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Pojo's Pokemon Card of the Day

 

Rescue Energy

HS Triumphant

Date Reviewed: Oct. 26, 2010

Ratings & Reviews Summary

Modified: 3.25
Limited: 3.00

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

Combos With:

Baby Mario
2010 UK National
Seniors
Champion

Rescue Energy (Triumphant) 

With every set we always get a bunch of new Pokémon cards, new Trainers, new Supporters . . . but we very rarely ever see a new Special Energy. Yeah, we get reprints (DCE, Warp, Cyclone), but hardly ever anything new. The last one was Upper Energy, I think. The last really playable one was Call Energy way back in Majestic Dawn. 

So, getting a new Special Energy card that is actually really good is cause for celebration in the TCG World. 

Rescue Energy may only provide [C] but it comes with a really nice effect. If the Pokémon it is attached to is knocked out, then you can return that Pokémon to your hand instead of putting it in the Discard, though you do have to discard any cards that are attached to it (such as Tools and Energy). Although we haven’t had an official ruling on this, it seems that in Japan, Rescue Energy does save any Basics or Stage 1s that are under an Evolved or Levelled Up Pokémon, so I expect the same will apply elsewhere. 

This is very important as it means that even evolved Pokémon, provided they have low Energy costs, can make great use of this card as a means of recovery. With Broken Time-Space in play you can get your Gyarados, Donphan, or Kingdra back up and attacking the turn after it was KO’d. This is not only much more efficient than using multiple Pokémon Rescues or cards like Palmer’s Contribution, it is also impossible for your opponent to stop (with Trainer Lock) and doesn’t use up a Supporter for the turn. 

There are a few potentially important rulings questions that this card will throw up (how does it interact with attacks/effects that send Pokémon to the Lost Zone?), and it won’t save your Pokémon if it is knocked out by damage counter placement or a Status Condition like Poison. Nevertheless, it is a legitimate recovery option for any deck which can use Colourless Energy or which just has single Energy attacks. 

This card will be a staple in Gyarados and you will likely see it elsewhere too. 

Rating 

Modified: 3.75 (Not for every deck, but amazing for those that can use it) 

conical 10/26/10: Rescue Energy(Triumphant)
 
It's odd, I've never had to review an energy before. Come to think of it, I don't think I've reviewed any trainers before either. I guess it's time to learn!
 
Rescue Energy is more or less an energy version of the card Pokemon Rescue; whenever the Pokemon it's attached to is KO'd, it goes back to your hand. It sounds handy, but realistically, you don't want to waste tempo setting up a Pokemon that just got KO'd. Therefore, in most decks, Rescue Energy is superfluous, a big word meaning 'unnecessary.' If you need to get Pokemon back from the discard, Palmer's Contribution is a better choice.
 
Then again, most decks aren't Gyarados, who likes this card a lot. With trainer lock, disruption, and bench sniping, Gyarados has had trouble finding a way to consistently recover after Gyarados gets KO'd. For now, Rescue Energy solves these problems. Rescue Energy is not a trainer, and therefore cannot be locked by Vileplume/Spiritomb, and is not a Pokemon, and therefore can't lead to a prize for Garchomp, and because it can be attached at any time while Gyarados is alive, it doesn't need to stay in the hand until Gyarados is KO'd, like Pokemon Rescue or Combee SF. While most decks will never use this card, it will definitely see play in Gyarados.
 
I think this card has potential in Limited, too. In a format where one probably only has 3-4 Pokemon one would really like to attack with, this card could be used to recycle some of the best options in the deck.
 
Modified: 3/5
Limited: 3/5
Combos With: Gyarados SF

Otaku

I normally like to review non-Pokémon Pokémon cards right away when we get to a set but between some really interesting looking Pokémon and potential rulings issues, I decided to hold off.

 

I made an exception for this one card, Rescue Energy.  Rescue Energy only provides a single Colorless Energy, but when the Pokémon it is attached to is Knocked Out by damage from an attack, you get to put that Pokémon back into your hand.  The tentative ruling I heard was that you do get to not just highest or lowest evolutionary Stage, but all of them.  So a Stage 2 Level X would be the Level X card as well as the Basic, Stage 1, and Stage 2.  Well, unless you used a card effect to skip one of those Stages.

 

As long as the ruling I received is correct this becomes a handy little card, allowing you one more use of a Pokémon you’re running, even if you technically start from scratch.  This card can become a “variable” copy of a Pokémon: if you have two different pieces of Pokémon TecH, this becomes a variable copy of either (but not both) of them.  Yes, you are still out a Prize because the Pokémon was Knocked Out, but you can rebuild it.  In fact, decks running Broken Time Space and Stage 1 and/or 2 Pokémon with inexpensive attacks (or ways to power up quickly) will find this amazing.  As an example, if I am running a Donphan Prime/Machamp Prime deck with Broken Time Space you have a good chance of being Energy ahead, you can slap this on a Machamp, have it go down fighting, promote something that was built up at least half decently on the Bench, then next turn Broken Time Space will allow you to speed right back into Machamp and its Fighting Tag Poké-Power will let you suck the Energy in play onto it and shunt Machamp into the Active slot.  This is a pretty specific use, but also pretty potent.

 

Another specific but probably good use would be when dealing with cards like Pokémon Level X and Pokémon LEGEND.  Due to how those cards names are treated, you often can run anywhere near as many as you’d like, even in a dedicated deck.  Rescue Energy will act like an extra copy of those cards for your deck.  Pokémon LEGEND cards should really like it: they still require their allies to set-up, but now that Pokémon LEGEND can be dropped back into play easily.  If that seems unimpressive, think about what I just said: you should still have your set-up (like Energy Accerlation) ready to go!

 

In Limited play I would think this card great.  Firstly, when designing a good Limited deck you should be favoring Pokémon with Colorless Energy costs as your deck is more than likely at least three colored.  This lessens the impact of the card only providing (C) Energy.  Then you factor in how often you’ll only pull a single copy of a really powerful Pokémon, and how awesome recycling that Pokémon will be, and you realize this is a must run unless you are running a deck with ample copies of all Pokémon or that can’t use Colorless Energy for anything but retreating: highly improbable.

 

So we have a card that can generally go into any Modified deck, and will be great in a few select ones and most Limited decks.

 

Ratings

 

Modified: 3/5

 

Limited: 4.75/5

 

I am still selling my former collectables on eBay.  I’ve had a lot of hobbies over the years, so at various times I’ll have comic books, manga, action figures, and video games on the auction block.  You can take a look at what’s up for bids here.  Just a reminder, Pojo is in no way responsible for any transactions and was merely kind enough to let me mention the auctions here. ;) 


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