Weeeeeeeeelllllllllllllllll, I'm back in
California WHOO! And I'm back (again) to the
Cotds, sorry I missed yesterday, that day was
full of planes and flying and watching The
Office on little screens in the planes while
flying!! SO, continuing this weeks trainers
from Legends Awakened theme we have Energy
Pickup, a plucky little tails-fails card that is
basically a reverse Energy Removal 2 (THINK
ABOUT IT). These days, with Pokeballs seen in
competitive decks as a viable way to setup (back
when we had Computer Search and Pokemon Trader,
Pokeballs worked best as coasters), the whole
flip-a-trainer thing isn't seen as being too
terrible for play anymore. But, before i go
further destroying my review with a too
informative intro, ON TO THE CARD!!!!
Obviously, the first thing to notice is that
this card is a basic Trainer. This means that it
can be searched out with Girafarig, and played
on the turn of a Supporter. Neither of these two
traits are REALLY going to be big bonuses here,
although a Bebe's for an evolution, and then an
Energy Pickup for that last energy can be a big
suprise for your opponent. Girafarig is
underplayed, and seen much less than it's
four-legged, horse-like counterpart, Stantler.
So no real bonuses in being a Trainer, but hey,
at least there's still no Neo Gen. Slowking (*shakes
me just say, I LOVE reviewing Trainers because
there's just the one effect, NOT a Poke-Power,
two attacks, it's Basics ability to draw
cards/search out energy/deal good early damage.
OH ONE EFFECT, YOU'RE SO GOOD TO MY
SCHEDULE.......anyway. Energy Pickup is a simple
card. You play it, possibly grab an energy from
the discard, and move on......so, why is that
good? Because, this card, with a little luck,
let's you SPEED up your energy attachments. The
ability to skip waiting a turn, ESPECIALLY in
the early game, is a very powerful force. This
card can find a place in any deck because ANY
deck, even ones like Kingdra which need little
energy to work, can use a little energy
acceleration and energy recycling.
alot of these basic Trainers, this card can fit
into virtually any deck, especially ones that
discard attached energy for their Pokemon's
attacks, like Houndoom, Magmortar/Blaziken, and
Rayquaza (PARTICULARLY Rayquaza). This is a card
that, once again, like Energy Removal 2, can
find a place in anything at anywhere from 2-4.
I've seen this card in many decks, especially
those that want 3 or more energy on a Pokemon
early in the game, like GG, or decks that want 2
or more energy on two or more Pokemon, like AMU.
This card also combos with Felicity's Drawing,
the new all-purpose discarding Supporter, in the
early game before one of your Pokemon has been
KO'd. The good thing about this card is that it
is a painless Trainer that can fully change the
outcome of a game, like many Trainers before it.
I seriously can see this card played in 2-4s in
many winning decks. It's an easy card to use
with a great effect if you get the heads.
Especially useful here, this card can grab the
color of energy you need when you need it.
look at my older reviews if you want a joke with