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						This week we are going to look at some of the recent 
						Black Star promos.  Today we look at Shiftry (XY 
						Black Star Promos XY23).  It is a Grass-Type which 
						right now (and likely going into the next set) is 
						actually a good thing; Grass-Type Weakness will likely 
						remain important to exploit due to some big name cards 
						being Grass Weak, let alone current things like 
						Seismitoad-EX.  Otherwise the Type support (direct 
						and indirect) is okay and Grass Resistance is no longer 
						a “thing”.  The other obvious thing is that Shiftry 
						is a Stage 2, and that doesn’t look to be getting 
						significantly better next set; I’ll be happy if I’m 
						wrong but of the few cards I’ve heard people hyping as 
						boosting Stage 2 Pokémon from the next set, I think they 
						are general boosts that even if they favor Evolutions, 
						are unlikely to narrow the gap.  
						
						140 HP isn’t great but its solid, towards the upper end 
						of what we’ve seen printed on legal-to-play Stage 2 
						Pokémon.  You’ll probably going to survive a hit.  Fire 
						Weakness nullifies that statement; Fire-Types tend to 
						hit hard and (somewhat fast) but with a lot of 
						additional costs (like discarding Energy) as such 
						Weakness is likely to merely save you some resources 
						though sometimes it is the difference between a OHKO and 
						a 2HKO.  No Resistance is the worst Resistance but it 
						also is so common it isn’t a mark against the card.  A 
						Retreat Cost of [CC] is low enough you will probably 
						have the Energy to discard attached, with recovering 
						from the decline in resources being unpleasant but 
						manageable.  Something to lower the cost or bypass 
						manually retreating is handy but not essential… at least 
						if you absolutely must fail to run even a single card 
						like Switch (I prefer having at least one such 
						card in my decks).  
						
						Shiftry 
						has two attacks; the first is Whisk Away with a cost of 
						[G] and base damage of 30.  The effect is interesting; 
						see your opponent’s hand and if there are any Pokémon 
						there you can shuffle it back into your opponent’s deck 
						while doing an extra 30 points of damage.  60 for one is 
						great.  Sending a Pokémon from your opponent’s hand back 
						to the deck is usually good.  Making the former 
						dependent on the latter is pretty limiting as decks 
						often don’t run a lot of Pokémon.  The slight upside is 
						that a player only can only have six Pokémon in play at 
						a time and Evolving will also take your opponent a turn 
						(or two) as well and not just yourself, improving your 
						odds of catching something even when your opponent would 
						like to avoid taking the extra damage.  For [GCC] 
						Shiftry can use Spirit Dance for 60 damage and two 
						coin flips; each flip is good for another 30 damage. 
						 This means out of four possible results, one is a flat 
						60 damage, two are 90 and the last is 120, with 90 being 
						the mean, the median and the mode.  If the rest of the 
						card were awesome, this would be serviceable as it is 90 
						points of damage on average but presumably this is the 
						“main course” so you’ll need to hope you’re fortunate 
						with your flips, run Victini (latest printing 
						BW: Legendary Treasures 23/113) which adds an 
						Ability to a deck that doesn’t already need them or 
						Trick Coin, which precludes you running another 
						Tool.  So overall its disappointing.  
						
						Only two Seedot legal for Expanded and just one 
						for Standard alone: BW: Next Destinies 2/99 and
						XY: Flashfire 5/106 (the latter obviously being 
						the one still Standard legal).  Both are Basic 
						Grass-Type Pokémon with Fire Weakness, a single Energy 
						Retreat Cost and no Ability.  BW: Next Destinies 
						2/99 has 40 HP, Water Resistance and for [C] can use 
						Trip Over to hit for 10 damage (plus 10 more with a 
						successful coin toss).  XY: Flashfire 5/106 lacks 
						any Resistance but has 10 more HP and for [C] can use 
						Call For Family to Bench a Pokémon from your deck.  Use
						XY: Flashfire 5/106.  For Nuzleaf there 
						are again two options Expanded options - BW: Next 
						Destinies 2/99 and XY: Flashfire 5/106 - with 
						the latter being the only choice for Standard.  Both are 
						Stage 1 Pokémon with 80 HP, single Energy Retreat Costs 
						and no Abilities.  BW: Next Destinies 2/99 is a 
						Darkness-Type with Fighting Weakness, Psychic Resistance 
						and the Surprise Punch attack, which requires [DC] and 
						does 30 damage while moving an Energy from the Defending 
						Pokémon to one of the opponent’s Benched Pokémon.  XY: 
						Flashfire 5/106 is a Grass-Type with Fire Weakness, 
						no Resistance and two attacks: for [C] you can use Razor 
						Leaf for 20 and for [GCC] can use Cut for 40 points of 
						damage.  Use whichever one you prefer and of course, 
						Rare Candy when Items aren’t being locked down, as 
						this Shiftry can attack for just one Energy.  
						
						There are actually two other Shiftry as well: 
						BW: Next Destinies 3/99 and XY: Flashfire 
						6/106.  Both are Stage 2 Pokémon with one Ability and 
						one attack.  BW: Next Destinies 2/99 is a 
						Darkness-Type with 130 HP, Fighting Weakness, Psychic 
						Resistance, a single Energy Retreat Cost, the Ability 
						“Giant Fan” and the attack “Whirlwind” for [DDC].  The 
						Ability only triggers when Shiftry is played from 
						hand to Evolve one of your Pokémon and it also requires 
						a successful coin flip; if “tails” it fails and does 
						nothing while if “heads” you get to select one of your 
						opponent’s Pokémon and you can shuffle said selection 
						and all cards attached to it back into your opponent’s 
						deck.  This can be anywhere from game winning to 
						beneficial to your opponent, though in case of the 
						latter just remember that its an optional effect so long 
						as you don’t start the process before realizing it.  The 
						attack simply does 60 points of damage while forcing 
						your opponent to promote a new Pokémon to the Active 
						position (your opponent chooses which one); pretty 
						overpriced/underpowered.  
						
						XY: Flashfire 
						5/106 is a Grass-Type with 140 HP, Fire Weakness, no 
						Resistance, a Retreat Cost of [CC], the Ability Leaf 
						Draw and the attack Deranged Dance for [GCC].  The 
						Ability allows you to discard a [G] Energy from hand, 
						once per turn (though if you have a second, third or 
						fourth copy of this Shiftry in play you can use 
						their copies of the Ability once each turn as well). 
						 Deranged Dance does 20 damage times the number of 
						Benched Pokémon in play (for both players), so a range 
						of zero to 200.  Had high hopes when I first saw it and 
						can read the original CotD for it 
						
						
						here. 
						 For the curious, the injured pet I mention (and was 
						trying to raise funds for) surprised us (and the vet) by 
						bouncing back (almost literally) from his severe 
						injuries; we raised enough funds to cover its vet bills 
						that did accrue but it didn’t have to undergo surgery of 
						any kind.  He does sit a bit odd but is large and in 
						charge of many of the other cats… and likes to avoid us 
						because it didn’t enjoy the vet visits or medication it 
						had to take.  Oh the card?  Yeah it didn’t really go 
						anywhere; it did come out in a set beefing up Fire-Types 
						and the next set gave us Seismitoad-EX and thus 
						easy Item lock that makes it even harder to run a Stage 
						2 deck.  As for specifics, you can’t rely on the Ability 
						too much without running a lot of Grass Energy or 
						Items to get said Energy into hand, not saving you a lot 
						of space or majorly speeding up your set-up.  
						
						So what does all this mean for today’s Shiftry? 
						 The good news is it turns out the other options aren’t 
						much competition, but neither are they much support.  No 
						“fun” decks really pop into my head for the card and 
						odds are if you could find a build that made this 
						version competitive, it would do even better with the 
						version from XY: Flashfire.  
						
						Ratings  
						
						Standard: 
						1.75/5 - Not terrible, but not high functioning even if 
						you get it working.  
						
						Expanded: 
						1.75/5 - I might be oversimplifying but I’m not seeing a 
						lot to convince me that Expanded is adding anything 
						major to it.  
						
						Limited: 
						N/A - If it were legal it’d be a great pull, though 
						you’d need to get at least a 1-1-1 line as well as have 
						room for at least a few Grass Energy. 
						
						Summary: 
						Not as much wasted potential as the other Stage 2 we 
						looked at this week, this one has an interesting idea 
						with its first attack but is let down by lacking a 
						worthwhile Ability (or any positive Ability) or better 
						“big” attack.  If you insist on doing it, just do it 
						because you think it looks fun.  |