Baby Mario 
			2010 UK 
			National 
			Seniors 
			Champion | 
              
						 
						
						Jirachi (Rising Rivals)  
						
						
						As a starter, Jirachi has a LOT going for it, and (for 
						the moment) a couple of big downsides, but we will get 
						to that later. Like Sableye and Smeargle, it breaks the 
						one Supporter rule through its cost-free Detour attack: 
						if you have used a Supporter that turn, Jirachi let’s 
						you do it again.  
						
						
						Of course that isn’t as flexible as Sableye’s 
						Impersonate, and unlike Smeargle it uses your attack. 
						You are also dependent on having a Supporter you want to 
						use twice in your hand for that turn: while double 
						Bebe’s Search would be great, double Pokémon Collector 
						is probably unnecessary most of the time. Jirachi does 
						have a nice bonus to make up for that though: its Final 
						Wish Power means that when it is KO’d you get to search 
						your deck for any card you like.  
						
						
						Twins and multiple Jirachi make a great combination. 
						When the first Jirachi is KO’d, search your deck for a 
						Twins, then play it twice with Detour and get yet more 
						cards. Add in the Final Wish when the second Jirachi 
						goes down and you have had your pick of six cards from 
						the deck. If that doesn’t get you fully set up, then to 
						be honest you are playing a horrible, horrible deck and 
						deserve to lose anyway.  
						
						
						But what about those drawbacks? The first is that 
						Jirachi is very vulnerable to hand disruption (Judge, 
						Looker’s Investigation, Giratina ‘Let Loose’). All that 
						great card searching goes for nothing if your opponent 
						plays one of those cards. The second snag is that, going 
						first under current rules Jirachi does precisely nothing 
						as a starter as you are unable to play a Supporter. If 
						it is still in rotation when we get the new Black and 
						White rules (Trainers and Supporters can be used on turn 
						1), then this problem will be solved and Jirachi will be 
						an even better card. For now though, if you kick off the 
						game, you better hope you are holding a copy of 
						tomorrow’s review card.  
						
						
						All things considered, I’m surprised that Jirachi hasn’t 
						seen more play than it has. Perhaps, like Sableye, it’s 
						waiting for someone to come up with the deck that will 
						break the card. I think that both Spiritomb and Sableye 
						are better cards, but this shouldn’t always be 
						overlooked. Try it with something like Steelix Prime and 
						you may be pleasantly surprised.  
						
						
						Rating  
						
						
						Modified: 3.25 (more passive than most starters, it can 
						work brilliantly in very slow decks, but can very slow 
						decks work?) 
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          Mad Mattezhion  
 Professor Bathurst League Australia | 
              
						 Jirachi (Rising Rivals) 
						  
						Rising Rivals was (and still is) an awesome set, 
						bringing us such brilliant cards as Nidoqueen, Flygon 
						and Luxray GL as well as many niche cards that were 
						either popular for a short time or are only popular in a 
						limited number of decks. Cards like Infernape E4, 
						Volkner's Philosophy, Sunnyshore City Gym and Jirachi, 
						while useful, seem to be almost forgotten by the 
						majority of players. The last card on that list is one I 
						confess I hadn't even thought about until writing this 
						review. 
						  
						Jirachi RR is the 4th starter Poke'mon we will be 
						reviewing this week (I wonder if you can guess the fifth 
						review subject? Mail me at mattezhion@y7mail with a 
						correct guess to receive an Intangible Cookie!) and like 
						all of the other starters we have reviewed it is a 
						non-evolving Basic with a free setup attack. It would 
						seem that all worthy starters in any format are 
						non-evolving Basics, because an attacking line with a 
						starter as a Basic and a strong end evolution would just 
						be broken. 
						  
						But enough waffling, on to the stats: Jirachi RR is a 
						Metal type non-evolving Basic with 60 HP, +20 Fire 
						weakness, Psychic resistance, free retreat, a Poke-power 
						and 2 attacks. Jirachi is not going to survive even a 
						medium hit unless you add Special Metal energy (which 
						seems to me to be a waste, unless you are deliberately 
						discarding it in a deck using Magnezone SF #6 for energy 
						acceleration) and the Fire weakness seems unfairly 
						harsh, though it is probably a moot point as the only 
						Fire Poke'mon you are likely to come across will OHKO 
						Jirachi anyaway (unless they are the Basic forms, since 
						those are weak, energy hungry attackers that hon't hit 
						hard enough to tickle a Teletubbie untilt they evolve). 
						But considering how the Poke'power works, Jirachi is 
						meant to go down in flames and the 60 HP is enough to 
						keep it alive for a turn if you get a lone start, so the 
						stats are balanced, even above par when you consider the 
						resistance which keeps the Pixies off your back for a 
						while and the free retreat is useful. 
						  
						The Poke-power is the amusingly and aptly named Final 
						Wish (wish upon a star!) and it is basically Twins-lite. 
						Once during your opponent's turn, if Jirachi would 
						Knocked Out by damage from an attack, you may search 
						your deck for any one card and put it into your hand. 
						  
						This is a simply brilliant power because searching for 
						any card you want is a rare opportunity and the only way 
						your opponent can cancel Final Wish is to play Glaceon 
						Lv X as their Active Poke'mon or to have Ampharos PT in 
						play since both Power Spray and Mesprit LA don't affect 
						Poke'powers used during an opponent's turn. Even better, 
						since Final Wish activates after damage is calculated 
						but before other effects are applied, the only way your 
						opponent can get rid of the card you searched out before 
						you can use it is if the attack they KOed Jirachi with 
						also caused you to shuffle your hand away or if your 
						opponent is able to discard cards from your hand 
						(shuffle your hand around before they choose if that is 
						the case, it's a legal move to rearrange your hand as 
						long as you aren't using it as a delaying tactic). 
						  
						Unfortunately your opponent can simply play around the 
						Poke'power by causing a KO with damage counters and 
						Special Conditions (all of the mechanics that apply to 
						Gengar SF's Fainting Spell apply to Final Wish, except 
						you are grabbing a card instead of applying a KO to the 
						Attacking Poke'mon). Still, the fact that your opponent 
						has to work so hard to get around Final Wish is a 
						compliment more than a downside, though the low HP makes 
						Final Wish a little easier to beat than Fainting Spell. 
						And Final Wish shares the same benefit as Fainting Spell 
						in that it can be used when Jirachi is KOed by damage 
						regardless of whether or not it is Benched or Active at 
						the time (take that Garchomp C!). As long as your 
						opponent isn't using Victreebel TM/Crobat G/Gengar SF 
						then Final Wish is an awesome power, especially if you 
						throw Twins into the bargain! 
						  
						The following paragraph is a long and technical 'what 
						if...' concerning how much of a nsty piece od work 
						Jirachi would be if Focus Band was reprinted. Skip the 
						following paragrap if you don't like technicalities or 
						just want me to shut up and get on with the review! 
						  
						If somehow a card like Focus Band was reintroduced that 
						stopped a would-be KO happening to Jirachi you would 
						still be able to use Final Wish, because Jirachi 'would 
						have been Knocked Out' by the attack (and you could use 
						Final Wish again if the Jirachi was later Knocked Out 
						and/or used another Focus Band). This based on a ruling 
						made about Machamp Lv X's Strong Willed attack, which 
						allows you to flip a coin if Machamp would be Knocked 
						Out by damage during the next turn, keeping Machamp 
						alive with 10 HP if you flip heads but any attack 
						effects/Poke-bodies/Poke-powers that are activated by 
						Knocking Out the Defending Poke'mon (and it doesn't 
						matter if those effects originate on the Defending 
						Poke'mon or the Attacking Poke'mon). For example Scizor 
						SF's Accelerate attack would still give Scizor immunity 
						if it would have Knocked Out Machamp even if the flip 
						for Strong Willed comes up heads and Machamp survives, 
						and the resverse would also be true if there was a 
						Mcahmp printed with Fainting Spell. If a Fainting Spell 
						Machamp survived a guaranteed KO due to flipping Heads 
						for Strong Willed (or if it was a Gengar SF in Unlimited 
						with a Focus Band attached if you want an example that 
						actually exists), it would still get to flip for 
						Fainting Spell to take out the Attacking Poke'mon. 
						Actually, a Machamp with Fainting Spell would be damned 
						near broken in the current card pool. With a Broken Time 
						Space in play and Rescue Energy attached you could put 
						Machamp right back down after it was taken out and 
						Nidoqueen would stop your opponent getting around 
						Fainting Spell/Strong Willed with Poison. Add Flygon for 
						free retreat (or a single Machamp Prime) to get around 
						other attack effects/Special Conditions [and/or rotate 
						your Machamps] to get an even chance of getting 2 KOs 
						from one turn (your attack followed by Fainting Spell) 
						with a 25% shot of going for a triple due to surviving 
						with Strong Willed at the same time! The only problem 
						would be the damge cap since Strong Willed only deals 80 
						damage (after applying No Guard) which means taking out 
						an opposing Stage 2 with a single attack is unlikely at 
						best. Still, it's fun to have such broken dreams, and 
						maybe the attack to go with the Fainting Spell Machamp 
						would be some sort of heavy snipe (somewhat like the 
						attack on the SP Technical Machine?). 
						  
						Now that my rambling is finished (I hope those of you 
						read it felt entertained, and I happily forgive anyone 
						who skipped it) I will move on to Jirachi's attacks. the 
						second attack is the lesser of the 2 so I'll start 
						there. 
						  
						Swift costs [m] to use and deals 20 damage while 
						ignoring weakness, resistance and any effects on the 
						Defending Poke'mon. Aside from Sableye SF, all of the 
						starters in use have terrible offensive attacks. Swift 
						still isn't brilliant but it is cheap for 20 damage 
						guaranteed and when you consider that Jirachi's first 
						attack may be rendered useless the first turn or 2 (I'll 
						get to that) as well as the Poke-power being activated 
						during yout opponent's turn, you will find yourslef 
						attacking with Swift on the odd occasion. Or you could 
						just take advantage of the free retreat to attack with 
						something else if you don't have a lone start. 
						  
						Now the first attack is Detour, and it runs in the same 
						vein as Sableye SF and Smeargle UD in that it 
						effectively gives you 2 Supporter uses in a turn. The 
						attack cost is free and effect is to copy the effect of 
						the Supporter card you already have down on the table, 
						so if you haven't/can't play a Supporter card during the 
						turn Detour is useless. Detour seems to be halfway 
						between Portrait and Impersonate as far as reliability 
						goes. If you have a Supporter down you know exactly what 
						you are getting unlike Portrait which relies on the 
						opponent being gracious/unprepared but Impersonate is 
						more reliable in that you can search out the Supporter 
						you want (unless your deck is empty of Supporter cards, 
						in which case you are either using a terrible deck or 
						trying to recover from having your heavy hitter 
						clobbered out of the ring). However, Portrait is more 
						versatile in that you can get a Supporter you don't have 
						in your hand or even in your deck if you are lucky while 
						Impersonate also allows you to get a different Supporter 
						than the one you have played down . This lack of 
						versatility is compensated by being a reliable way to 
						reuse a Supporter card without having to retrieve it 
						from the discard pile (I don't know about you, but when 
						I've just burned 2 Bebe's Search with Sableye to do some 
						evolving next turnand I get 'Judged', it really ticks me 
						off because I'm suddenly down 2 Supporter cards with 
						only 1 evolution played, or sometimes none!). 
						  
						Obviously, there are few Supporters you wouldn't want to 
						double up on, such as Black Belt (why attack to copy 
						that? You would be dealing 80 bonus damage but no actual 
						damage would exist to add the bonus to!), Engineer's 
						Adjustments (if you only have 1 energy) and Judge 
						(unless you really need to shuffle your hand away for a 
						fresh one after a bad draw, or after you used Mr Mime to 
						peek and discovered the opponent pulled a good 
						replacement hand). However, Bebe's search really shines 
						when you can play 2 of them (and significantly lower 
						your hand size to go for a big Uxie Set Up next turn) as 
						do Cyrus' Conspiracy, Cyrus' Initiative, Poke'mon 
						Collector and Twins (doubling this is just awesome, 
						espcially if you get Final Wish too!). The main 
						drawbacks are that you need to play a Supporter card in 
						the first place, you can't use Detour to copy a 
						different Suppporter and that Detour ends your turn, 
						leaving you open to disruption via Judge/Cyrus' 
						Initiative/Looker's Investigation. Going first is 
						terrible (until Black and White come out) because Detour 
						is worthless without a Supporter, but this makes an 
						opposing Sableye your best friend (especially if Sableye 
						sets off Final Wish). 
						  
						If not for Final Wish, I would say this card is not 
						versatile or consistent enough to contend with the other 
						starters of the era but with the current Supporter pool 
						and the ability to abuse Final Wish by following it with 
						another Jirachi using Twins (and hopefully another Final 
						Wish) this is a quirky choice that may just throw off an 
						opponent and give you an edge, especially if Sableye 
						becomes as popular as we expect with the release of 
						Black and White. 
						  
						However, I may be looking at this entirely the wrong way 
						and Jirachi should be played more as a tech in 
						conjunction with other starters the way most people play 
						Smeargle. I can say with complete confidence that using 
						Detour on Cyrus' Initiative after playing Judge last 
						turn would be awesome in Sablelock, and VileGar players 
						live or die with their Supporter cards. Just be 
						extremely wary of  of Judge, because it turns a 
						Detour into a 3 car pile-up (I don't know what came over 
						me, that pun just had to come out!). 
						  
						Modified: 3.75 (Detour is too situational [at least 
						Portrait always has some use] for me to give a higher 
						score, but if you use enough Supporter cards in your 
						deck it can be worth the space in conjunction with 
						another starter. Plus with Twins in the card pool, Final 
						Wish becomes the best Poke-power since Fainting Spell 
						hands down!) 
						 
						Limited: 5 (Who doesn't wan't to get more out of their 
						meagre Supporter cards in a Limited match? With 
						Underground Expedition and Volkner's Philosophy in the 
						set Detour becomes a major asset and the free 
						retreat/free attack makes Jirachi very easy to tech in 
						even without Metal energy. Final Wish seals the deal 
						though you have to watch out for the lower Prize count) 
						 
						 Combos with: Twins, Bebe's Search, any other Supporter 
						worth playing twice  
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