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Pojo's Pokemon Card of the Day

 

Grumpig

EX Emerald

 

Date Reviewed: 06.28.05

Ratings & Reviews Summary
Unlimited: 2.25
Modified: 3.5
Limited: 4.44

Ratings are based on a 1 to 5 scale.
1 being the worst.  3 ... average.  5 is the highest rating.

Jaeger Today's Card of the Day is Grumpig from Emerald.

Hit Points(80): 80 hit points is pretty high for stage 1 not much else to say.

Retreat Cost(CC): Its low enough you can afford but high enough that you don't want to, but most of the time you will just use the second attack Teleport Blast to switch back to the bench.

Attack 1(Psyshock)(P): Just one energy for 20 and a chance at them being paralized is pretty cheap for a first attack.

Attack 2(Teleport Blast CCC): Whats nice about this attack is that it is Boost able and you can switch back to the bench to keep it safe.

Summary: I think this card has potential in several different kinds of deck. You can play it in just about any deck that runs Boost Energy, Gardevior would be a prime choice. I have also seen this played in Vilaplume Ex to counter the psychic weakness.
Right now this card is not overly played but its something to keep an eye on.

Unlimited: 2.5/5 It one hit KO's Hitmonchans, Alakazam, etc. but also alot of psychic resistance.

Modified: 3/5

Limited: 4/5
 
Bullados Grumpig

Attributes: For a stage 1, 80 is pretty decent. It should last you a couple of rounds, but not much more than that. Psy weakness is the norm for Psy cards, but this is something you can take advantage of later on. Retreat of 2 is pretty bad here, but it doesn't really matter, as Grumpig will probably never retreat. Ever.

Attack #1: [P] Psyshock
Very efficient attack. Undercosted like crazy, even without the coin flip for Paralyziation. Decent enough, but still just a filler attack so that the main attack can be used.

Attack #2: [CCC] Teleport Blast
This is a PHUN attack to use! With a Strength Charm, this OHKOs BOTH Gardys and DX Metagross, both of which will see lots of play after this past weekend. Also, it switches Grumpig back to the Bench, which is nice, considering the average HP and high Retreat. It can be powered by a single Boost for a swift and deadly attack to anything not expecting it.

Ratings:

Unlimited: Unfortunately, there's too much Psychic resistance here to really make the pig worth anything. Considering that both attacks can be paid for with a single energy, it might be somewhat usable, but I think that it will just get blasted by something that's good.
2/5

Modified: Quite a good TecH card in most Psychic weak decks to deal with the random Psychic decks. Boostable, along with most other Psychic weak cards, meaning you can probably run this thing as a 1-1 or 2-2 line fairly easily. Can take out most of the top Psychic cards (except HL Metagross and Gex) and is reasonably safe from attacks. Very nice.
4/5

LImited: OMG, this thing is friggin AWESOME!!! Most of the better cards in EM are weak to Psychic, and most Basics have low retreat costs, meaning that the Pig can get back in the action very quickly. It's also splashable, so it can be a 4th or 5th color in any deck. Uncommon means that you can probably get 2-3 of them in a Sealed and 4-5 in Draft. It's only failing is that the other EM Grumpig is more efficient in its attacks. Still, it's worth using.
4.875/5

~Bullados
~~Bullados@comcast.net
 

Otaku

Find this review is too long?  Skip straight to the scores and summary!

 

This week we are looking at some Uncommons that have shown some potential.  Today’s CotD was brought to my attention by Jaeger as something to experiment with for a No Rares deck for the Pokémon League.

 

Name: Grumpig

Set: EX Emerald

Card#: 29/106

Rarity: Uncommon

Type: Psychic

Stage: 1 (Evolves from Spoink)

HP: 80

Weakness: Psychic

Resistance: None

Retreat: CC

Attack#1: (P) Psyshock [20]

Flip a coin.  If heads, the Defending Pokémon is now Paralyzed.

Attack#2: (CCC) Teleport Blast [40]

After your attack, you may switch Grumpig with 1 of your Benched Pokémon.

Name: Spoink

Set: EX Emerald

Card#: 66/106

Type: Psychic

Stage: Basic

HP: 50

Weakness: Psychic

Resistance: None

Retreat: C

Attack: (C) Lunge [20]

Flip a coin.  If tails, this attack does nothing.

 

Attributes: Grumpig is a Stage 1 Pokémon, so it will require Evolving from Spoink.  There are five Spoink to choose from.  The one listed above is from the same set, and I only chose it since it can attack with any color of Energy.  In reality, I’d use the Spoink with Bounce at it combos well with this Grumpig.  All Spoink have the same Attributes, so it is the attacks that matter.

 

Back to Grumpig itself: as a Stage 1 with only one lower Stage and no higher Stages, it needs to fall into a nice “niche” where it is tougher than equivalent isolated basics (who are easier to get into play and fit into decks) but not as strong as a Stage 2 Pokémon that obviously requires more effort.  It is a Psychic Pokémon: Psychic Weakness seems to be on the rise, so this is pretty good.  Just watch out for the odd bit of Resistance: there are a few good Pokémon, like the pure Darkness-Type Dark Tyranitar, that see a good deal of play.  Grumpig has 80 HP, which is the minimum you want to see on a non-Evolving Stage 1.  Still, this is solid as long as you aren’t facing Psychic Pokémon.  Why?  Because Grumpig is Weak to Psychic Pokémon, so any such Pokémon that hits for 40 or more damage can OHKO this little piggy.  Still, it may be for the best: anything that can hit Grumpig hard, easily, can in turn be hit by Grumpig hard, easily.  Grumpig has no Resistance.  This hurts, but thankfully Grumpig’s uses will reveal that it wouldn’t be too useful anyway.  To finish off Grumpig’s Attributes, we see that it has a Retreat Cost of two.  This is low enough you can retreat, but high enough you’ll want to avoid paying for it if you can.

 

Abilities: Psyshock is that simple, small attack that is nice to use while powering up your big attack.  This version (it’s far from the first time we’ve seen it) hits for 10 more damage than you pay for.  The chance to Paralyze is also nice since this can strand something up front and give you a chance to KO it on the next turn.  If you can Evolve quickly against a Psychic Weak Pokémon, especially if you have a Strength Charm, you can probably score a OHKO first or second turn.

 

Teleport Blast is yet another blast from the past.  Sorry, I couldn’t resist.  First appearing on Dark Alakazam, it really shows you how the game has changed.  Dark Alakazam, a Stage 1 Pokémon, only had 60 HP and required (PPC) to hit for 30 damage.  That wasn’t very good, but I managed to make use of it for quite some time.  Grumpig is much more efficient at it, hitting for 40 damage and requiring only (CCC) to do it.  Both versions of the attack then give you the option of benching your attacking Pokémon and bringing something else up.  This allows Grumpig to hide, making that HP last a lot longer.

 

Uses and

Combinations: Boost Energy allows you to Teleport Blast from zero Energy, and of course Scramble Energy works well if you are behind in prizes.  The main things to remember are FossilsClaw Fossil, Mysterious Fossil, and Root Fossil can be brought up after using Teleport Blast to basically soak one attack.  Just be careful against bench hitting Pokémon who will just ignore the Fossil and go after Grumpig.

 

Ratings

 

Unlimited: 2/5-You can build the often scarier Baby-Porter deck using Slowking from Neo Genesis and most Neo-series Baby Pokémon.

 

Modified: 3.5/5-I think that this, when combined with the right cards, could create an annoying rogue deck… so long as we see as much Psychic Weakness and as little Psychic Resistance as we currently are.

 

Limited:  4/5-Fantastic here.  It is an Uncommon, as is the other Grumpig, giving decent odds of pulling a 2-2 line.  You can power up this Grumpig then hide behind other Pokémon you can afford to lose.  For example, hit for 40, bring up a decent sized Basic, and if it survives, slap an Energy on it and start pecking away.  You’ll be able to build a good Energy lead.

 

Summary

Grumpig is a very solid card that could lead to a revival of Porter (hit and run) style decks, at least in Modified.

 

 


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