It's another LA card today, and I'm not sure what to
think of it. It's got 2 quite nice attacks, that have
obvious uses, but I'm unsure as to how useful it will
actually be in those roles. First of all, it's HP, and
it has 100 for a Basic, which is very nice, allowing to
hopefully survive a non-Lightning hit or 2. why
non-Lightning? Because it has a massive x2 Lightning
weakness, which will basically allow most Lightning
types to get a OHKO on Kyogre, even with the help of a
Plus Power or 2. No resistance is annoyingly standard,
though I wouldn't be certain what sort of Resistance it
would have. That massive 3 Retreat Cost is way too much.
Even with the help of Mantine (MT), it would still need
to Discard an Energy to retreat. Your best bet if you
want to get it to the bench, use a Switch/Warp Point.
Now for it's attacks, which give it the 2 different
roles it can use. The first is as a starter for Water
deck. Drizzle is a very good attack for no Energies,
giving instant Energy Acceleration, and 2 Water energies
at that. However, you need to have 2 Waters in your
hand, which isn't always easy to get at the start of the
game. Even harder to get is 3 energies in your hand at
the start, which would give the maximum speed to the
deck. To allow that to happen, you would need so many
energies in your deck, which may end up being to many
later on. The other role is as a spreader thanks to High
Tide, which can help the already numerous spreader decks
a lot, though options in said deck are rather crowded
already. 60 for WWC isn't that great, and having to
Discard 2 Waters to do a 20 spread may be quite a high
price. Mind you, a 20 spread is quite rare, so is
filling quite a niche there.
Combos, and some people may end up thinking of playing
it like Groundon (LA), using it on it's own with lots of
energies and other techs. However, Groundon is a lot
better at this than Kyogre due to numerous techs that
can make it work better for Groundon. Like I said
earlier, Kyogre could be very useful as a starter for
Water decks, getting energies onto your Pokémon from the
first turn of the game. However, you need the energies
in your hand to really allow this to happen well enough
to work as a starter, and they won't always be around.
Also, like a I said, it can be a spreader thanks to High
Tide, but the discard allows you to only use it once
every 2 turns at best without a bit of help from either
Energy Pick-up or putting more energies than need onto
Kyogre before using the first High Tide. Kyogre's best
role, as you may have already been able to figure out,
is as a starter for spreading decks. Attach energies to
any of your Pokémon at the beginning of the game, and
use High Tide for spreading at any point you get a
chance to. Using it in this sort of role leaves it
slightly unfocused, but does allow it to take part in
all parts of the game. Just make sure you have enough
energy recyclers in this sort of situation though.
Survivability, and it's not bad for a Basic. Kingdra
(LA) needs 10 waters in the Discard Pile for a OHKO,
otherwise settling for a 2HKO with 2 fully powered
Dragon Pumps, or 1 and 1 non powered one. Luxray (LA)
will get a OHKO with Shock Bolt, but that's probably a
bit too much with Plasma doing the same with help from a
Plus Power/Buck's Training. AMU will obviously get a
OHKO from Supreme Blast, whereas all the other attacks
can get a 2HKO. Froslass (LA) will have to wait 3 turns
for Icy Breath to get the KO, though Destiny Bond is
always an alternative. Skittles will need 5 different
types for Basic Energy onto Ho-Oh (SW) for a OHKO,
though will be slightly wary of a High Tide.
Eeveelutions needs 7 energies in play for a OHKO from
Verdant Dance and Leafeon Lv.X (MD), or can just use
Jolteon (MD) for a OHKO, without needing to discard. All
other Eeveelutions will get a 2HKO. GG will need Gallade
(SW) to flip 2 Prizes for a OHKO, or use any other
attack for a 2HKO. Magnezone Lv.X (LA) will get a 2HKO
through the Lv.X's attack, or use the DP's one and 5
Metals attached for a OHKO. However, since they play
Electivire (SW) a lot, he would just need 1 Head to get
a OHKO. Other decks are very likely to get a 2HKO, with
the possible OHKO for those that can do 100 damage.
Modified: I'm still note sure. It can do a lot of damage
or a lot of setting up, but the damage needs a large
cost (esentially 5 Energies), and the set up requires a
lot of energies in your hand. Solo, it isn't that great
either, but might worth a try for a fun deck. It can be
a very nice card, and very useful, but you need a lot or
either resources or luck to do so. For next format, 3/5
For the rest of this format (5 days left!), it's the
same really, only less Pokémon the speed from Drizzle to
accelerate them due to DRE and Scramble. 2.5/5
Limited: Here's a deck to try out here. 1 Kyogre, 39
water Energies. You could use more Kyogre if you can get
them, or maybe even some trainers. 60 is a nice amount
to do, 2HKOing most you'll find here at worst,
especially after the spread damage. I'm not saying it
would be any good, but should be very fun. 3.5/5
Kyogre Lv. 47
Looking forward and onward I apologize for a long
absence... today we're looking at the Sea Basin Pokemon
Kyogre. 100 hp on a basic isn't bad at all, you're gonna
need it to compensate for that 2X weakness to (L) but
that really shouldn't be too much of an issue (at least
until Raichu Lv. X hits our shores). Drought is pretty
cool, with the exception of Kyogre pretty much being the
only (w) that discards (w) energy... maybe if drought
was a Poke power or Poke body it would be much better,
if not on the verge of amazing. High Tide can be deadly
if used in the right format, I think this card would
work wonderfully in an Empoleon (md) and Omastar deck.
The retreat is kind of heavy, but you can get around
that with cards like Warp point or maybe a Palkia Lv. X.
Modified- if used in the right deck, amazing... simply
wonderful... otherwise... not so much 3.2/5
Limited- good hp, costly attack, but worth it in this
Kyogre Lv. 47
I'm going to make this short and sour
Meh, this legendary is looks bad at
first glance…..uhh, nevermind.
This card is borderline bad in
general but I will give it a chance.
Let's look at the stats and specs. 100HP, Double weak to
Lightning, no resistance, and a retreat cost of 3.
That's average for a legendary except for resistance
where most of them have it but its not expected here.
Well, lets see the attacks on this
beast. The first attack varies depending on how many
energies you can get in a turn (Roseanne's FTW?!).
You'll be using that attack mainly to have Kyogre use
it's second attack every other turn (luckily). There's
not that much else to say about this attack.
It's second attack is decent at best.
For 3 Energies, spread 20 to everything your opponent
has and 60 to their active is great but for the cost of
2 water energies? Not worth the time to power this up
every other turn. Yes, it can set up multiple KO's later
game but it's attack becomes useless when there's barely
anything on the bench.
This will do nothing anywhere its put
in the metagame IMHO. Water and Grass is the way to go
in this format but Kyogre got left behind.
Modified: 2/5. Kudos to you if you
can find a way to make kyogre consistent. But I see this
card going nowhere except for in the jank folder.
Limited: 2/5 This card is not worth
the effort unless you are just rare drafting. Even if
you do use this, it will only get one attack off. Two
would be pushing it.
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