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Pojo's Pokémon Card of the Day

 

 Dedenne

- Furious Fists

Date Reviewed:
Oct. 6, 2014

Ratings & Reviews Summary

Standard: 2.50
Expanded: 2.62
Limited: 3.95

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


aroramage

Hey guys, welcome back to yet another week of Pokemon cards from Furious Fists! Today's card is Dedenne, the world's first Electric/Fairy type, and I'll be honest, I thought about putting this guy on my Top 10 List a few weeks ago. Does this little guy really have that much going for him? Let's see how!
 
Dedenne is a small non-evolving Basic at 70 HP, but he's got two attacks that are both 1 Colorless Energy in cost. First thing that comes to mind is his ability to be splashed into literally any deck, and that's an unusual thing for Pokemon cards. You'd expect that kind of splashability out of a Trainer card or a Special Energy like Rainbow, but rarely does it come from a Pokemon; one of the more recent exceptions might be Seismitoad-EX with his Item-locking attack. But do either of Dedenne's moves help put him in that niche?
 
His first move, Entrainment, is a "Call for Family" variant that nabs 2 Basic Pokemon from your deck and puts them on your Bench. We've seen this before on a number of Pokemon, the most famous of which being Emolga (LTR) who has no Retreat Cost unlike every other Pokemon that wields this attack. Dedenne is no exception, as he has a Retreat Cost of 1, and that's why Emolga remains the best Caller currently; all he has to do is grab 2 Basics like the Pokemon-EX, put them on the Bench, and he's done.
 
Dedenne does have something that Emolga doesn't though, and that's where his second attack comes in: Energy Short. This attack costs the same as Entrainment and does 20 damage for each Energy on the opponent's Active Pokemon. When I'd first read that, I misread it as a Mewtwo-EX X Ball variant that dealt 20 damage for each Energy attached to both Pokemon - which would have been phenomenal! But this is where Dedenne falls short, since its text limits it to just the opponent's Active Pokemon, which unless you're running into something like Keldeo-EX that uses up a lot of Energy to bring out super-powerful attacks, chances are you're only doing 60 damage at the most (120 on Electric-Weak Pokemon like Yveltal-EX).
 
Dedenne could've been fantastic tech against Yveltal-EX otherwise, but his attacks don't do quite enough. Maybe 30 damage per Energy would've been seen as too much, and if it were on the level of X Ball, that would be understandable, but right now Dedenne just doesn't match up to his competitors like he could have. Never mind that he's weak to what is a very popular Type right, whereas Emolga is Resistant to it. Maybe one day Dedenne could be in the spotlight, but for now he's gonna have to crawl back into the burrows.
 
Rating
 
Standard: 1.5/5 (two cheap attacks that are just done better by other Pokemon)
 
Expanded: 1.5/5 (I don't see him doing much more here in Standard)
 
Limited: 3/5 (a nice surprise against an opponent with a bunch of Energy on their Active, and it can inflict decent damage onto them too)
 
Arora Notealus: Dedenne's our Gen VI "Pika-clone," but he can communicate to others via radio waves. I'm willing to bet he was used as a portable radio tower for a number of things, maybe even that mysterious "Pokemon war" that Lt. Surge alluded to so many years ago...
 
Next Time: You are getting veeeeeerrryyyyyy sleeeeeeepyyyyyyy~


Otaku

Dedenne (XY: Furious Fists 34/111) is our review to begin the week.  It is a Lightning-Type, which is not very well supported save that exploiting Lightning-Type Weakness is still pretty good.  Being a Basic is still the best but having 70 HP is not; at this size its a highly probable OHKO against most competitive decks unless their set-up is incomplete.  Fighting Weakness means the most common attackers such decks open with have to almost completely whiff on opens to fail for the OHKO; a single Strong Energy or Muscle Band means a 20 for one attack becomes 40 which Weakness turns into 80.  The Metal Resistance is welcome, though I do not know how useful it will really be with the current card pool or the cards HP; a Metal-Type deck that can manage 90 in one turn (a typical feat) is still scoring a OHKO.  Metal Resistance may prove better after XY: Phantom Forces becomes legal, given that the set bolsters Metal-Types in addition to the main focus of Psychic-Types.  The single Energy Retreat Cost is very good, though a free Retreat Cost would not only have been better, but will be somewhat relevant… but I have to set up for why that is. 

Dedenne has two attacks, both of which require just [C] to use; any Energy card that lacks an attachment restriction gives you full access to Dedenne, which is especially important for a Basic that doesn’t Evolve as they are more likely to be splashed into off-type decks than an Evolution line that, by its nature, is more resource intensive.  The first attack is Entrainment, which snags two Pokémon from your deck and Benches them.  This kind of attack used to be fairly good and is still handy, but the same first turn rule that protects Dedenne from being KOed before it can attack also means if you open with it and go first, its probably just going to be a sacrifice, barely buying you any time.  The second attack does a respectable 20 points of damage per Energy attached to the Defending Pokémon.  This does mean that you cannot score any damage against something with no Energy attached, but for the price this is still very good. 

Not too long ago, we reviewed Hawlucha (XY: Furious Fists 63/111); if you missed it or need a refresher, here you go.  The two cards have many similarities; and each has something the other lacks; both can frustratingly lack a good offensive attack due to built in restrictions (Hawlucha can’t damage anything that isn’t a Pokémon-EX, Dedenne anything lacking attached Energy) and are useful because they do multiple things well, instead of doing anyone thing extremely well.  If Dedenne had a free Retreat Cost, making it a pivot Pokémon, it could easily have been a staple (give or take some specific decks that would have no use for it).  Exploiting Lightning Weakness isn’t as big of a deal as it was pre-rotation, but it is still present on a decent amount of cards.  Those that attack for a single Energy and/or that are not Pokémon-EX aren’t going to sweat it, but fortunately I am thinking mostly of Yveltal-EX.  Even without Weakness, trading a Dedenne for either the first or second half of a 2HKO against a Mewtwo-EX can work out in your favor. 

I still fixate on that Retreat Cost because it, coupled with Fighting Resistance, are why I can still see running Emolga (BW: Dragons Exalted 45/124; BW: Legendary Treasures 49/113; RC23/25).  The card lacks a potentially potent offense and requires [L] if you wish to do damage, but if you just are looking for something to help set-up and provide a pivot Pokémon, it does that quite well.  As I value Energy Short as much as I value Entrainment, I still think Dedenne is the real winner, but there are just enough times in my own use of the card that I’ve really needed a free Retreat Cost (without any sort of combo) to perhaps make me focus on it a bit too much. 

So in Standard, if you need something small that any Energy intensive Pokémon (and especially the Lightning Weak ones) will not like while also giving you the option of getting some Basic Pokémon on your Bench via attack, Dedenne is well worth considering.  Not all decks need both aspects, but most can make use of one.  The card actually improves in Expanded as it can be searched out via Level Ball; Level Ball lessens the need for Entrainment, but makes the card much more useful as a tech attacker, which I consider to be a net gain.  In Limited, the only reason to skip this card is because you pulled a Pokémon-EX worth running as your only Basic Pokémon in a deck.  Even with the focus on Fighting-Types making the Weakness a huge liability, Entrainment and Entrapment (and just being a decent sized Basic for this format) make it a must run outside of that specific instance. 

Ratings 

Standard: 3.5/5 

Expanded: 3.75/5 

Limited: 4.9/5 

Summary: A card that performs well across the board, not only among the formats but within them as well; those are generic scores and not something deck specific, though exact build will vary performance by up to a full point of difference.  The main reason not to run this card is your deck is so full of even better cards that there just isn’t the room for it… and even though I have scored it fairly well, that is indeed going to be the case in many decks.  It is an Uncommon, so getting at least one is a must and having more than that a wise decision; being relatively attainable means you might as well be prepared in case the metagame shifts back to something like the Yveltal-EX dominance we saw towards the end of the previous format.


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