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Pojo's Pokémon Card of the Day

 

Top 12 Plasma Blast Cards

#12 - Iris  

- Plasma Blast

Date Reviewed:
Aug 15, 2013

Ratings & Reviews Summary

Modified: 3.25
Limited: 4.50

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

#12 Iris

Sooo . . . I get back from Vancouver and find that we are doing a Plasma Blast top twelve! I like doing these so much, that I’m prepared to ignore massive jetlag and give it a go. 

Iris is a Supporter that is very similar to the old Black Belt, and will be used in pretty much the same way: to surprise your opponent with the kind of damage output that they didn’t think you would be able to manage. This is because Iris boosts your attack for the turn by an extra 10 for each Prize card which your opponent has taken. On the face of it, it seems like much more of a late game/come from behind card, but it’s worth remembering that even the extra 10-20 damage you get earlier could be enough to score a crucial KO. That’s why people have never shied away from damage boosting cards: from the classic PlusPower to the more recent Deoxys-EX. 

Obviously the biggest restriction on Iris use is the fact that she is your Supporter for the turn. Most often you are going to need draw (Juniper, Colress, N) or search (Skyla) more than you are going to need a damage boost (which you could get from other, non-Supporter, cards anyway). In a format where practically all of our draw cards are Supporters, Iris runs the risk of being a dead card in the hand on many occasions and, at worst, a bit of a consistency killer. 

Maybe some players will experiment with running a copy or two just to get that KO that the opponent didn’t see coming, but I don’t see Iris ever becoming a mainstream choice. 

Rating 

Modified: 2.25 (think very carefully before you put the Full Art you are desperate to play into your deck)

Limited: 3.5 (there are better Supporters in the set, but if you pull this, you should still play it)

virusyosh

Hello once again, Pojo readers! We have a short week this week, followed by what will be our Top 10 countdown for Plasma Blast. However, since we only have two days this week, we decided to make this into a Top 12 instead! So without further ado, Our first Plasma Blast review (and #12 on our countdown) is Iris.
 
Iris is a Supporter, meaning you can play one Iris once per turn, and once you do, you can't play any more Supporters. Iris' effect is a damage booster, making your Pokemon's attacks deal 10 more damage to your opponent's Active Pokemon for each Prize your opponent has taken. In the late game, this will top off at an additional 50 damage, which can be a pretty solid move. That being said, you won't want to run too many of them, as they will usually be dead draws in the early game. Even still, under the right circumstances, Iris can turn the game around in your favor.
 
Modified: 3/5 Iris is a card that will be good to use in small quantities, as dead draws will be common in the early game. Iris works well with Hypnotoxic Laser and Virbank City Gym in the late game, as the combination of these cards can increase your damage output significantly. Overall, expect to see people try Iris out, but likely as a single or 2-of in their Modified decks.
 
Limited: 5/5 While Iris' potential damage output is much lower in Limited, Trainers are much less common, and as such, there is very little downside to running Iris, even if you'll only be using it for an extra 10 or 20 damage.


Otaku

It’s that time again: we’ll be looking at the Top 12 Promising Picks of Plasma Blast!  That is right: this time it is a Top 12 list because… the schedule just worked out that way.  As usual, these are predictions, not results.

 

Taking the 12th place slot on the list is Iris!  I’ve barely seen any of the more recent seasons (let alone episodes) of the animation and I haven’t played any video game more recent than Pokémon Pearl, so there isn’t a lot I know about the character.  So I’ll skip all that and just focus on the card itself: this is another new Supporter, and for better or worse it is another specialist.

 

Stats& Effects

Iris is not more draw power, nor is she more search power.  She represents one of the lesser seen Supporter concepts; that of increasing attack power.  Using your Supporter for the turn on Iris increases the damage done by the attacks of your Pokémon to Active Pokémon by 10 points per Prize your opponent has taken; before applying Weakness and Resistance, in case you were wondering.

 

So is it worth a 0 to 50 point damage boost to burn your Supporter?  Maybe.  No extra damage (assuming you can even play it then) is obviously no good, while 10 and 20 probably weren’t worth running this over PlusPower (and with so many damage boosting options, I doubt you’ve got them all squeezed into one deck).  30 points of damage is quite solid – the same you’ll often get out of a Hypnotoxic Laser/Virbank City Gym combo (causing similar shifts in damage).  40 and 50 are definitely worth a Supporter… but by that point you’re in danger of your opponent “jumping” said moments through advanced play.

 

Usage

What hurts is that you need to get this into hand at the right time; too early and it just ends up wasted, possibly because you never got your set-up underway.  The way Iris calculates damage doesn’t care if you’re ahead or behind in Prizes, just that your opponent has taken them at all.  So while I believe this could (justifiably) see some play, for main stream decks the best it would be is a 2-of (and I really doubt that even a 1-of becomes standard).  So what are the more “specific” options?

 

First there is a card we might review later called Jirachi EX; if you haven’t seen it, just know it’s a 90 HP Pokémon-EX with an Ability you can only Activate by Benching it from your hand.  Said Ability lets you search your deck for a Supporter, show it to your opponent, and add it to hand.  If you select Iris and your opponent can’t disrupt your hand, then if they ignore everything else you’ve got and go for a quick KO on a Jirachi EX, then you’ll be looking at attacking the next turn for at least +20 points of damage.

 

Second option is to use Shaymin EX, which already hits harder based on how many Prizes your opponent has taken – this will spike your damage faster, perhaps enough to finally be worth it.  Third, this is a means of increasing attack damage by a significant chunk that doesn’t care about the Pokémon using it; Lugia EX decks (if they still exist or could be revived) now have another option to hit big damage… and this one just requires timing and a single slot per attempt.

 

Ratings

 

Unlimited: I haven’t checked in here for a while, but nothing I have seen should have shifted this format dramatically, and I’ve certainly read nothing about that happening.  It doesn’t seem like a good fit for the existing top decks, but as Supporters aren’t as vital here their might be something in the more “fun but still effective” category. 1.5/5

 

Modified: Did the format change over officially yet?  Given how much has been reprinted, this rotation really only hits a few decks hard and leaves the rest untouched… and what takes the hit wasn’t what I expected to use this, so same score for both. 3.25/5

 

Limited: The bonus tops out at +30, but in Limited you are unlikely to have much else worth considering.  Outside of “1 big, Basic Pokémon plus 39 Energy (give or take)” builds, definitely run this as you shouldn’t have enough to crowd it out and even +10 is handy here. 4.95/5

 

Summary

Iris is a good Supporter in a fast, hard-hitting format of great Supporters.  She didn’t make my own Top 12, though she was one of the 20 cards that made the first cut.


Jason Klaczynski
"Ness"
Two-Time World Champion
Check out The Klaczynski Open. August 31, 2013
Had this at #8 on my list.

Like last format’s Black Belt supporter, Iris is sure to catch an opponent off guard for a game-changing KO.


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