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Pojo's Pokémon Card of the Day

 

Scolipede #40

Emerging Powers

Date Reviewed: October 4, 2011

Ratings & Reviews Summary

Modified: 1.90
Limited: 3.33

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: See Below

Baby Mario
2010 UK National
Seniors
Champion

Scolipede 40/98 (Emerging Powers)

Scolipede from the Black and White set features in a semi-infamous troll deck. It’s not exactly good, but its high HP and annoying attacks could possibly catch players with poorly built decks unaware and win a game or two. Could today’s card be a possible addition for anyone that wanted to try it out at league or a minor tournament for a laugh?

Well, it has 10 less HP than the BW version, but at 140, it’s still substantial and usefully out of OHKO range for Reshiram and Zekrom (unless they use multiple PlusPower). By way of compensation it has a slightly lower Retreat cost (though it is still nothing to celebrate). Psychic typing, and the Weakness to its own type, is barely relevant unless Scolipede runs into Gothitelle, and then it cuts both ways. Other Psychic-Weak Pokémon are barely played (Machamp Prime has been such a flop), and Psychic-Resistance is also rare (Dark and Metal Types are being kept out of the metagame by Donphan Prime and Reshiram, respectively).

Scolipede’s first attack, Toxic Claws, is relatively inexpensive at [P][C] and although it only does 30 damage, it does inflict ‘double Poison’ (two damage counters between turns). That’s not an attack to build a deck around, but it’s good enough if you can build up to something better. But that’s where the card lets itself down. Wild Horn doesn’t have an excessive cost ([P][C][C]), but it fails to do acceptable damage reliably: with a base damage of 50 and two coin flips for an extra 20 each, you can usually count on Scolipede hitting for just 70, which is very mediocre.

There are past formats where Scolipede would have been at least a decent Pokémon. However nowadays we have Basics that hit for 120, Stage 1s that do 70 for no Energy (Yanmega Prime), and Stage 2s that can one-shot anything (Magnezone Prime, non-Ability Emboar). This Pokemon just isn’t powerful enough to compete here, but if you wanted to build a Trollipede deck for fun, there’s no harm in putting in a single copy for the quite good Toxic Claws.

Rating

Modified: 1.5 (troll decks only!)

Limited: 3 (very good if you can get it on the field)

virusyosh

Scolipede 40/98 (Emerging Powers)

Scolipede from the Black and White set features in a semi-infamous troll deck. It’s not exactly good, but its high HP and annoying attacks could possibly catch players with poorly built decks unaware and win a game or two. Could today’s card be a possible addition for anyone that wanted to try it out at league or a minor tournament for a laugh?

Well, it has 10 less HP than the BW version, but at 140, it’s still substantial and usefully out of OHKO range for Reshiram and Zekrom (unless they use multiple PlusPower). By way of compensation it has a slightly lower Retreat cost (though it is still nothing to celebrate). Psychic typing, and the Weakness to its own type, is barely relevant unless Scolipede runs into Gothitelle, and then it cuts both ways. Other Psychic-Weak Pokémon are barely played (Machamp Prime has been such a flop), and Psychic-Resistance is also rare (Dark and Metal Types are being kept out of the metagame by Donphan Prime and Reshiram, respectively).

Scolipede’s first attack, Toxic Claws, is relatively inexpensive at [P][C] and although it only does 30 damage, it does inflict ‘double Poison’ (two damage counters between turns). That’s not an attack to build a deck around, but it’s good enough if you can build up to something better. But that’s where the card lets itself down. Wild Horn doesn’t have an excessive cost ([P][C][C]), but it fails to do acceptable damage reliably: with a base damage of 50 and two coin flips for an extra 20 each, you can usually count on Scolipede hitting for just 70, which is very mediocre.

There are past formats where Scolipede would have been at least a decent Pokémon. However nowadays we have Basics that hit for 120, Stage 1s that do 70 for no Energy (Yanmega Prime), and Stage 2s that can one-shot anything (Magnezone Prime, non-Ability Emboar). This Pokemon just isn’t powerful enough to compete here, but if you wanted to build a Trollipede deck for fun, there’s no harm in putting in a single copy for the quite good Toxic Claws.

Rating

Modified: 1.5 (troll decks only!)

Limited: 3 (very good if you can get it on the field)

Mad Mattezhion
 Professor Bathurst League Australia

Scolipede (Emerging Powers)

Today is the evolution to yesterday's card, the world's meanest Bug Poke'mon. Scolipede is back with a second printing, which at first glance is an improvement over its predecessor.

Scolipede is a Psychic type Stage 2 with 140 HP, Psychic Weakness, a retreat cost of 2 and two attacks.

The HP is 10 lower than the last printing but is still respectable and the Weakness is nowhere near as terrible as it used to be. The retreat cost is lower than I expected and can be payed if you have to, although Scolipede would benefit from having Switch or Metagross UL in your deck.

Since the stats are high enough to make Scolipede a nasty foe, it's in with a chance provided the attacks can deliver.

Toxic Claws is a good start, although I will admit I have a pro-bias towards anything that will inflict Poison with more than 1 damage counter in between turns. For [p][c] you deal 30 damage (a poor return at the Stage 2 level) and you inflict auto-Poison which places 2 damage counters in between turns instead of 1 (much better). However, inflicting Poison is only helpful if you have a second attack that brings the pain against the Bench (either to hit the wounded Poke'mon that has been switched out, or to take out soft targets while the Posion eats away at the opposing attacker).

Wild Horn is nothing of the sort, being a flippy attack that only does damage against the Active Poke'mon. Specifically, it costs [p][c][c] and deals 50 damage plus 2 coin flips, adding 20 damage for each Heads. An average of 70 damage for 3 energy on a Stage 2 is absolutely abysmal, and even the maximum damage of 90 isn't going to make the cut

If Toxic Claws was cheaper (say [p] just to inflict the double Posion) and Wild horn was something along the lines of "Discard 2 energy. Choose 3 of your opponent's Poke'mon. This attack does 50 damage to each of them" then we might have had a contender, using Jirachi UL/CL and Mismagius UL to recover the necessary energy to use multiple attacks. Instead, we get a clearly inferior version of Crobat Prime, which is powerful but remains supremely outgunned bY the other snipers in this format.

Until we get a Trainer (Item, Supporter, Stadium or otherwise) that stops your opponent switching out for a turn, Posion and the other Special Conditions will remain as nothing more than a useful annoyance employed by used up Techs and small Poke'mon waiting to evolve.

Modified: 2.5 (decent survivability is ruined by a complete lack of properly offensive attacks, although I still think Posion is the best Special Condition)

Limited: 4 (if you can set Scolipede up then Toxic Claws will spell doom for your opponent)

Combos with: a phone call to the exterminators to get this Bug the heck out of your garden!


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