If you think this review is too long to read, just skip
straight to the Ratings and Summary sections!
EX: Team Rocket Returns
R Energy can be attached only to a Pokémon that has Dark or
Rocket’s in its name. While in play, R Energy provides 2
(D) Energy. (Doesn’t count as a
basic Energy card.) If the Pokémon R Energy is
attached to attacks, the attack does 10 more damage to the
Active Pokémon (before applying Weakness and Resistance).
When your turn ends, discard R Energy.
Looking at the Energy symbols in the corner of this card, we see
that it provides (DD). Two Energy at
once is usually pretty nice in this game. I can only think of
two examples where that didn’t happen: Miracle Energy cause it
can only be attached to about 10 Pokémon in the game, three of
which are playable; and Bounce Energy because it requires a
Basic Energy be sent back into hand, thus you aren’t coming out
any Energy ahead, even in the extreme short turn Energy count.
So, aside from providing (DD), what else is there to R Energy?
In the tradition of Aqua Energy and Magma
Energy, there are two big restrictions. First, it can only
be attached to Dark and Rocket’s Pokémon. Second,
it is discarded at the end of the turn. Given the potency of
Double Colorless Energy, I understand
the that a permanent bonus of (CC) straight out is too
much for Pokémon in general. Since it seems having mostly
Colorless Energy costs is the norm, both restrictions make
sense. Still, there is one last effect, and it’s a pretty good
one: the Pokémon R Energy is attached to does 10 more
damage to the Active Pokémon. Notice that says “Active
Pokémon”, not “Defending Pokémon”. The
difference? Pokémon is a term that can be either
singular or plural. As is, R Energy adds
10 damage to the damage done to all
Active Pokémon, both yours and your opponents. That’s
not going to be too huge a draw back for most decks though.
This is more or less generic Dark/Rocket’s
support. In Unlimited, you an make
do without it for several of those Pokémon… but those
aren’t Pokémon that see a lot of play anyway. Now, most new
Pokémon that fall into that category can make good use of the
temporary boost, even in Unlimited. First, in all formats, it
adds some uncertainty. Your opponent need (CC), (CD), or (DD)?
If it’s a Dark or Rocket’s Pokémon, they can get
it! They’ll also do 10 extra damage!
This is just “okay” in Unlimited, but it’s great for Modified
(and Limited), where normally such a “surge” would be impossible
for Basics and Pokémon ex, and Evolved non-Pokémon ex would
instead do 10 less damage (via Double Rainbow Energy).
3/5-This card won’t impact the majority of decks here. The most
successful Dark/Rocket’s Pokémon in this format is
probably the classic Rocket’s Zapdos. It doesn’t get a
lot of help from it, as it only needs a single Colorless Energy,
and it has access to Plus Power. There are cards that do
benefit though, like Rocket’s Mewtwo ex. So a small
group of cards get a big boost.
4/5-Here, there is at least a chance that a major Dark/Rocket’s
deck could take off, so I feel justified in scoring it high:
most new compatible Pokémon (in term’s of name) have a lot of
Colorless Energy requirements. Also, it’s pretty nice that it’s
yet another way most of these cards can tack on damage;
most of the Pokémon that can use R Energy can also use
4/5-It is possible you will have a deck that cannot really
benefit from this card, even here. Remember, despite the set’s
name, there are non-Dark/Rocket’s Pokémon, and if
that’s what you end up getting, you won’t be able to make use of
it. Otherwise, it’s a nice little bonus for the majority of
Pokémon in this set, but mostly as a Plus Power and not
for the extra Energy. After all, you will likely only get one
and by that time you might be fully powered up.
is a must have if and only if you have a Dark/Rocket’s
Pokémon that needs either (CC) or (DD) for an attack, since you
can fill that requirement for a turn. If you have no Dark/Rocket’s
Pokémon, then it’s useless. The extra 10 damage is just a