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Megaman



Pojo's Pokemon Card of the Day

 

Meganium ex

EX Unseen Forces

 

Date Reviewed: 10.20.05

Ratings & Reviews Summary
Unlimited: 2.28
Modified: 3.35
Limited: 3.17

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


~
R Pac~
Hey all,

Today's card is Meganium EX from EX Unseen Forces

Hmmm... power's kinda like a limited raindance that sorta heals :). Sorry, he's just not going to make the cut here. He's got two weaknesses - both of types that are very playable here. He's got two alright attacks, but the 5 energy for the second attack just isn't going to happen with removals and the first attack is only 50 damage. Grass in general doesn't abuse energy as much as other types of Pokes like fire and water, so being able to attach an extra energy really isnt worth running an entire Meganium line. So he's not really as good as my good old friend raindance Blastoise. Did I mention that you're opponent also gets two prizes for knocking him out?

Unlimited Rating 1.5/5
 
ninetales
1234
Meganium EX’s Poké-Power is one of the many Pokémon in the game that allows you to bend the “one energy per turn” rule. In addition, its power allows you to remove damage counters. “Nurture and Heal” has the disadvantage of not being able to work when Meganium EX is affected by a special condition. That shouldn’t be too much of a problem since it doesn’t have to be active in order to use the power. If you’re playing some grass Pokémon other than the Meganium line, this power can help you power them up. If you’re not, you probably shouldn’t put this in your deck.

Grass Pokémon have always had fire weakness, and now a lot of them have water resistance as well, but it is unusual for a grass Pokémon to be weak to grass. But a lot of EX Pokémon have two weaknesses anyway, so this isn’t really a problem…

Combinations: Boost Energy! Imagine doing 90 damage plus poison on turn 2! Yes, you would need Rare Candy/Wally’s Training for this to work, and it’s not likely to work anyway, Boost Energy can definitely help this card. Look at its second attack’s effect. It says “discard one energy attached to Meganium EX.” You can just discard an energy that would get discarded anyway (Boost Energy).

Unlimited: With the draw power available in this format, doing a turn two 90 damage is very possible. If you’re not using Boost Energy, Energy Removal/SER will stop this thing easily. 2.85/5

Modified: A very playable EX. Use it to speed up a grass deck 4.2/5

Limited: If you get it, hold on to it. Pokémon that inflict special conditions are rare in Unseen Forces. Boost Energy is in this set. Draft it too. 4.85/5

Questions/comments/corrections? E-mail: ninetales1234@hotmail.com
 

wierdofur
Green to the bone... or is it root?...

Meganium ex (Unseen Forces #106)

Type: Grass
Fire is popular, so stock up on Ancient Ruins and Protective Orbs.

HP: 150
Very good for a Stage 2.

Stage of Evolution: Stage 2
You need Chikorita and Bayleef to get him out.

PokeBody/PokePower:
Nurture and Heal
"Once during your turn (before you attack), you may attach a [G] Energy card from your hand to 1 of your Pokemon. If you do, remove 1 damage counter from that Pokemon.
This power can't be used if Meganium ex is affected by a Special Condition.

Attacks:
[3x any] Razor Leaf {50}

[G][G][3x any] Power Poison {90}
Discard 1 Energy attached to Meganium ex. The Defending Pokemon is now Poisoned.

Weakness: Grass & Fire
Ouch, a double weakness. Bad against other Grass decks (such as against a Meganium deck), and Fire, which is popular in most areas.

Resistance: Water -30
Water is fairly popular, so you may have a real advantage with this.

Retreat Cost: 2
Not too horrible, but Switch or Warp Point save you the cost.

Rarity: Holo Rare
Hard to get, but very much worth the effort, esspecially in a Meganium deck.

The Positive:
This guy can hit hard, and can hit quickly if you use Boost Energy. Mostly, I recommend keeping him on the Bench to speed up your other Pokemon to get up to using those high-cost attacks sooner.

The Negative:
5 Energy for his stronger attack is a bit rediculous for only 90 damage.
Giving
2 Prizes for his defeat is bad, and with being a Stage 2, you're not as likely to have much Energy left in hand to use.

Unlimited:
Not bad, but Parasect from FRLG is cheaper and easier to use to build up on Energy for your Pokemon, as it only costs [G] to search your deck and attach
2
[G] to your Pokemon any way you wish. He needs serious protection to use.
2.5/5.0

Modified:
FRLG's Parasect is still legal at this time, so use him instead. Once the list shifts FRLG out of legality in this format, move up to Meganium ex.
2.5/5.0

Limited:
Don't even think about it.
1.5/5.0
 

Kevin89
Meganium ex

Unlimited: Megaflora can cause some major damage here, with the
support of the neo genisis meganium, unfortunately, you are vulnerable
to all lock-down decks in unlimited, slowking, aerodactyl, vileplume,
muk, and such, but when you got your setup, not much can stop you,
since every sunflora can attack for only 1 Grass energy, causing +40
damage, another card that goes well with Meganium ex/Meganium is
Exeggutor from aquapolis, his second attack can hurt your opponent's
bench alot.
However, in all these decks, meganium EX is just a supporting card.
2.5/5

Modified: I don't really like this meganium, it has nice attacks, an
awesome power, but 2 weaknesses, its first attack is not special,
probably even bad if you ask me, his second attack however, is great.
90+poison, but you have to discard an energy card. Which would be
boost energy, favorably. the poke-power lets you attach more energy
per turn, which is great, but meganium is not a good main attacker
(it's weaknesses :( ), so the first thing that comes to mind is
Sunflora unseen forces. sunflora has a bit low hp, but with meganium's
power, he is able to do +60 damage easily, and more important, fast.
3.5/5

Limited: this is very hard to draft, and even harder to get out in
play, but if you manage to get meganium ex into play, you'll have a
big advantage of getting 2 energy a turn in play.
not only that, but meganium heals too, with the minor damage that is
dealt in limited, this just works. it also deals a consistent 50 a
turn for 3 colorless, and 90 + poison for 5 energy, which isnt that
hard to accomplish with meganium's power. it's 2 weaknesses hurt it
again though.
3/5
 
Psylight Hao For this day we have Meganium EX from UFO this beutiful Pokémon can be played in many grass decks for first is Stage 2 so is kinda difficult put it in play but with the right training engine it will be attacking in second turn for 50 and possibily for 90 plus poison in the third, its HP 150 is for a stage 2 since we can say is the standard for Stage 2 EX, the interesting of this card is its Poké-POWER: Nurture and Heal, you may play an extra energy per turn and also remove one damage counter from Pokémon you attach that energy, extra energies are alwayts cool, unless your are playing against GardevoirEX but it's know out, this meganium will work good with SunFlora from UFO and VenasaurEX from GL&RF the control of your energies would be cruciable against playing other decks. The sad part start Meganium's attacks are pretty weak for and EX but still ok both cab be used with boost energy, in the bottom we see to weakness Grass and Fire, both types are less popular in some formats but there is still some decks of those types Resistence to water is better than nothing so is welcome retreat of 2 is ok you could play and wouldn't hurt that much

Ratings:

Unlimited: Not in here this card could be pretty slow here 1/5

Modified: Has I said you can used has a back up in your grass deck, know that Roselia is gone, it is a form to play more energies, has well it combo with VenasaurEX 3/5

Limited: Is you can draft a chain 3-2-1 or maybe 3-2-2 with the other meganium play it extra energies means speed, speed that this format doesn't have 4/5
 

Otaku

I haven’t actually caught up with my class work, but between frustration, the need to review, and a few other problems I am rapidly trying to review this card.  As such, please forgive typos and such.

 

Name: Meganium ex

Set: EX Unseen Forces

Card#: 106/115

Rarity: Pokémon-ex

Type: Grass

Stage: 2 (Evolves from Bayleef)

HP: 150

Weakness: Grass, Fire

Resistance: Water

Retreat: CC

Poké-Power: Nurture and Heal

Once during your turn (before your attack) you may attach a (G) Energy card from your hand to 1 of your Pokémon.  If you do, remove 1 damage counter from that Pokémon.  This power can’t be used if Meganium ex is affected by a Special Condition.

Attack#1: (CCC) Razor Leaf [50]

Attack#2: (GGCCC) Power Poison [90]

Discard 1 Energy attached to Meganium ex.  The Defending Pokémon is now Poisoned.

Name: Bayleef

Set: EX Unseen Forces

Card#: 35/115

Rarity: Uncommon

Type: Grass

Stage: 1 (Evolves from Chikorita)

HP: 70

Weakness: Fire

Resistance: Water

Retreat: C

Attack#1: (C) Soothing Scent [10]

Attack#2: (WWC) Razor Leaf [50]

Name: Chikorita

Set: EX Unseen Forces

Card#: 51/115

Rarity: Common

Type: Grass

Stage: Basic

HP: 50

Weakness: Fire

Resistance: Water

Retreat: (C)

Attack: (C) Headbutt [10]

Attack#2: (GC) Razor Leaf [20]

 

Attributes: Meganium ex a Grass Pokémon.  In some respects this is nice: Grass Resistance only exists on Metal Pokémon, but that allows Metal Pokémon to shut out almost all damage Grass Pokémon can do.  There are decent amounts of Grass Weak Pokémon, and due to this type lacking a popular “brute force” deck, most players with this Weakness ignore it.  In other words, they aren’t countering it. 

 

Meganium ex is also a Stage 2 and a Pokémon ex.  What this means is that it should have access to some of the most powerful effects available: that is, without making it a “broken” card.  Since you have to use at least two cards to get it into play (Chikorita and either Bayleef or Rare Candy), plus it has all the problems faced by a Pokémon-ex (multiple cards that can’t be used on it or will have diminished effects plus cards that are designed specifically to hamper its performance), it will need its 150 HP.  Oh, and as I forgot to remind everyone in my last CotD, we have that double Prize penalty when it’s KO’d.  Said 150 HP is a good, solid amount.  The only thing higher for a Stage 2 Pokémon ex is 160, so next to the highest is pretty great.  It will let you survive attacks from several smaller Pokémon, and even fellow Stage 2 Pokémon ex will usually need two hits against a healthy specimen.

 

The double Weakness is definitely a big problem: all Fire or fellow Grass type Pokémon need to do is score 80 points of damage to OHKO this flower.  At least since they saddled it with a double Weakness, it actually has a Resistance!  Water Resistance is nice, and sometimes gives an “overkill” effect; a Water Pokémon is Grass Weak.  Of course, if it was a choice between no Resistance or a double Weakness, I’d rather have one Weakness and no Resistance.  There is a decent chance that the double Weakness is on this card for another reason, to be discussed later.

 

The last of the “Bottom Stats” would be the retreat cost.  Meganium ex has a solid retreat cost of “two”.  Anything over two generally means you won’t want to pay to retreat unless you have no choice but to do so or lose the game.  Anything less means you can more or less retreat freely without worry.  At two, you’ll usually have the option, but will want to avoid using it unless it’s urgent.

 

As stated earlier, Meganium ex comes from Bayleef who comes from Chikorita.  This set’s Chikorita is passable: its second attack is overpriced but it does have Water Resistance.  Bayleef is reasonably solid, with all around good Attributes for a Stage 1 that still has another Evolutionary option available, except for its HP, the minimum you usually want even if you can Evolve again.  The first attack is what you’d expect on a Grass Pokémon, but the second is nice and solid damage, unusual for Grass Pokémon.  That Water Resistance is what offsets that HP.

 

Abilities: By George, I think they’ve got it!

 

Normally, a single extra Energy attachment from hand is nice, but not too overpowering.  Since this is a Pokémon-ex, you’d expect a little more, and you get it.  Although limited to just Grass Energy, it is an otherwise completely unrestricted attachment that actually removes a damage counter from the target!  Working from the bench means it should stack, and that just begs for combos.

 

The second attack Razor Leaf is a nice, no-nonsense 50 damage for three of any Energy.  A 20 point damage bonus good for the supporting attack of a Pokémon-ex.

 

Power Poison is a bit disappointing: five Energy is the point at which the normal damage to Energy relationship spikes, so it should be worth 70 points of damage or so completely on its own, maybe 80.  So 10 extra damage and being forced to discard an Energy to auto-Poison seems almost a bit weak.

 

Fortunately, the abilities have some synergy.  Their costs seem much lower than they really are thanks to the Poké-Power, and you also have the luxury of treating this as a “bench-sitter”.

 

Uses and

Combinations: Boost Energy is a must: not only will it completely power a Razor Leaf on its own, but it means that you can Rare Candy into this straight from Chikorita and still hit pretty hard.  More over, you can then use your Poké-Power to still end the turn one Energy ahead.  So first turn, Nurture and Boost, then Razor Leaf.  Second turn, same thing.  Third turn, Nurture, Boost, then Power Poison and use the Boost Energy for the discard cost.  Fourth turn a Normal Grass Energy (or for that matter, any legal to attach Energy) and your Grass Energy attachment via Nurture and you can Power Poison again.  Now you can use whatever attachment suits you to keep up the Power Poison each turn, and direct the other Energy attachment to another Pokémon.  Plus, you’ve healed a total of 40 damage while you’ve done all this.

 

Further combos can be accomplished with compatible, Basic and/or Stage 1 attackers and Mr. Briney’s Compassion (though this makes the one damage counter being healed often superfluous).  If you can bench two Meganium ex early on, you’ll have a supreme advantage of powering many Pokémon up in a single turn.  Even one can ready the Fire Red/Leaf Green Scyther for action.

 

Ratings

 

Unlimited: 2.5/5-You remember the drill: add Neo Genesis Slowking for Trainer disruption, plenty of good beatsticks that can make use of the Energy, and you’ve got a fun deck for Unlimited that has a chance at winning against the more serious decks.  Remember though, I said a chance, not that it’s a guarantee.  Even without Slowking it might work just because Double Colorless Energy, Boost Energy, and that extra Energy attachment can keep it and several other nice Pokémon attacking while this tries to hide on the bench.

 

Modified: 3.75/5-Again, we should expect at least one solid deck to be built around this card, and there is the possibility of more than one.  Some cards that are rumored to be coming out will just love this thing…

 

Limited: 4.25/5-Assuming you can pull a full line of it this beast will be incredibly hard to overcome.  That little bit of healing is really something, as is Poison, in this format.  That double Weakness and double Prize penalty is the only thing to really hurt its chances.

 

Summary

Hopefully a sign that TPC has learned that pretty much anything other than Pokémon-ex should not have a Poké-Power that breaks the normal Energy attachment rules.  Of course, attacks that do such aren’t a problem due to the time lost to use it.

 


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