you can attach at least one energy card to a Pokemon each turn. My suggestion with Beedrill would be to put it into the active Pokemon spot, use Needle Shock and inflict the special conditions on that Pokemon, and retreat it the next turn.
Pokemon Card Rating:
I would rate this card a 2 out of 5. Even though it can get energy to your hand each turn and inflict special conditions on defending Pokemon it just isn't that great. It has a low hp and I wish you could move the energy card from your deck directly to a Pokemon, also only being able to do 30 damage for three energy cards isn't very good at all.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Beedrill from the Rising Rivals set, stay tuned for tomorrow's review of Bronzong 4 from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Saturday, July 9, 2011
Aggron -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Aggron from the Rising Rivals set. This is a stage 2, metal type Pokemon with an hp of 130. It has a +30 weakness to fire type Pokemon, a -20 resistance to psychic type Pokemon, and a three colorless energy card retreat cost. Aggron doesn't have a Poke-Power or Poke-Body but it does have three moves, its first move is called Return Blow and for two colorless energy cards it does the same amount of damage it received last turn from your opponent to your opponent's Pokemon. Aggron's second move is called Metal Fang and for three energy cards, one metal and two colorless, it does 40 damage and you may discard the top card off your deck and if you do you may remove all special conditions and 2 damage counters from Aggron. Aggron's third move is called Heavy Impact and does 70 damage for four energy cards, two each of metal and colorless.
Pokemon Card Strategy:
As far as strategy goes with this card I would suggest setting it up on my bench and when my opponent would bring out a Pokemon that has an extremely high attack I would switch Aggron in and use Return Blow, this move could potentially do 120 damage to the defending Pokemon and hopefully knock it out. Depending on what happens next, you could always use Metal Fang and restore some health on Aggron.
Pokemon Card Rating:
I would rate this card a 3 out of 5. It is a little above average but not that far above. I do like how it can do a lot of damage with Return Blow, so just having it on this card will probably prevent your opponent from using major attacks on your Pokemon. Also I do like that it has three moves so you have a wide variety of things to choose from, however all three moves require a fair amount of energy and to retreat Aggron is a little expensive.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Aggron from the Rising Rivals set, stay tuned for tomorrow's review of Beedrill from the same set.
Today's Pokemon Card of the Day is Aggron from the Rising Rivals set. This is a stage 2, metal type Pokemon with an hp of 130. It has a +30 weakness to fire type Pokemon, a -20 resistance to psychic type Pokemon, and a three colorless energy card retreat cost. Aggron doesn't have a Poke-Power or Poke-Body but it does have three moves, its first move is called Return Blow and for two colorless energy cards it does the same amount of damage it received last turn from your opponent to your opponent's Pokemon. Aggron's second move is called Metal Fang and for three energy cards, one metal and two colorless, it does 40 damage and you may discard the top card off your deck and if you do you may remove all special conditions and 2 damage counters from Aggron. Aggron's third move is called Heavy Impact and does 70 damage for four energy cards, two each of metal and colorless.
Pokemon Card Strategy:
As far as strategy goes with this card I would suggest setting it up on my bench and when my opponent would bring out a Pokemon that has an extremely high attack I would switch Aggron in and use Return Blow, this move could potentially do 120 damage to the defending Pokemon and hopefully knock it out. Depending on what happens next, you could always use Metal Fang and restore some health on Aggron.
Pokemon Card Rating:
I would rate this card a 3 out of 5. It is a little above average but not that far above. I do like how it can do a lot of damage with Return Blow, so just having it on this card will probably prevent your opponent from using major attacks on your Pokemon. Also I do like that it has three moves so you have a wide variety of things to choose from, however all three moves require a fair amount of energy and to retreat Aggron is a little expensive.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Aggron from the Rising Rivals set, stay tuned for tomorrow's review of Beedrill from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Friday, July 8, 2011
Shiftry -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Shiftry from the Rising Rivals set. This is a stage 2, dark type Pokemon with an hp of 130. It has a +30 weakness to fire type Pokemon, a -20 resistance to psychic type Pokemon, and a one colorless energy card retreat cost. Its Poke-Body is called Unlucky Wind and it says that whenever Shiftry is your active Pokemon any coins your opponent flip are always tails. Besides the Poke-Body, Shiftry has two moves, the first move is called Conform and for two energy cards, one each of darkness and colorless, it does 40 damage and if you have the same number of cards in your hand as your opponent the defending Pokemon is confused. Shiftry's second move is called Seal Off and does the standard 60 damage for three energy cards, in this case two colorless and one darkness energy card. Additionally, your opponent can't use any Poke-Powers or Poke-Bodies the next turn after being attacked by Seal Off.
Pokemon Card Strategy:
As far as strategy goes, I really like Shiftry's Poke-Body it can really affect your opponent's play if they base a lot of their moves off of coin flips, if your opponent has a deck like this I would Shiftry into play as soon as possible. Otherwise I would keep Shiftry on the bench and move it in when you and your opponent have the same number of cards then I would use Conform and do damage and confuse the defending Pokemon.
Pokemon Card Rating:
Overall I would give this card a 3 out of 5 rating, it is quite average. It is a good defensive card while in the active Pokemon spot since it will limit what your opponent can do especially if you use Seal Off the turn before. However there is nothing spectacular about this card that is why I rate it an average card.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Shiftry from the Rising Rivals set, stay tuned for tomorrow's review of Aggron from the same set.
Today's Pokemon Card of the Day is Shiftry from the Rising Rivals set. This is a stage 2, dark type Pokemon with an hp of 130. It has a +30 weakness to fire type Pokemon, a -20 resistance to psychic type Pokemon, and a one colorless energy card retreat cost. Its Poke-Body is called Unlucky Wind and it says that whenever Shiftry is your active Pokemon any coins your opponent flip are always tails. Besides the Poke-Body, Shiftry has two moves, the first move is called Conform and for two energy cards, one each of darkness and colorless, it does 40 damage and if you have the same number of cards in your hand as your opponent the defending Pokemon is confused. Shiftry's second move is called Seal Off and does the standard 60 damage for three energy cards, in this case two colorless and one darkness energy card. Additionally, your opponent can't use any Poke-Powers or Poke-Bodies the next turn after being attacked by Seal Off.
Pokemon Card Strategy:
As far as strategy goes, I really like Shiftry's Poke-Body it can really affect your opponent's play if they base a lot of their moves off of coin flips, if your opponent has a deck like this I would Shiftry into play as soon as possible. Otherwise I would keep Shiftry on the bench and move it in when you and your opponent have the same number of cards then I would use Conform and do damage and confuse the defending Pokemon.
Pokemon Card Rating:
Overall I would give this card a 3 out of 5 rating, it is quite average. It is a good defensive card while in the active Pokemon spot since it will limit what your opponent can do especially if you use Seal Off the turn before. However there is nothing spectacular about this card that is why I rate it an average card.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Shiftry from the Rising Rivals set, stay tuned for tomorrow's review of Aggron from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Thursday, July 7, 2011
Roserade GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Roserade GL from the Rising Rivals set. This is a basic, grass type Pokemon with an hp of 80. It has a x2 weakness to fire type Pokemon, no resistance type, and a one colorless energy card retreat cost. It does not have a Poke-Power or Poke-Body but it does have two moves, its first move is called Poison Blind which takes one colorless energy card and does 10 damage plus the defending Pokemon is poisoned and can't retreat during their next turn. Roserade GL's second move is called Long Whip and for two energy cards, one each of colorless and grass it does 30 damage and if the defending Pokemon is affected by a special condition you can do this 30 damage to one of your opponent's benched Pokemon instead.
Pokemon Card Strategy:
As far as strategy goes, I would use Poison Blind first and Long Whip second, neither move is very impressive but I would definitely inflict a special condition on the defending Pokemon first that way even if you retreat Roserade GL or it gets knocked out you can still leave an impression the defending Pokemon. I may consider using this card in a spread damage type deck and making sure I am able to do 30 damage to one of the benched Pokemon when I am using Long Whip.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. It is pretty average overall, I like how it can poison the defending Pokemon and how its attacks don't acquire that much energy so it is a fast card to use.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Roserade GL from the Rising Rivals set, stay tuned for tomorrow's review of Shiftry from the same set.
Today's Pokemon Card of the Day is Roserade GL from the Rising Rivals set. This is a basic, grass type Pokemon with an hp of 80. It has a x2 weakness to fire type Pokemon, no resistance type, and a one colorless energy card retreat cost. It does not have a Poke-Power or Poke-Body but it does have two moves, its first move is called Poison Blind which takes one colorless energy card and does 10 damage plus the defending Pokemon is poisoned and can't retreat during their next turn. Roserade GL's second move is called Long Whip and for two energy cards, one each of colorless and grass it does 30 damage and if the defending Pokemon is affected by a special condition you can do this 30 damage to one of your opponent's benched Pokemon instead.
Pokemon Card Strategy:
As far as strategy goes, I would use Poison Blind first and Long Whip second, neither move is very impressive but I would definitely inflict a special condition on the defending Pokemon first that way even if you retreat Roserade GL or it gets knocked out you can still leave an impression the defending Pokemon. I may consider using this card in a spread damage type deck and making sure I am able to do 30 damage to one of the benched Pokemon when I am using Long Whip.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating. It is pretty average overall, I like how it can poison the defending Pokemon and how its attacks don't acquire that much energy so it is a fast card to use.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Roserade GL from the Rising Rivals set, stay tuned for tomorrow's review of Shiftry from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Wednesday, July 6, 2011
Rampardos GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Rampardos GL from the Rising Rivals set. This is a basic, fighting type Pokemon with an hp of 90. It has a x2 weakness to grass type Pokemon, no resistance type, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Trample and for two energy cards, one each of fighting and colorless, it does 30 damage to each heads you get when you flip a coin for each Pokemon in play, so if you get a heads when you flip a coin for one of your own benched Pokemon it will do 30 damage to that Pokemon. Rampardos GL's other move is called Rend which takes three energy cards, two colorless and one fighting, and does 40 damage plus twenty more damage if you get a heads.
Pokemon Card Strategy:
As far as strategy goes I would want to limit the number of Pokemon on my bench when using this card so I could use Trample without damaging too many of my own Pokemon. The only reason I would have a full bench when using this move would be if on another card there is a move that does damage that takes into account all the damage on your own Pokemon. I really wouldn't use Rampardos GL for any other reason then to do spread damage since Rend isn't very good.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating. It has the potential to do 180 damage at once to your opponent's Pokemon but it also has the same possibility of doing that to your own Pokemon. It does have a decent hp and a good retreat cost, so this card isn't all bad, but it is an awfully risky card to use especially at the end of games, since you could knock out your own Pokemon and lose.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Rampardos GL from the Rising Rivals set, stay tuned for tomorrow's review of Roserade GL from the same set.
Today's Pokemon Card of the Day is Rampardos GL from the Rising Rivals set. This is a basic, fighting type Pokemon with an hp of 90. It has a x2 weakness to grass type Pokemon, no resistance type, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, its first move is called Trample and for two energy cards, one each of fighting and colorless, it does 30 damage to each heads you get when you flip a coin for each Pokemon in play, so if you get a heads when you flip a coin for one of your own benched Pokemon it will do 30 damage to that Pokemon. Rampardos GL's other move is called Rend which takes three energy cards, two colorless and one fighting, and does 40 damage plus twenty more damage if you get a heads.
Pokemon Card Strategy:
As far as strategy goes I would want to limit the number of Pokemon on my bench when using this card so I could use Trample without damaging too many of my own Pokemon. The only reason I would have a full bench when using this move would be if on another card there is a move that does damage that takes into account all the damage on your own Pokemon. I really wouldn't use Rampardos GL for any other reason then to do spread damage since Rend isn't very good.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating. It has the potential to do 180 damage at once to your opponent's Pokemon but it also has the same possibility of doing that to your own Pokemon. It does have a decent hp and a good retreat cost, so this card isn't all bad, but it is an awfully risky card to use especially at the end of games, since you could knock out your own Pokemon and lose.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Rampardos GL from the Rising Rivals set, stay tuned for tomorrow's review of Roserade GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Tuesday, July 5, 2011
Mismagius GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Mismagius GL from the Rising Rivals set, this is a basic, psychic type Pokemon with an hp of 80. It has a x2 weakness to darkness type Pokemon, a -20 resistance to normal type Pokemon, and a one colorless energy card retreat cost. Mismagius GL does not have a Poke-Power or Poke-Body but it does have two moves, its first move is called Psychic Removal and for one psychic energy card it does 10 damage and if you get two heads when you flip two coins you can remove all energy cards from the defending Pokemon. Mismagius GL's other move is called Grudge and for two energy cards, one each of colorless and psychic it does 20 damage plus 10 more damage for each prize card your opponent has taken.
Pokemon Card Strategy:
So as far as strategy goes, there are two times when I would like to use this card, the first would be against a Pokemon that has a lot of energy attached to it, I would then use Psychic Removal and hope to remove all the energy cards from the Pokemon. The second situation I would use Mismagius GL in would be late in the game when my opponent has already taken 4 to 5 prize cards, that way I could use Grudge and do 60 or 70 damage every turn for only two energy cards.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating, it is definitely the best SP Pokemon card that I've reviewed on my blog so I have to give it a better score than the other ones. I like how it doesn't require that much energy to attack and that it can actually affect the defending Pokemon quite significantly, especially for only being a basic Pokemon with a low hp.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Mismagius GL from the Rising Rivals set, stay tuned for tomorrow's review of Rampardos GL from the same set.
Today's Pokemon Card of the Day is Mismagius GL from the Rising Rivals set, this is a basic, psychic type Pokemon with an hp of 80. It has a x2 weakness to darkness type Pokemon, a -20 resistance to normal type Pokemon, and a one colorless energy card retreat cost. Mismagius GL does not have a Poke-Power or Poke-Body but it does have two moves, its first move is called Psychic Removal and for one psychic energy card it does 10 damage and if you get two heads when you flip two coins you can remove all energy cards from the defending Pokemon. Mismagius GL's other move is called Grudge and for two energy cards, one each of colorless and psychic it does 20 damage plus 10 more damage for each prize card your opponent has taken.
Pokemon Card Strategy:
So as far as strategy goes, there are two times when I would like to use this card, the first would be against a Pokemon that has a lot of energy attached to it, I would then use Psychic Removal and hope to remove all the energy cards from the Pokemon. The second situation I would use Mismagius GL in would be late in the game when my opponent has already taken 4 to 5 prize cards, that way I could use Grudge and do 60 or 70 damage every turn for only two energy cards.
Pokemon Card Rating:
I would give this card a 4 out of 5 rating, it is definitely the best SP Pokemon card that I've reviewed on my blog so I have to give it a better score than the other ones. I like how it doesn't require that much energy to attack and that it can actually affect the defending Pokemon quite significantly, especially for only being a basic Pokemon with a low hp.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Mismagius GL from the Rising Rivals set, stay tuned for tomorrow's review of Rampardos GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Monday, July 4, 2011
Luxray GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Luxray GL from the Rising Rivals set. This is a basic, electric type Pokemon with an hp of 80. It has a x2 weakness to fighting type Pokemon, a -20 resistance to metal type Pokemon, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Bite and for two colorless energy cards it does 30 damage. Luxray GL's second move is called Trash Bolt which takes three energy cards, one electric and two colorless, and does 70 damage. However when using this move you have to discard an energy card from your hand and if you don't this move does nothing.
Pokemon Card Strategy:
So as far as strategy goes, you'll definitely want to use Luxray GL Lv. X in your deck if you're using this card. This card actually isn't too bad for an SP Pokemon. It does a fair amount of damage for two energy cards and the thing that is good about Trash Bolt is that it doesn't require you to discard an energy card from Luxray GL but from your hand, and this way you can incorporate supporter cards that allow you to search your discard pile for energy cards and put them back into your hand, so there is really no damage done to Luxray GL by discarding an energy card from your hand and Luxray GL will be able to attack every turn.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating, it is one of the better SP cards I've reviewed so far, it doesn't have an extremely high retreat cost but it doesn't have a high hp either. It can do some damage you'll just have to wait a few turns to do some damage and you'll have to have plenty of energy in your hand to do damage every turn.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Luxray GL from the Rising Rivals set, stay tuned for tomorrow's review of Mismagius GL from the same set.
Today's Pokemon Card of the Day is Luxray GL from the Rising Rivals set. This is a basic, electric type Pokemon with an hp of 80. It has a x2 weakness to fighting type Pokemon, a -20 resistance to metal type Pokemon, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Bite and for two colorless energy cards it does 30 damage. Luxray GL's second move is called Trash Bolt which takes three energy cards, one electric and two colorless, and does 70 damage. However when using this move you have to discard an energy card from your hand and if you don't this move does nothing.
Pokemon Card Strategy:
So as far as strategy goes, you'll definitely want to use Luxray GL Lv. X in your deck if you're using this card. This card actually isn't too bad for an SP Pokemon. It does a fair amount of damage for two energy cards and the thing that is good about Trash Bolt is that it doesn't require you to discard an energy card from Luxray GL but from your hand, and this way you can incorporate supporter cards that allow you to search your discard pile for energy cards and put them back into your hand, so there is really no damage done to Luxray GL by discarding an energy card from your hand and Luxray GL will be able to attack every turn.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating, it is one of the better SP cards I've reviewed so far, it doesn't have an extremely high retreat cost but it doesn't have a high hp either. It can do some damage you'll just have to wait a few turns to do some damage and you'll have to have plenty of energy in your hand to do damage every turn.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Luxray GL from the Rising Rivals set, stay tuned for tomorrow's review of Mismagius GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Sunday, July 3, 2011
Lucario GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Lucario GL from the Rising Rivals set. This is a basic, fighting type Pokemon with an hp of 80. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Its Poke-Body is called Boundary aura which says that you need to apply x2 weakness to everyone's Pokemon in play. Besides the Poke-Body, Lucario GL only has one move called Combo Throw which takes three energy cards, one metal and two colorless energy cards and this move does 30 damage plus 10 more damage for each energy attached to the defending Pokemon.
Pokemon Card Strategy:
As far as strategy goes, this card would work good against Pokemon that have low weaknesses, let's say +10 weakness, but in order for this to have any effect at all your opponent's Pokemon will have to be weak to your Pokemon. Other than that this card's strategy is extremely straightforward since it is a basic Pokemon and it only has one move.
Pokemon Card Rating:
I would give this card a 1 out of 5. This card is absolutely horrible, not only does is it very slow but it has a low hp to boot. Lucario GL's Poke-Body could wreak havoc on your own team and its only move isn't very good unless the defending Pokemon has a lot of energy cards attached to it and then Combo Throw will be good for only one turn since more than likely the Pokemon that your opponent will move into play won't have very much energy attached to it.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Lucario GL from the Rising Rivals set, stay tuned for tomorrow's hopefully more positive review of Luxray GL from the same set.
Today's Pokemon Card of the Day is Lucario GL from the Rising Rivals set. This is a basic, fighting type Pokemon with an hp of 80. It has a x2 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Its Poke-Body is called Boundary aura which says that you need to apply x2 weakness to everyone's Pokemon in play. Besides the Poke-Body, Lucario GL only has one move called Combo Throw which takes three energy cards, one metal and two colorless energy cards and this move does 30 damage plus 10 more damage for each energy attached to the defending Pokemon.
Pokemon Card Strategy:
As far as strategy goes, this card would work good against Pokemon that have low weaknesses, let's say +10 weakness, but in order for this to have any effect at all your opponent's Pokemon will have to be weak to your Pokemon. Other than that this card's strategy is extremely straightforward since it is a basic Pokemon and it only has one move.
Pokemon Card Rating:
I would give this card a 1 out of 5. This card is absolutely horrible, not only does is it very slow but it has a low hp to boot. Lucario GL's Poke-Body could wreak havoc on your own team and its only move isn't very good unless the defending Pokemon has a lot of energy cards attached to it and then Combo Throw will be good for only one turn since more than likely the Pokemon that your opponent will move into play won't have very much energy attached to it.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Lucario GL from the Rising Rivals set, stay tuned for tomorrow's hopefully more positive review of Luxray GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Saturday, July 2, 2011
Froslass GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Froslass GL from the Rising Rivals set. This is a basic, water type Pokemon with an hp of 70. It has a x2 weakness to metal type Pokemon, no resistance type, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Sleep Inducer and for one colorless energy card you may switch the defending Pokemon with one of their benched Pokemon and that new Pokemon is asleep. Froslass GL's other move is called Wake-Up Slap and for two energy cards, one each of psychic and colorless, it does 30 damage plus 20 more damage if the defending Pokemon is affected by a special condition.
Pokemon Card Strategy:
As far as strategy goes, the first thing you want to notice about this card is even though it is a water type card its moves are either colorless or psychic type. So you'll need psychic energy for this card not water energy. As far as using the moves, you'll want to use Sleep Inducer first and Wake-Up Slap second, so the second move can do more damage, and since Froslass GL only has 70 hp it is good that the defending Pokemon is asleep so it can't attack.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating, I still don't think it is too great but it is decent for an SP card. I like how it is fairly quick and how it can induce special conditions.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Froslass GL from the Rising Rivals set, stay tuned for tomorrow's review of Lucario GL from the same set.
Today's Pokemon Card of the Day is Froslass GL from the Rising Rivals set. This is a basic, water type Pokemon with an hp of 70. It has a x2 weakness to metal type Pokemon, no resistance type, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Sleep Inducer and for one colorless energy card you may switch the defending Pokemon with one of their benched Pokemon and that new Pokemon is asleep. Froslass GL's other move is called Wake-Up Slap and for two energy cards, one each of psychic and colorless, it does 30 damage plus 20 more damage if the defending Pokemon is affected by a special condition.
Pokemon Card Strategy:
As far as strategy goes, the first thing you want to notice about this card is even though it is a water type card its moves are either colorless or psychic type. So you'll need psychic energy for this card not water energy. As far as using the moves, you'll want to use Sleep Inducer first and Wake-Up Slap second, so the second move can do more damage, and since Froslass GL only has 70 hp it is good that the defending Pokemon is asleep so it can't attack.
Pokemon Card Rating:
I would give this card a 3 out of 5 rating, I still don't think it is too great but it is decent for an SP card. I like how it is fairly quick and how it can induce special conditions.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Froslass GL from the Rising Rivals set, stay tuned for tomorrow's review of Lucario GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG
Friday, July 1, 2011
Floatzel GL -- Rising Rivals Pokemon Card Review
Pokemon Card Overview:
Today's Pokemon Card of the Day is Floatzel GL from the Rising Rivals set. This is a basic, water type Pokemon card with an hp of 80. It has a x2 weakness to electric type Pokemon, no resistance type, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Incite and this move requires no energy cards and allows you to search your discard pile for up to two supporter cards and put them back into your hand. Floatzel GL's second move is called Giant Wave and for two water energy cards it does 50 damage but Floatzel GL can't use this move twice in a row.
Pokemon Card Strategy:
So as far as strategy goes I would only recommend using this card if you plan on using a lot of supporter cards in your deck, that way when you use them, you can put Floatzel GL into the active Pokemon spot and use Incite to get them back into your hand. Having one of these in your deck if any at all would be the best possible advise for this card, since doing 50 damage in two turns isn't very good.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating, I really don't like SP Pokemon that much and this card is not an exception. It isn't a bad card overall but if you have too many of these cards in your deck it won't help you at all.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Floatzel GL from the Rising Rivals set, stay tuned for tomorrow's review of Froslass GL from the same set.
Today's Pokemon Card of the Day is Floatzel GL from the Rising Rivals set. This is a basic, water type Pokemon card with an hp of 80. It has a x2 weakness to electric type Pokemon, no resistance type, and a one colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two moves, the first move is called Incite and this move requires no energy cards and allows you to search your discard pile for up to two supporter cards and put them back into your hand. Floatzel GL's second move is called Giant Wave and for two water energy cards it does 50 damage but Floatzel GL can't use this move twice in a row.
Pokemon Card Strategy:
So as far as strategy goes I would only recommend using this card if you plan on using a lot of supporter cards in your deck, that way when you use them, you can put Floatzel GL into the active Pokemon spot and use Incite to get them back into your hand. Having one of these in your deck if any at all would be the best possible advise for this card, since doing 50 damage in two turns isn't very good.
Pokemon Card Rating:
I would give this card a 2 out of 5 rating, I really don't like SP Pokemon that much and this card is not an exception. It isn't a bad card overall but if you have too many of these cards in your deck it won't help you at all.
Tomorrow's Pokemon Card:
So thanks for reading today's review of Floatzel GL from the Rising Rivals set, stay tuned for tomorrow's review of Froslass GL from the same set.
Labels:
Pokemon Card Review,
Rising Rivals,
TCG