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Pojo's Pokemon Card of the Day

 

Team Galactic's Mars
#8 of 2007

Diamond & Pearl
Secret Wonders

Date Reviewed: 01.16.08

Ratings & Reviews Summary
Unlimited: 2.00
Modified: 4.00
Limited: 4.25

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

Back to the main COTD Page


Jermy101
2005 World
Champion

Check out my eBay Store
Team Galactic's Mars

Unlimited - I'd rather use Rocket's Sneak Attack. 1/5

Modified - The card you remove from your opponent's hand could be the card they desperately needed to pull off a combo next turn. This is a very disruptive and good card. 4/5

Limited - Take all the draw you can get. 5/5

Otaku

Name: Team Galactic’s Mars

Set: Secret Wonders

Rarity: Uncommon

Card #: 125/132

Type: Supporter

Text: You can play only one Supporter card each turn.  When you play this card, put it next to your Active Pokémon.  When your turn ends, discard this card.

 

Draw 2 cards.  Then, choose a card from your opponent’s hand without looking and put it on the bottom of his or her deck.

 

Busy busy busy.

 

I didn’t want to miss a chance to review all of the Top 10 Pokémon Cards of 2007… but no, this isn’t going to be a cut and paste of my original review of Team Galactic’s Mars: click for that here for that review and to see why this was supposed to be a funny introduction.  It could be worse: I had contemplated an Ultimate MUSCLE joke here.

 

Since we are looking at Team Galactic’s Mars again, clearly I wasn’t crazy to think it mattered.  I haven’t even been able to attend League lately, let alone any City Championships, so I am getting out-of-date.  I mean, if I had time to read a lot of tournament reviews, I could probably attend Pokémon League: I only live like half an hour from the nearest one, and I work in that town, too.  Alas, by Friday night I am usually pretty drained and far too tired to safely drive to League, play for a few hours, then drive home.  Especially in the poor road conditions we so often see during winter in a “college town”.  You know, it is the normal snow and ice but with many people who clearly never had to drive in those conditions before.

               

So my big hope was that this card would bring the return of hand disruption based decks to Pokémon.  Pokémon’s design makes this deck type feel less abusive than it does in many other games.  As attacks with no Energy requirements and Poké-Powers are so common, you often can even make some effort with an absent hand, and if you have something big and powered-up, you have a turn or two before a lack of hand is an issue.  With draw and search power at the normal level of the Modified Format, this kind of hand control fits in perfectly.  You draw two cards.  That is just a card less than is normal for the “straightforward draw*” cards like TV Reporter, Professor Oak’s Visit, etc.  Now, the two examples I specifically mentioned give you another card, but have a cost: TV Reporter discards, Professor Oak’s Visit requires you shuffle a card back into your deck, and other cards I didn’t list may have restrictions on when you can play them or dependency upon events out of your control for how many cards they allow you to draw.  So you have the same net gain of cards you’d get from the reliable draw cards.  Instead of getting a way of improving quality (the drawing of one extra card at a cost), you can just take a wild swing at the opponent’s hand.  Why should you want that over getting a better selection of cards drawn?  Because Pokémon is about big moves involving a lot of cards.  When combined with other effects to hit the hand, this becomes almost the “Strength Charm” of hand disruption.  One random card on a turn is a bit scary: something good could get discarded.  Two cards gone basically undoes the advantage of those straightforward draw cards I keep mentioning if it hits something useful.  When multiple discards are combined, even loosing the less desirable cards is cause to worry: when they are gone, they’ll have to hit the “good” ones.  Play in Pokémon progresses quickly enough that this won’t lead to boring games where you lose after 20 turns of having no hand whatsoever: no competitive deck is apt to have an important card in hand for more than two or three of the opponent’s turn.  Still, the best examples of how hand disruption can win the game in Pokémon are the slow set-up and the missing counter.  Pokémon is a game of speed, so of course having to burn a Supporter to search for a card you drew (or had just searched out via some effect) is a waste of a resource.  Lacking a counter is like forcing a poor deck build upon someone.

 

If I seem redundant, it is because the power of hand disruption has been fairly underpowered for all but a short period of Pokémon’s life, as well as having been overpowered for most of the Yu-Gi-Oh TCG’s existence (there is a lot of overlap in the player base for these games).  I neither want to lull you into a false sense of security nor cause you to panic over it.  TPC would have a hard time accidentally making hand disruption cards as overpowered as it is in Yu-Gi-Oh without realizing it, but it can still be a great strategy for Pokémon.

 

Ratings

 

Unlimited: 3/5 – The older bits of hand disruption were usually flippy, costly, or hit yourself.  Since you can do a lot of draw and searching with other cards, this really could be a solid choice to smooth those out.

 

Modified: 4/5 – As the article above said, it has brought back an old deck type to the game in a fun way.  Unless you have to face it all the time.

 

Limited: 4.5/5 – It is draw power.  The fact that it also is disruption in a format of 1-1-1 Evolution lines and Trainers and Energy run in singles just makes it that much better.

 

*Straightforward draw here refers to cards that don’t shuffle away all or most of your hand.  This allows them to combo with card affects that alter the order of the cards in your deck as well as simply making it easier to build a combo piece by piece in your hand.

 

Greenzan
goose
Team Galactic’s Mars SW

Hello there all of you pokemon fans! Today’s COTD is number 8 in our top 10 pokemon cards of 2007! Team Galactic’s Mars is a very interesting card, not only helping you out (Not as much as other cards but…) but also getting rid of your opponents hand. This card is perfect for all of those Murkrow decks running around, add in Absol and Team Galactic’s Wager and you’ve made a deck! If you play disruption, play 4 of these. If you don’t play disruption, who cares?

Pros – (Compared to other draw supporters.)
Removing possible threats from you opponents hand

Cons – (“ “)
Less raw draw power

Unlimited – No supporters here. 1/5

Modified – Works well with other disruption cards. 4/5

Limited – Draw power here?!? TAKE IT! 5/5

Next time for COTD top 10 is, you need to guard her forevior.

“Bad spellers of the world, untie!”

Michael from Denmark

2 worlds and 4 national finals.

Team galactics Mars

 

This card is totally random . Therefore no selfrespecting player should be playing it . This belongs in the bin witn absol and wager.. If you play discard it should be chosen discard . I believe that Nintendo made errors with these kinds of cards.

This card is no good in normal decks you’ll need to play it with other hand robbing remedies. If you do that it can be a strong although unfun and random strategy
 

Modified 3

Clasic 1,5

Limited 3.5

Arbok14 Good Wednesday, everybody, I hope you all are having a great week. Today we continue our reviews for Pojo's Top 10 of 2007.

Name: Team Galactic's Mars
Set: Secret Wonders
Rarity: Uncommon

Overview: TGM is a supporter card, which has you draw 2 cards and then take a card from your opponent's hand, without looking, and put it onto the bottom of his/her deck.

Analysis: I really like this card, not only because it helps you draw cards, but also because it disrupts your opponent. In the right deck (with Absol), this card will destroy your opponent's plans. It doesn't discard it, but it does take it away from your opponent... so it is decent.

Reviews

Unlimited: I've been trying to make a hugely disruptive deck. I'll let you know how it goes... (3/5)

Modified: Very nice. Even using it in a normal deck to help draw cards can be possible. But with Absol... (Oh my god...) (5/5)

Limited: Same as modified. But better... (5/5)


MegaDom
Team Galactic Mars

Unlimited: 2.5/5 Iffy

Modified : 4/5 Good card

Limited: 4/5 Good card

Interesting card, Benefit and Disruption.

MEGADOM


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