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Pojo's Pokemon Card of the Day
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Klinklang #76
Black & White
Date Reviewed:
June 24, 2011
Ratings
& Reviews Summary
Modified: 2
Limited: 2.67
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
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Combos With:
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Baby Mario
2010 UK
National
Seniors
Champion |
Klinklang #76/114 (Black and White)
. . . And the reason why you would play yesterday’s
card? Well, here it is – Klinklang – one of the more
bizarre designs to come out of Generation V (though if
you think about it, it’s no more weird than Magnezone).
Klinklang has a good 140 HP, and nice (if not useful
right now) Psychic Resistance. It has a flippy attack
(Gear Grind) that isn’t really worth the risk unless you
are desperate, and an unpleasant Retreat cost of three.
Of course, the plan is never to have to Retreat it,
because Kinklang is clearly designed to be a
Bench-sitting support Pokémon. With its Shift Gear
Ability, Klinklang makes it possible to move all your
Metal Energy around as often as you like during your
turn. Is this useful? Well, yeah it is: you can save
your Energy if it happens to be on a Pokémon that is
about to be KO’d and get another attacker ready
(especially relevant in Metal decks which like to keep
their Special Metal Energy in play). You could also use
it with Blissey Prime to heal your Pokémon while
effectively avoiding the discard cost of Blissey’s
Power.
The big question though is: is that Ability worth
devoting deck space and effort to a Stage 2? Right now,
I would have to say that it isn’t. This Energy Trans
type of Ability/Power has been fairly common in Pokémon,
going back to Base Set Venusaur, various Sceptiles,
Magnezone LV X, and Meganium Prime and it’s never
really been
part of a top tier deck. Non-attacking Stage 2 support
techs that are just ‘quite useful’ don’t really make the
grade (anyone ever see a winning deck with Exploud SV?),
the playable ones tend to have effects that are much
better than that (such as Dusknoir DP’s ability to limit
the Bench or Nidoqueen RR’s constant healing).
A further problem is that right now Metal (along with
Grass) is probably the worst type to be playing. They
hit practically nothing for Weakness while getting
completely smashed by the popular Fire decks out there (Reshiram,
Emboar variants) no matter how many Special Metals they
have attached. In fact, there is a shortage of decent
Metal Pokémon in HGSS anyway: only Steelix and Scizor
Primes could begin to make a highly questionable claim
to be playable.
Maybe in the future, if Fire decks lose popularity and a
great Metal type Stage 2 appears, players will go
looking in their binders for this card to try in decks.
For now though? It does something that is a bit meh for
a Type that needs so much more than just ‘meh’.
Rating
Modified (HGSS-on): 2 (this is not a good time to be
playing Klinklang, and I’m not sure it ever will be)
Limited: 2.25 (considering all the effort it takes to
get out a Stage 2 in this format, it’s not a great
reward)
|
virusyosh |
Happy Friday, Pojo! We end our COTD week this week
with the evolution of yesterday's COTD Pokemon. Today's
Card of the Day is Klinklang from Black and White.
Klinklang is a Stage 2 Metal-type Pokemon. Like I
said yesterday, Metal Pokemon aren't very common in
Modified aside from the random Steelix Prime deck. Will
Klinklang change that? Probably not on its own. 140 HP
is good for a Stage 2, meaning it should be able to take
a few hits. Fire Weakness is very bad, as Klinklang will
be easily OHKOed by the likes of Reshiram, Emboar, and
even Typhlosion Prime. Psychic Resistance is good to
have. Finally, a Retreat Cost of 3 is terrible - be sure
to use Switch to retreat.
Klinklang has an Ability and a single attack. The
Ability, Shift Gear, is similar to Energy Trans-like
Poke-Powers, in that as often as you like during your
turn, you may move a Metal Energy attached to one of
your Pokemon to another one of your Pokemon. The Ability
here is pretty decent, given the fact that you can move
the Energy to any of your Pokemon (not just Metal ones),
and you can move Special Metals as well. However, a
bigger problem is that there really isn't anything to
combo Klinklang with - yet. Steelix Prime may work, but
given that there aren't many good Metal-types in the TCG
right now (especially with Fire being popular), we're
going to have to wait for later expansions to see if
Shift Gear will be able to see any amount of play.
Klinklang's attack, Gear Grind, allows you to flip
two coins, dealing 80 damage times the number of heads
for [MCC]. Flip attacks are generally undesirable in the
Pokemon TCG, due to their inherent randomness. Sure, you
can end up doing 160 damage for three Energy, which is
great; or you can end up doing no damage, which is
terrible. Therefore, chances are Klinklang won't see
play for this attack.
Modified: 2/5 Shift Gear isn't terrible, but the
attack and its Fire Weakness are. If something else
comes out that works really well with this Ability,
Klinklang will be excellent. However, right now, it just
isn't that good. It's too bad that Magnezone SF rotated
out because it MIGHT work with that and the Lv. X
(although using two Stage 2s is really, really slow).
Limited: 3/5 Klinklang isn't bad here, just because
flip effects are more acceptable in Limited. Shift Gear
can also see some use here, as if you combine Klinklang
with a lot of Colorless Pokemon, you can move your
Energy around quite effectively. Again, just look out
for Reshiram, Emboar, and even Darmanitan.
Combos With: Steelix Prime (kind of)
|
Otaku |
Klinklang
is a Stage 2 Pokémon, whose Stage 1
counterpart (Klang)
we looked at yesterday.
Not surprisingly, this makes it
very similar to
Klang so a lot of what I said
yesterday will apply again.
The first obvious difference is
that as a Stage 2 it will definitely eat
up a lot of deck space: even if you only
need a single
Klinklang in your deck, you’ll need
to dedicate three slots for it.
Being a Metal-Type is good, in
and of itself: in a well balanced
metagame you’ll actually have a slight
edge just because you can utilize the
Special Energy version of
Metal Energy to soak damage.
The thing is that Metal
Weakness/Resistance isn’t too common in
the HeartGold & SoulSilver block
and is absent in what little we’ve seen
of the Black & White cards.
One of the few remaining cards
with Resistance is
Magnezone Prime, and that looks to
be fairly popular.
Nothing Metal Weak is really
seeing play right now, perhaps because
there are so few of them legal for the
HGSS-On format.
Couple this with the Fire
Weakness on
Klinklang and prominence of
Fire-Type Pokémon in at least the early
HGSS-On format, and Metal only wishes it
was a neutral-type.
Adding insult to injury,
Magnezone Prime even sees play in a
Fire/Lightning-Type hybrid deck with
Emboar!
For the sake of Metal-Type
Pokémon and an even more balanced
format, we probably need a good
Water-Type Pokémon that is Metal Weak.
Klinklang
enjoys Psychic Resistance -20.
I am happy to see any Resistance
of course, as it seems like it is
ignored most of the time by the actual
card designers.
Psychic Pokémon rarely focus on
straight damage: Special Conditions,
damage counter placement, alternate win
conditions, even sitting on the Bench
and being used solely for an Ability,
but seldom straight damage.
This Pokémon has a solid 140 HP
for a recent Stage 2 Pokémon: the
ability to soak damage with Special
Energy
Metal Energy can help stretch that
out even longer, except when facing down
Fire-Type Pokémon.
Klinklang appears to pay for this by
having a three Energy Retreat Cost: big
enough you really need to use a
Switch or find a way to lower your
Retreat Cost: the resource loss is just
too much, especially when you factor in
the Ability.
The Ability is Shift Gear, which lets
you freely move Energy cards that are
providing Metal-Type Energy around on
your Pokémon.
We’ve had similar tricks since
the very beginning of the game and
seldom do they make for good decks, but
occasionally it does happen: the
determining factor (besides the rest of
format) is the effect must result in
several small combos or one major combo.
“Venucenter” was a deck created
back in the early days of the game,
using Base Set
Venusaur who could move about Grass
Energy providing cards with healing
cards that would normally have wasted
that Energy, like
Pokémon Center or
Scoop Up.
This same set-up has been
replicated in later decks, and so far it
just doesn’t seem to ever be enough.
I mention this because we have
two similar combos already available to
Klinklang:
Seeker and
Blissey Prime.
What we need is to either offset
the drawback of an attack, like one that
shunts Energy to the Bench or even Bench
themselves, or find a useful effect that
this can speed up to an insane degree.
The best historical example comes
from the “Dragtrode” deck that was for a
time the dominant deck in Modified
(namely until a semi-specific counter
card was released).
Dark Dragonite (EX: Team Rocket
Returns, 15/109) had a Poké-Power
that acted like Shift Gear, except
affecting Energy providing Darkness
Energy.
Dark Electrode (EX: Team Rocket
Returns, 4/109) has a once-per-turn
Poké-Power that let you attach a
Darkness Energy or
Dark Metal
Energy card from your deck to
Dark Electrode: together each turn
you got one of those two types of Energy
from your deck and onto the Pokémon of
your choice!
Topping it all off with the
tricks
Dark and
Rocket’s Pokémon had access to back
then, and it was easy for the deck to
keep up a series of solid attackers,
even if you were OHKOing them.
Gear Grind is a good attack unless you
can’t handle coin flips determining your
results.
For an investment of (MCC) you’ll
either do zero (horrible), 80 (adequate)
or 160 points of damage (great).
Specifically you flip two coins and
score 80 points of damage per result of
“heads”.
This is an improved form of the
same attack that
Klang had, and makes it so that a
Klink with a single (M) Energy and
active is a significant threat; your
opponent always has to weight the risk
that you’ll Evolve into
Klang or use
Rare Candy to Evolve directly into
Klinklang and attach a
Double Colorless Energy.
Klang can threaten anything with 120
or less HP with a potential (even if
unlikely) OHKO, while
Klinklang itself can threaten
anything with 160 or less HP.
Yes only one in four possible
coin toss results will result in the max
damage required for the previous
statements, but ask yourself: would you
invest heavily in a Pokémon facing that?
Most of the time I know I
wouldn’t, so as a whole I consider this
good and especially good for what was
likely meant as a Bench-sitter like
Reuniclus.
I covered both lower Stages yesterday,
including the promo version of
Klink that is available.
My mind hasn’t changed: both
exist to get this card out, but are
designed so that they have some use as
your Active Pokémon.
Not enough to want them there,
but far from useless.
The actual opening Pokémon I’d
favor would probably be
Skarmory (HS: Undaunted,
21/90): you’ll have to attach a
Metal Energy (or something providing
that) to it in order to use its Steel
Coat attack, but unless your opponent
sets up amazingly fast you should be
able to yank an extra
Metal Energy or two from your deck
(including the Special Energy version)
for
Klinklang to start moving around:
the attack even lets you attach it to
whatever of your Pokémon you want, so
you can stick it on whatever is hardest
to KO and move it elsewhere later.
Skarmory being KO’d can even be
turned to your advantage: if you plan on
letting two of it get KO’d while setting
up, you can really build up your Metal
Energy in play and make it worth
focusing on
Twins and
Black Belt. The real problem is
finding a good attacker to back with
this combo: the current Metal-Type
Pokémon aren’t so hot because the best
attackers we have are Fire Weak: even
with four Special Energy
Metal Energy
Reshiram can OHKO the most promising
candidates (Scizor
Prime and
Steelix Prime).
The good news is that
technically, the set-up doesn’t require
this: you could use a non-Metal-Type
Pokémon that can be fueled by mostly/all
Metal-Type Energy, but I still didn’t
see any promising candidates.
What about in Unlimited play?
While we get a lot more attacker
options, now the combo becomes too slow.
So how about Limited?
Here we go, like so many cards
this format we have the bittersweet
great performance for Limited play.
You wouldn’t want to run it in a
deck that wasn’t running half its Energy
as
Metal Energy, but as long as most of
the Pokémon in the deck can use
Metal Energy to pay for attacks
Shift Gear will allow you to snatch
precious, already in play
Metal Energy on something about to
be KO’d and using it to prep your next
attacker.
Its high Retreat Cost is more a
problem here, but its damage output and
HP are better due to the lower averages
for both those scores in this format.
Too bad this line contains the
only Metal-Type Pokémon in the set, and
that hurts it.
Ratings
Unlimited:
1.75/5
Modified (MD-On):
2/5
Modified (HGSS-On):
2.5/5
Limited:
3.5/5
Combos with:
Skarmory (HS: Undaunted,
21/90)
Summary
The ability to move around Energy is
potent, but only if the deck has a means
of outpacing the opposing player’s
set-up.
Klinklang is really one or two cards
away from having a real good deck, and
in fact we could have a solid deck right
now if it wasn’t for the extremely
hostile (re: Fire focused) format we are
about to enter.
Whether you actually read my review or
skipped straight to the bottom, please
take a moment to check out my
eBay auctions.
Just remember that Pojo.com is
not responsible for any transactions.
|
Mad Mattezhion
Professor Bathurst League Australia |
Klinklang (Black & White)
Today's card is the last for the week and the evolution
of yesterday's card. Introducing Klinklang!
Aside from the fun-to-say name, Klinklang is a Metal
type Stage 2 with 140 HP, Fire weakness, Psychic
resistance, a retreat cost of 3, an Ability and a single
attack.
Aside from the crippling weakness and heavy retreat cost
Klinklang has great stats. High HP (especially for a
bench sitter) and the ability to abuse Special Metal
energy (thanks to the ability) give Klinklang good odds
of surviving a serious hit from any non-Fire types. The
resistance isn't very useful right now but if a powerful
Psychic type rises up in the future you'l be glad to
have it. Based on the great love the design team has for
Psychics (see Gardevoir SW, Gengar SF, Nidoqueen RR and
the Pixie Trio from Legends Awakened) you can be certain
we'll see another Psychic archetype emerge before long.
The Ability is the main draw of this card. Shift Gear is
a very appropriate name for this Ability, which lets you
move your Metal energy (both Basic and Special) around
in any way you like. This removes a major obstacle from
the path of tanking decks, as you can play your precious
Special Metal energy down early without worrying that
you are wasting the investment on the wrong Poke'mon.
You can take Gear Grind a step further by combining it
with Seeker and/or Super Scoop Up. Whenevr one of you
tanks (whether it be Steelix Prime, Scizor Prime or
another Poke'mon) is at risk of being Knocked Out, you
can move all of the energy you have down onto your
backup tank, then pull the damaged Poke'mon back to your
hand while promoting your fresh beastie. Follow up by
playing the Basic back down ready to evolve the next
turn. Rinse and repeat this cycle so that you never lose
any Special Metal energy (or Prizes) to your opponent.
Setting up Klinklang and an attacker isn't too difficult
so this is a viable strategy in theory, but the main
problem is that you need to avoid OHKOs which will
cripple you due to loss of resources. With all of the
Metal tanks being Fire weak you have to contend with
Reshiram one-shotting everything you have, making
Kliklang next to useless. If you can get around the
problem of the weakness then Klinklang is a must run in
your mono-Metal deck, but until an anti-weakness tech
gets printed (damn the loss of Exploud SV!) I
doubt anyone will try to run Metal at all.
The attack is pretty much an afterthought, being almost
a carbon copy of Klang's second attack. Gear Grind still
costs [m][c][c] and requires 2 coin flips, but the
damage is boosted from 60 to 80 per Heads result. This
means with a pair of Heads results you could OHKO almost
any healthy Poke'mon in the format. Not bad at all for a
bench sitter, especially since Gear Shift can power
Klinklang in a single turn if you already have the
energy down. Of course, the flippy nature of the attack
will stop this being the main focus of a deck, but a 1
in 4 chance of turning a game around when all hope seems
lost is an excellent trait for any tech to have.
All in all Klinklang will fit right in with Scizor Prime
and Steelix Prime, but I don't expect to see it often
due to the overwhelming presence of Fire attackers in
the current format. Bring back Exploud SV so that
Klinklang can truly shine!
Modified: 3 (does an important job brilliantly but
suffers from a large number of bad matchups)
Limited: 2 (there aren't any other Metal type Poke'mon
in Black & White, so unless you run an all Colourless
deck you aren't going to get much use out of Klinklang.
Combos with: Skarmory UD, Steelix Prime, Scizor Prime |
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