Ratings are based
on a 1 to 5 scale.
1 being the worst. 3 ... average. 5 is the highest rating.
Energy Removal 2
A reprint of arguably the most devastating trainer card of
its time - Energy Removal. Nintendo decided to reissue this
trainer as a flip reliant card. Not until recently has it
seen play though through various Turn 2 incarnations such as
Muk-ex and Medicham-ex. This card can have the most
devastating impact when you can hit a heads. If not then it
is 4 wasted slots. More times than not, the flip is a
necessary evil that a good player will rely on. Pokemon is a
lot more luck based than other TCG's so why not play cards
like Energy Removal 2 and if it works for you all the
Unlimited: 2/5 - When this card was 1st issued I saw people
play 4 Energy Removals and 4 Energy Removal 2 in their
decks. But really 4 of the original Energy Removal is only
needed in Unlimited.
Modified: 3/5 - I'm giving this an above average rating as
when it hits Eenrgy Removal 2 can be devastating and setting
your opponent a turn behind in energy placement can be huge
against certain decks. While not for all decks energy
Removal 2 is a staple in the infamous Turn 2 deck that will
be seen played at Worlds.
Limited: 1/5 - It gets its lowest score in this format as
there are energy a plenty in Limited and playing a flip
reliant card that cant search your deck for anything is a
complete waste in this format.
Review is too long? Skip straight to the Ratings and
Energy Removal 2
EX Fire Red/Leaf Green (most recent)
Flip a coin. If heads, choose 1 Energy card attached to 1
of your opponent’s Pokémon and discard it.
Shock of shocks: this is a Trainer! If you are wondering, past
cards (specifically No Removal Gym mentions the original
2 energy removal cards by name, and there was next to nothing to
put in this section, plus I like it when Trainers actually gain
official ones… so yeah, I am lumping Energy Removal,
Energy Removal 2, Super Energy Removal, and SuperEnergy Removal 2 into a group, at least for now. At
least this isn’t a Supporter, which makes it much easier to
squeeze into the (as usual) crowded decks of Pokémon.
Consider this a modified version of the classic Energy
Removal. Sorry, couldn’t resist the pun. ;) However, it is
an apt description, and not the only card to follow the formula:
a card that was more or less a “staple” for Unlimited Format
decks is toned down by having its simple but potent flip succeed
or fail based on a coin flip. It is not something I enjoy
seeing, since “tails fails” cards tend to either be too poor to
play or so good that everyone has to make room for as many
copies as possible in their deck to better “stack” the odds.
Generally, it seems better when the entire effect doesn’t rest
upon one coin flip and a result of “nothing” is no more than 25%
of the outcomes.
it is more or less a “fair” deal: you only get one normal Energy
attachment per turn, so removing an Energy card from any Pokémon
is fantastically powerful. As such, even with such an awful
result of doing nothing half the time, the half the time it
works, it may win games.
To clarify about how it wins games, let me remind you that until
quite, quite recently, the format was mostly decks that broke
the once-per-turn Energy attachment rule. That is no longer the
case. Oh, many decks rely on getting more than one Energy into
play still, but the method is now to use Scramble
Energy and/or Double Rainbow for many decks. Still,
that can also be accomplished against many decks by simply using
Ancient Technical Machine[Rock], because said
Energy cards are discarded if they somehow become attached to
Basic Pokémon. Given that majority of the time that you’ll
really need to get rid of them, they’ll either be on a Stage 1
or on a Stage 2 that was Evolved directly from a Basic via
Rare Candy. Either way, de-Evolve them and you solve your
Double Rainbow Energy or Scramble Energy problem.
use Energy Removal 2? Because Ancient Technical
Machine [Rock] can’t be used by Pokémon-ex or Pokémon with
owner’s in their name. Only one Turn 2 Control deck (Dark
Slowking, who is disputed as being Turn 2 Control), can use
Ancient Technical Machine [Rock]. The nature of Turn 2
Control decks is such that a ScrambleEnergy
powered Stage 1 or 2 can break the lock, which in turn can (and
often does) cause the entire strategy to fall apart. That is
the secret to Energy Removal 2’s strength: while half the
time it does nothing, the other half it helps eliminate perhaps
Turn 2 Controls biggest weakness: the eventual building up of a
strong attacker, at least half the time.
1/5-Not a good idea. You can have four copies of each of the
original two kinds of Removal, and if that’s not enough
Item Finder can give you another four shots. That is
removing a total of 12 Energy, which is about what most decks
run (outside of Raindance, which won’t care if you remove
3/5-This is a composite score. For everything but Turn 2
Control and its ilk, it is more a 2/5, but it is probably close
to a 4/5 for Turn 2 Control and any deck with similar needs.
3.5/5-The potential of doing nothing can really hurt here. If
it works, it has a good chance of evening out a losing game and
turning around a close one. If it fails, that wasted draw can
also cost you the game.
Energy Removal 2
is a lot like Jirachi from Deoxys. Its strength is
really the strength of other cards. If it didn’t take care of
one Turn 2 Control’s weak points, it would still be filler.
However, it does take care of that Weakness, and has me looking
now for a way to use my Venture Bombs, a Trainer I
dismissed before as being almost as useless as Energy Removal
Energy Removal 2
This card was pretty unpopular until May 14th, When Seena G.
won his Regional Championship with a Muk ex deck, and the
deck contained 4 ER2 to slowdown the opponent. ER2 is a lot
worse than the old ER since it's a flip, but denying your
opponent 1 turn of attacking by removing their energy is
Unlimited - ROFL. You'd be crazy to use this over ER! 0/5
Modified - In certain decks it can be good, like the T2
decks (Medicham ex, Hariyama ex, Muk ex). Since they aren't
too powerful they have to make sure the opponent stays on
the weak side with less energy in play. 4/5
Limited - I'd take the risk and try to slow down the
opponent. It's a good card here. 3/5
I enjoy making my own fun theme decks... and i remember
making one based around this card believe it or not lol.
I included the deck list in the article for you to have
fun trying out.
Energy removal 2
A flippy card…
Why? There is no point to play this card in unlimited
due to 2 cards - energy removal and super energy
removal. Both give you the desired affect without a
50:50 flip! Unless you are desperate to completely max
out on energy removing cards, I wouldn’t bother. Instead
just run 4 energy removal, 4 super energy removal and 4
I had to give it a 50% score, didn’t I?! When it works,
it is GREAT. In modified, removing energy from play will
usually hurt your opponent, especially when a lot of
difficult-to-retrieve special energy cards are played.
However, half of the time this card fails… I made a
modified deck around this card believe it or not, was
fun to play! Every basic can remove energy from your
Mc’s hyper energy-remover!
4 minum (hl)
4 articuno ex (frlg)
4 makuhita (dx)
1 mudkip* (rr)
3 hariyama EX (dx)
4 energy removal 2 (frlg)
4 pokemon reversal (frlg)
4 super scoop up (frlg)
4 x lanettes net search (em)
4 x battle frontier (em)
4 x tv reporter (dr)
12 water energy
6 fighting energy
2 lightning energy
Call me picky, but it gets same score, lol. Again, IF it
works, it would give you a huge advantage in such a
‘ahem’ limited game. Regardless of 50:50 chance, you
should still draft it, because it’s a trainer…and they
are rare in limited!
Energy Removal 2
Background: Ah yes, Energy Removal 2. Though the
original one was better (as you didn’t have to flip),
it’s still useful. Most decks that run this these days
are Turn 2 decks, in which denying your opponent the
ability to attack is important. Expect to see this card
played at Worlds. For non-Turn 2 decks, it’s still
useful. The greatest drawback to this card is its 50%
chance of success. Of course if your good at flipping
heads, it’s not a problem. But for those of use who suck
at flips (like me), it’s risky to use.
Unlimited: 1/5: Use the original Energy Removal or SER
instead. Both are better.
Modified: 3/5: If you’re good with flips, use it. If
not, use with caution.
Limited: 4.5/5: This card is excellent here because of
the lack of trainers. Though a lot of decks here are
energy-heavy, Energy Removal 2 is still useful.
Energy Removal 2 – EX: Fire Red / Leaf Green - #89/112
Hopefully everyone’s day is going well.
The card we will be reviewing today is Energy Removal 2.
It’s a trainer that allows the player to flip a coin,
and if heads, discard an energy card off of one of the
opponent’s Pokemon. This is such a powerful card if you
can flip heads. Energy Removal is such a deck-breaking
card in Unlimited, so the creators of the game added a
flip to the card to even out it’s potent ability. I
honestly feel that the flip doesn’t go far enough to
make the card fair. It’s still a trainer, meaning that
you can easily play 4 of them back to back, if you have
4 in your hand, and flipping tails with one won’t change
a thing. I don’t see this card going well with most
decks, but decks like T2 , Energy Removal 2 goes perfect
with. I’ve even thought about throwing it into Ludicargo
but that’s a bit of a stretch.
Unlimited: 0/5 – Why play this when you can play Energy
Modified: 2/5 – This a card that doesn’t really work in
most decks. It works well with T2 because it has the
space to fit it in without losing anything. Even then,
it’s very flippy. On a bad day, it’s useless.
Limited: 2/5 – Hey, it can come in some use, but because
you most likely won’t draft 4 of them, the flippy-ness
of the card can really lower how useful the card is. But
it can be useful to slow the opponent down.
Have a nice day everyone and a pleasant tomorrow.
Energy Removal 2 COTD by X-Act
Energy Removal, but with a flip. Everyone knows that
Energy Removal is a broken card because it delays the
opponent at least one turn to setup the opponent’s
Pokemon, and sometimes more than one turn. Does adding a
flip make it less broken? If you are lucky, no. If you
are unlucky, yes.
Energy Removal 2 is seeing much more play in Modified
than before, usually in T2L decks. The idea is to,
besides locking down the opponent with your power, you
delay them from setupping too. It works… if you land
your flips, that is. This renders a T2L deck into almost
a gamble, in my opinion, since an Energy Removal 2 flip
(or a Pokemon Reversal flip, but that’s beyond the scope
of this review) can win or lose you the game.
Unlimited: Unless you want to play a 12 Energy Removing
deck containing 4 SER, 4 ER and 4 ER2, stick to the
flipless removals. 1/5
Modified: It’s broken if you flip heads, and useless if
you flip tails. Thus, it gets halfway the rating, and
that’s 3 (not 2.5, folks). 3/5
Limited: I’d draft it only if there was nothing else to
choose, personally. In Draft, you should always go for
the sure-fire cards whenever possible. 1/5
Energy removal 2
This card is one I don’t like to use, but don’t like to
face either. It’s a 50% nothing card however while it
may not be my style it could be yours and it performs
better in certain decks as opposed to others. Also while
removing an energy card from your opponent can be
decisive, failing to do so
can also be decisive, play at your own risk.
Unlimited: Uh no, stick with Energy removal and Super
energy removal. Only use it if you really want to play
12 cards that remove energy but with the main things
being played in this format resistant against removal
anyway it would seem kind of pointless and only played
for fun, which am I all in favour of but in all
seriousness the card is worthless here.
Modified: Stronger here, if only because ATM rock is the
only other trainer card that can potentially discard
certain special energy cards from the opponent’s pokémon.
However energy removal 2 is much more direct of what you
want it to do, but of course ATM rock serves other
purposes too. ER2 is more
effective against some decks then it is against others
but almost always if heads it will usually cause your
opponent some kind of inconvenience, which is usually
good. Of course if it always worked like the first
it would be a perfect card to use and every deck would
play it, but because it has that 50% thing about it, I
must give it half its rating.
Limited: Not bad, but I wouldn’t be jumping for joy over
it, there are other
trainer cards I would have rather pulled. Still I would
use it if I drew it.
Energy Removal 2: EX
Fire Red/Leaf Green
Energy Removal 2 is a pretty straightforward card. Flip
a coin, if you get heads you get to discard an energy on
your opponents side of the playing field, if you get
tails then the trainer does nothing. It, like most flip
based trainers, is pretty powerful if it works, but
pointless otherwise and up until recently cards like
haven’t been used widely. The introduction of turn 2
decks has created a resurgence of popularity for this
card since those decks are some of the few that can
really take a chance on a card like this. When the card
works, especially early in the game it can really slow
your opponent’s set up, which is often needed for quick
decks that don’t have the longevity of other decks.
Unlimited 1/5 All but pointless here unless you want to
max out the number of energy removing cards you can
have, but energy removal (the first one) is in everyway
shape and form a better card.
Modified 2.5/5 Even with the advent of T2 decks this
card is still luck based and not as powerful as some
other alternatives, when it works the card is worth more
like a 4.5-5, but when it fails it has no point other
than emptying your hand, so I rate is squarely in the
Limited 3.5/5 In this format making your opponent lose
and energy can be the deciding factor of a game very
easily, but this card can still fail so it may not ever
get to have a point. Still almost every trainer is worth
using in limited and this is no exception.