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Pojo's Pokémon Card of the Day

 

 Goodra

- Phantom Forces

Date Reviewed:
Jan. 30, 2015

Ratings & Reviews Summary

Standard: 1.87
Expanded: 1.90
Limited: 4.00

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


aroramage

Ahhh, Goodra. Such a fun Pokemon in general. After evolving from blob to slug-blob to fully evolved dragon-blob, Goodra has just been a bundle of fun! So it's the saddest thing that the Goodra cards that have been released - that would be this one and the one from Flashfire - haven't seen widespread usage. Welcome to the curse of the Stage 2.
 
Both are similar in that they've each got a useful Ability and a decent attack. With this Goodra, that attack is Dragon Pulse, resembling the earliest of Dragon-types here in the TCG (that is to say, the ones from Dragons Exalted) by milling off the top card of your deck. Considering it's a 4-for-130 strike, that's not too bad, and the weakness to Fairy has yet to be capitalized on. Granted, Dragon-types haven't been wildly supported since Dragons Exalted, and even then that was more introductory and adding in Blend Energies. Still, it's not a bad attack, so it's nice to know if Goodra needed to be placed upfront he could take down a smaller EX after a Muscle Band and some HTLBank.
 
...except there's one small thing about that. I say Muscle Band, but Muscle Band is a Tool, and this Goodra has the distinctly notorious "Garbodor"-esque Ability, Slip Trip. Instead of negating other Abilities though, this one prevents Tools from being played by either player. This may seem like a good defense against those Team Flare Tools and opposing Muscle Bands, as well as keeping an eye on things like Float Stone, but the fact remains: this affects your Tools too. In other words, you'll have to play down all your Tools first - or else not run Tools to begin with - if you wanna take advantage of this Ability.
 
Sadly though, that's not going to be enough. Because Goodra is a Stage 2, it's going to take time to 1) get Goomy on the Bench, 2) get Rare Candy in your hand, and 3) also get Goodra in your hand before you can evolve him when 4) it's not your first turn or 5) you didn't just play Goomy. This is a 2-turn 3-card play minimum, and by the time you're able to get all of that together, your opponent will have probably played all the Tools he needs down on whoever needs them - not to mention the KOs that have happened in the meantime!
 
Stick with the Flashfire Goodra. At least he can recover!
 
Rating
 
Standard: 2/5 (too slow at what he does, but at least he's got a decent attack)
 
Expanded: 2/5 (more Tools will not change how slow it takes to get Goodra out)
 
Limited: 4/5 (there's a great variety of Tools here, so feel free to force your opponent to end their turn with no Spirit Links to save them! At least that attack is going to dominate otherwise)
 
Arora Notealus: Compared to the Flashfire version, this artwork is SO COOL!! Just a shame about the rest of him though. He coulda been a contendah!
 
Weekend Thought: What was the biggest surprise card of this week? Or was there a card that took you by surprise this week? If there wasn't, what's a card that you've seen seemingly come out of nowhere?


Otaku

We close out the week with Goodra (XY: Phantom Forces 77/119).  This is a Dragon-Type which isn’t honestly looking so hot right now.  While nothing is Dragon Resistant, nothing Dragon Weak has been printed in the XY-sets and as I’ve said before, exploiting damage doubling Weakness for massive damage is usually far more significant (and easier) than making use of the -20 damage one gets from Resistance… which means not having to worry about Resistance is nice but nothing major.  Dragon-Type support also hasn’t happened since the first full set to contain Dragons, BW: Dragons Exalted: Altaria (BW: Dragons Exalted 84/124; BW Blackstar Promos BW48; BW: Legendary Treasures 92/113) and Gabite (BW: Dragons Exalted 89/124).  The latter isn’t even Standard legal. 

Goodra is a Stage 2 Pokémon, which means it will need all the help it can get; the short version is that the Pokémon that Stage 2 Pokémon Evolve from tend to be useless filler (the previously mentioned Gabite is an exception, but as we aren’t reviewing a Garchomp, that doesn’t help Goodra in this capacity).  As such the weight of justifying needing three cards to get a single Pokémon into play and going through two turns of Evolving (or one if Rare Candy is used all rests on that final form.  We’ll cover Goomy and Sliggoo options later, but they are still just stepping stones to Goodra so it will have to be nearly (or flat out) overpowered to warrant dealing with these issues which are exacerbated by the pace of the format and general metagame.  From the obvious like how Seismitoad-EX and its Quaking Punch threatens to block Rare Candy to the less obvious like how that also means any non-Supporter search is gone to the somewhat subtle like how the pace of the game means you have to take Prizes ASAP to stay on pace and how the best draw supporters don’t lend themselves to building up a hand but reward running cards you can play down quickly in a single turn. 

Getting down off that soapbox, I feel I should mention that while I originally chose this week’s cards, this one is an exception, a replacement: no I didn’t choose a Stage 2 so that I could rant about Stage 2 Pokémon.  Moving onto to Hit Points, Goodra sports 140 which often survives a hit but it is not guaranteed (no HP score is); the meaningful difference is that all but “raw power” attackers will need a mostly complete set-up or to exploit Weakness, which actually isn’t bad right now.  Speaking of Weakness, Fairy Weakness which can be a problem against Fairy Transfer decks but not much else; at least in my (admittedly limited) experience Fairy Types tend to just show up (and prove successful) in that lone deck.  Lack of Resistance is common and so is nothing to penalize the card for; hence my usual refrain of it being a “missed opportunity”.  The Retreat Cost of [CCC] is chunky and you’ll need something to get around it or else to resign yourself to Goodra staying Active.  Slight bonus in Expanded is that it is a legal Heavy Ball target. 

Goodra does sport an Ability “Slip Trip” which sounds kind of fun and is a good sign.  The Ability is an always on effect blocking both players from attaching Pokémon Tools.  Pokémon Tools are valuable and this Ability, once in effect, will prevent the infamous Garbodor (BW: Dragons Exalted 54/124; BW: Plasma Freeze 119/116; BW: Legendary Treasures 68/113) from shutting off Abilities.  Why?  Unless you use another method of shutting down Slip Trip, as long as it Activates when Garbodor doesn’t have a Pokémon Tool attached, your opponent needs to somehow shut down Slip Trip in order to attach to trigger Garbotoxin.  An option would be Wobbuffet (XY: Phantom Forces 36/119), though I can’t see such decks running Wobbuffet only for that reason.  The established Seismitoad-EX/Garbodor deck can’t do anything if you get Slip Trip going first, but if an Item gets attached when Slip Trip isn’t in effect, Quaking Punch makes it hard to get rid of a Tool so that Garbotoxin shuts off and Slip Trip can kick in.  The attack requires [WYCC] and hits for 130 points of damage and since its Dragon Pulse, it has its usual effect of discarding the top card from your own deck.  Better than discarding even more cards and even under specific circumstances (need Supporter, next card is not Supporter, card after that is Supporter) useful, but sometimes you discard what you really need (same situation I just described except top card is that Supporter and the next card is something you absolutely don’t need) and plenty of less (but still) bad results.  For four Energy I want at least 100 points of damage, so at a glance it isn’t two bad but we’ve got not only two specific Energy requirements in the attack, but they are two different and somewhat oddly paired types… so then adding in the self mill, Goodra “earned” more than 130 damage by my accounting. 

Goomy has two options: XY: Flashfire 72/106 and XY: Phantom Forces 75/119… except I finally looked and them and realized the latter is just a reprint with different art of the former.  So your one option for Goomy is a Basic Dragon-Type with 50 HP, Fairy Weakness, no Resistance and two attacks: for [C] you can use Gooey to heal 10 damage and for [WY] you can use Tackle for 20.  As stated earlier, bland filler except for the irritating Energy cost on Tackle.  Sliggoo also only has two printings of the same card available: XY: Flashfire 73/106 and XY: Phantom Forces 75/119.  This Stage 1 Dragon-Type has 80 HP with the same Fairy Weakness, lack of Resistance and Retreat Cost of [CCC] of Goodra.  It has two attacks like Goomy though; Gooey again though this time for [C] it heals 30 while for [WYC] it can use Gentle Slap for a plain 40 damage.  There is one other Goodra even though its lower Stages faked us out: XY: Flashfire sports 10 more HP than today’s card with a different attack and Ability.  Its Gooey Regeneration Ability almost gives you a built in Super Potion, though not quite; the good news is you heal 60 damage and can use it more than once per turn but the Energy discard is up front so if you’ve not no Energy attached, you can’t heal for free.  The Heavy Whip attack requires [WYC] and does a solid 80 with a coin flip for an additional 40.  You can see our previous review of it here, though as its from last July much has changed.  The short version is that I’d score it lower than the optimistic 2.5/5 I gave it then for Standard play. 

So what kind of prospects does Goodra have?  Well… better than I assumed when I began the review, to be honest.  I am almost certain it doesn’t do enough to warrant the struggle of running it, but I think you might be able to make a functional deck out of it.  As mentioned in the review of its predecessor, Milotic XY: Flashfire 23/106) can provide needed Energy acceleration (though you might also want Double Colorless Energy as it can also be of use).  You’ll then need to try to reliably get Goodra out and powered up and then through use of either an Altaria (the Ability version referenced earlier) and/or Hypnotoxic Laser (probably with Virbank City Gym) to hit OHKO status for most targets.  Two Stage 1 Pokémon and a Stage 2 is incredibly resource intense so while you can try to run all the damage boosting tricks, odds are you’ll have to choose between Fight Song or Hypnotoxic Laser/Virbank.  The reward though is Goodra not having to worry about its back-up having its Abilities shut off except by Wobbuffet or possibly something more obscure that I’ve missed. 

This complex set-up means the deck should be prone to misfiring (failing to remotely set-up with enough speed, if at all) and also means that you’re not actually pulling ahead in Prizes any time you use Energy Grace (the Ability on Milotic): that still costs a Prize after all.  If you then OHKO a Pokémon-EX, you’re good.  If you don’t, expect to fall behind.  This intense set-up also could be used with other cards, either accepting Abilities could be cut off and to be fair, if you max out Startling Megaphone you have good odds of restoring your Abilities and then going for a big hit often enough to still win, and you might find a suitable attacker that is not a Stage 2.  You probably could find something that doesn’t need Milotic either… possibly both.  That is only if you restrict yourself to making use of something less played; obviously plenty of less complicated decks, including proven ones that are likely far stronger you could stick with.  Still, it is nice to have the option. 

Ratings 

Standard: 1.75/5 - Even if we had a functional build for this, I expect it would be just that: functional, something that can work barring abnormally bad luck or competitively built opposing decks.  Against an established deck, it will mostly be luck if you don’t get outpaced and destroyed. 

Expanded: 1.8/5 - Slight bonus for additional search options, though unfortunately the deck idea I had for it would require something other than Heavy Ball and Level Ball as the Milotic with Energy Grace has 100 HP and a Retreat Cost of two. 

Limited: 4/5 - The Energy requirements are still a bit cumbersome here and the Ability often useless, but everything else becomes a lot better.  It is still a Stage 2 line, so getting it into play before someone has already won can be quite a challenge. 

Summary: Goodra honestly turned out better than I expected, even taking into account that when I initially wrote this review I had forgotten that Slip Trip applied to both players, not just your opponent.  At least I could come up with a half-baked deck idea for it.  If it hit harder without buffs, it might have made for a little more legit deck, but odds are the filler Evolving Stages in the current, fast paced format would still have been too much for it. 


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