| Baby Mario 2010 UK 
			National
 Seniors
 Champion
 | 
						
						
						Talonflame 
						(Roaring Skies)  
						
						The best thing that you can say about
						Talonflame is that its 
						attacks are cheap. In fact, they’re not even bad value 
						for what they are. For a single Energy of any colour, 
						Grand Loop lets you draw three cards and switch out
						Talonflame if you choose; 
						while Brave Bird does a decent 90 
						for two Energy. The 20 points of recoil damage 
						aren’t ideal, but hey, this thing 
						will still one-shot Fire-Weak EX Pokémon like
						Virizion,
						Genesect, or
						Aegislash.  
						
						 Unfortunately, 
						though, Talonflame is a 
						Stage 2, and while an attack like Grand Loop would be 
						super nice on an evolving Basic, and Brave Bird on a 
						Stage 1 could be used to abuse Weakness, neither of 
						these attacks has a place on the highest evolutionary 
						Stage in today’s format. You simply cannot be using such 
						a resource-heavy Pokémon for draw and niche-hitting 
						purposes.  
						
						There was a time when 90 for two on a Stage 2 Pokémon
						was stupid good (Infernape 
						DP). Now, it is barely worth a second glance.  
						
						Rating  
						
						Modified: 1.5 
						
						Expanded: 1.5 
						
						Limited: 2.5 | 
            
              |  aroramage
 | Hey guys, I'm back! Sorry for 
						disappearing last week, I ended up moving some stuff 
						around into a new apartment, but now I'm good and 
						settled! So let's get back into the swing of things with 
						this week's set of cards!  Today we've got Talonflame, the 
						only Fire line-up in the set and the only Fire Pokemon 
						aside from Fletchinder (his pre-evo) and Victini. Once 
						again, we've hit that doomed Stage 2 Pokemon that could 
						be really good but won't be played because Pokemon-EX 
						exist. Talonflame is no exception, though it should be 
						noted he's got some great cheap moves here!  Take Grand Loop for instance - it 
						only costs one, and it nets you three cards and switches 
						Talonflame onto the Bench. Simple, removes Talonflame 
						from getting threatened, and benefits you all at the 
						same time by keeping him out of danger and putting your 
						attacker up at bat. It's not bad. Not great, but not 
						bad.  Then you've got Brave Bird, which 
						only adds another Fire Energy and deals 90 damage - 
						that's right, 2-for-90! That's a 2HKO on most anything 
						outside of Megas and a OHKO for any Grass-Pokemon that 
						isn't M Venasaur-EX - and who runs that? That's a 
						powerful bird! The only drawback is that he deals 20 
						damage to himself, which would put him in range for an 
						opposing 90-damage move plus Muscle Band to KO. Not the 
						best attacking move out there.  So why will Talonflame not see 
						play? Despite the cheapness of his attacks, Grand Loop 
						is outclassed by Shaymin-EX's Ability Set Up; while Set 
						Up only gets you up to six cards, Grand Loop forces you 
						to attack so you can't "set up" combos and what-not. And 
						Brave Bird, while a nice cheap high-damage-dealing 
						attack, isn't going to help cement Talonflame on the map 
						since his HP is about so-so. Oh, and there's the fact 
						that he's a Stage 2.  Still, he's not a bad pick, and I 
						won't fault anyone trying to make him work. Just trying 
						to make him work in tournament play.  Rating  Standard: 2/5 (does things that 
						other Pokemon do better and who aren't Stage 2)  Expanded: 2/5 (not too much better 
						here)  Limited: 3.5/5 (the draw-and-switch 
						does a lot here, and Brave Bird can KO more things here 
						if the opponent's not careful)  Arora Notealus: It's funny that one 
						of the most powerful Pokemon in the video games hasn't 
						done nearly as much in the TCG. Maybe one day there will 
						be an exceptional Talonflame card...maybe...  Next Time: From the fire in the sky 
						to the depths of the ocean! | 
            
              |  Otaku
 | 
						Welcome to another week of reviews.  It 
						might be a bit boring, but I suggested that unless we 
						had a better theme to go with, we stick with reviewing 
						recent cards by Type as it is a lot harder to miss 
						something that way.  With a week of Grass-Types out of 
						the way, let’s heat things up by moving onto Fire-Types! 
						… 
						Not a lot of them to review, actually.  I’m 
						trying to avoid the ones I think are going to be pretty 
						hopeless or uninteresting to review so looks we are 
						going to cover Talonflame (XY: Roaring Skies 
						15/108).  Being a Fire-Type means scoring double damage 
						against most Grass-Type as well as most Metal-Type 
						Pokémon, though there are a few with alternate 
						Weaknesses (often Lightning-Type for something that was 
						part Flying-Type in the video games).  The main 
						Grass-Type deck would be VirGen and it is quite a 
						benefit if your attacks get into OHKO range against 
						Genesect-EX and Virizion-EX due to Weakness. 
						 The main Metal-Type seeing play seems to be Bronzong 
						(XY: Phantom Forces 61/119) but it isn’t overly 
						big and while it might be backing up other Metal-Types, 
						it also sees play with anything that can make decent use 
						of Metal-Type Energy acceleration.  Nothing in the 
						Standard or Expanded card pools has Fire Resistance, 
						though there are some anti-Fire-Type effects, including 
						“Thick Fat” found on cards like Hariyama (XY: 
						Furious Fists 52/111) that fake it (said Ability 
						reduces the damage taken from Fire-Types as well as 
						Water-Types by 30).  Fire-Type support is there, but 
						with mixed results; you’ve got Blacksmith and we 
						keep getting more and more non-Supporter draw effects so 
						that you might be able to afford using it to attach two
						Fire Energy cards from your discard pile.  For 
						the competitive metagame, this is probably “average” at 
						best, maybe a little below. 
						Being a Stage 2 is unambiguous: unless 
						you’ve got a great “shortcut” option available or your 
						line is one of the few lucky ones with worthwhile lower 
						Stages or a ludicrously powerful end Stage, you’re 
						probably not seeing competitive play.  Well, at least 
						successful competitive play.  Even that last option 
						isn’t what it used to be; quite a few potent effects 
						still aren’t enough to earn a Stage 2 Pokémon success on 
						the tournament scene when it needs so much more time and 
						deck space relevant to Basic Pokémon.  Disregarding my 
						opinion that HP scores across the board are too low for 
						what the-powers-that-be seem to want to do with this 
						game, Talonflame isn’t something known for its 
						HP, Defense, Special Defense, etc. (anything that the 
						TCG does or could represent with HP) so 130 is 
						appropriate in that sense… but functionally it isn’t 
						good enough right now.  Just another 10 or 20 makes it 
						that much harder to OHKO, and while 130 is more likely 
						to survive than not, it’s gone from being comfortably 
						outside the typical attack range to the “than not” 
						portion reflecting that decks take time to set-up or 
						recover from an opponent’s big play than actual 
						durability.  
						Water Weakness is… disappointing.  This 
						enables that card we love to hate but still run when we 
						want to win - Seismitoad-EX - to use Muscle 
						Band alongside the Hypnotoxic Laser/Virbank 
						City Gym combo for Quaking Punch OHKO. 
						 Lightning-Type Weakness would have been more 
						appropriate given that the video game counterpart has 
						Rock Weakness x 4 (doesn’t work because Rock is part of 
						the Fighting-Type in the TCG) and the Water-Type in the 
						TCG contains the Ice-Type which does not hit this 
						Pokémon for double damage in the video games.  Only the 
						video game Electric Weakness directly corresponds to the 
						TCG Lightning Weakness and while being 
						Lightning-Weak is dangerous right now, it is both safer 
						than the Water Weakness and brings Weakness diversity 
						since nearly all Fire-Types are Water Weak.  The lack of 
						Resistance is acceptable only because that is typical of 
						most modern TCG cards, though since I’ve already been 
						looking at the video game Talonflame I’ll point out that 
						it takes only half damage from Fairy-, Fighting-, Fire- 
						and Steel-Type attacks, a quarter of the damage from 
						Grass- and Bug-Types and is Immune to (takes no damage 
						from)  Ground-Type moves.  The odd marrying of 
						Fighting/Ground/Rock is why those are out but the 
						others?  Interesting and I can’t image that all are 
						unbalancing.  Talonflame does get the free 
						Retreat Cost it deserves: this is perfect and perfectly 
						appropriate as the Pokémon’s main claim to fame is its 
						speed.  
						In fact, the speed (or rather base Speed 
						Stat) is reflected in the attacks of Talonflame 
						as well.  For [C] it can use “Grand Loop” to draw three 
						cards and then switch places with one of your Benched 
						Pokémon while it just needs [RC] to access its other 
						attack - Brave Bird - which hits for 90 while 
						Braviary does 20 to itself.  Both of these attacks 
						are actually pretty solid, maybe even at the threshold 
						of being “good” but there is a problem; they don’t work 
						so well with the rest of the card.  As a reminder, the 
						format currently has easy access to Double Colorless 
						Energy and again Fire-Types have Blacksmith. 
						 So in a weird way [C] and [RC] are almost too low of 
						costs - easily met so you might as well have had to pay 
						a bit more so you could get a bit more.  While we have 
						good dance partners for Grand Loop, drawing three cards 
						is a trick for a Basic you open the game with, not an 
						Evolution.  Not saying it can’t have a set-up attack, 
						but it needs a better one… especially because there is
						N in a low of decks to provide hand disruption: 
						you may never get to use those three cards.  Not to make 
						this a Create-A-Card but making Grand Loop search for 
						three cards or draw more even upping the cost to [CC] 
						might have been better, with Brave Bird requiring [RRCC] 
						but hitting hard enough that at least with a Silver 
						Bangle it could OHKO typical Pokémon-EX  may have 
						been warranted.  As is, it is just going for a 2HKO and 
						it probably won’t survive that.  
						What about its lower Stages?  Other 
						versions?  We have five different versions of 
						Fletchling with a total of 10 different releases to 
						pick from for both Standard and Expanded.  All 
						are Colorless-Type, Basic Pokémon with 50 HP (except
						XY: Roaring Skies 82/108), Lightning Weakness, 
						Fighting Resistance, Retreat Cost [C], no Abilities and 
						no Ancient Traits.  XY: Kalos Starter Set 31/19,
						XY Trainer Kit: Sylveon Half Deck 1/30, 19/30 and
						McDonald’s Collection 2014 11/12 can use Razor 
						Wind for [C] to flip a coin: 20 it “heads”, nothing if 
						“tails”.  XY 11/116 and XY Trainer Kit: 
						Bisharp Half Deck 1/30 can use Me First for [C] to 
						draw a card or Peck for [CC] and 20 damage.  XY: 
						Flashfire 86/106 has the classic Quick Attack for 
						[C], doing 10 damage plus another 10 with a successful 
						coin flip.  XY: Phantom Forces 89/119 and XY 
						Trainer Kit: Latias Half Deck 4/30 are a bit of a 
						remix with Peck and Quick Attack, this time costing [C] 
						and [CC] while hitting for 10 and 10 (+20 on “heads”), 
						respectively.  Finally XY: Roaring Skies 82/108 
						has only 40 HP and Acrobatics for [C], hitting for 10 
						damage with two coin flips good for another 10 damage 
						each.  None of these attacks are especially good at 
						keeping Fletchling alive to Evolve (its main 
						function) or at taking Prizes or anything else that 
						directly contributes to a win (not its job, but then why 
						give it attacks focused on doing damage?).  XY 
						11/116 and XY Trainer Kit: Bisharp Half Deck 1/30 
						because if I am attacking with Fletchling, I 
						probably just need options.  
						Things are a bit simply with Fletchinder 
						as there are just four versions each released once: 
						XY 27/146, XY: Flashfire 17/106, XY: 
						Phantom Forces 9/119 and XY: Roaring Skies 
						14/108.  All are Stage 1 Fire-Type Pokémon with no 
						Abilities and no Ancient Traits.  All except 
						XY: Roaring Skies 14/108 have Lightning Weakness, 
						Fighting Resistance and Retreat Cost [C].  XY 
						27/146 has 70 HP and two attacks: Flame Charge for [C] 
						that allows you to search your deck for a [R] Energy and 
						attach it to itself plus Fire Wing for [RC], hitting for 
						30 points of damage.  XY: Flashfire 17/106 enjoys 
						80 HP but has just one attack - Firebreathing - for 20 
						damage, plus another 20 if you get “heads” on the coin 
						flip.  XY: Phantom Forces 9/119 also has 80 HP 
						but sports two attacks: for [R] it can use “Peck” for 20 
						and for [RRC] it can use “Combustion” for 60.  XY: 
						Roaring Skies 14/108 drops the HP back down to 70 
						and like its set-mate Talonflame is Water Weak, 
						has no Resistance but also enjoys a perfect free Retreat 
						Cost.  For [C] it can use Peck Off which does 10 damage 
						but before that discards all Pokémon Tools attached to 
						your opponent’s Active Pokémon.  I appreciate that some 
						versions offer potentially useful “tricks” but I say go 
						with XY: Flashfire 17/106 for the HP (and of the 
						two with 80, the better attack) or with XY: Roaring 
						Skies 14/108 for that free Retreat Cost.  It is hard 
						to say which will be more valuable as both 70 and 80 HP 
						are likely to be OHKOed but similarly how often will you 
						need to retreat this Pokémon?  
						There are also two other Talonflame 
						to consider, both of which have been reviewed before.  XY 
						24/146 was reviewed back on 
						
						
						April 
						2, 2014 while XY: Phantom Forces 10/113 was our 
						
						
						
						December 9th, 2014 CotD.  Since things have changed a bit since they were last 
						looked at, I’ll run through them quickly, but focus on 
						what is different from today’s card.  Both have 
						Lightning Weakness and Fighting Resistance, making it a 
						bit easier to understand why they deviated with today’s
						Talonflame by giving it Water Weakness, though it 
						doesn’t excuse the lack of Resistance.  Both also lack 
						an Ability or Ancient Trait but have two attacks.  Both 
						also apply the pricing options I had wondered might be 
						better for this card.  XY 24/146 has Devastating 
						Wind for [C], allowing you to force your opponent to 
						shuffle his or her hand back into the deck and draw four 
						cards.  That isn’t what I was talking about and is a 
						pretty poor attack.  Flare Blitz requires [RR], hits for 
						100 damage but requires you to discard all [R] Energy 
						attached to itself; a bit underpowered but even though 
						it came out the set before Blacksmith, it 
						actually takes advantage of that card.  Discarding all 
						the Energy attached isn’t a huge deal since not only is 
						it likely to be OHKOed after attacking but its odds of 
						survival go up a tiny bit due to attacks like X-Ball and 
						Evil Ball (on Mewtwo-EX and Yveltal-EX, 
						respectively).  
						XY: Phantom Forces 10/113 is in a similar boat, except it gets an 
						annoying Retreat Cost of [C] - not that hard to pay but 
						again Talonflame seems like one of those Pokémon 
						that should have a natural free Retreat Cost.  It has 
						possibly the best single Energy attack of the three, 
						though that isn’t saying much: Acrobatics does 30 for 
						[R] plus gives you two coin flips for an additional 30 
						per “heads”.  Even if it’s only one of four possible 
						outcomes, 90 for [R] is still pretty good, or at least 
						intimidating.  Its “Jet Shoot” attack requires [RRC] and 
						again shows that the card is trying to take some 
						advantage of Blacksmith… except it only does 120 
						damage while increasing the damage Talonflame 
						takes the next turn by 40.  The drawback isn’t terrible 
						it just doesn’t give quite enough of a damage bump 
						especially given that you really need to be able to 
						score a OHKO against most common attackers that aren’t 
						Mega Evolutions.  Jet Shoot at least has the potential 
						with a Muscle Band and/or Silver Bangle,
						Hypnotoxic Laser and Virbank City Gym 
						but why put all this effort in when you can accomplish 
						as good or better feats with something else.  
						So… no real help from its lower Stages or 
						other versions.  Is there a reason to use this 
						Talonflame?  Nope; every reason I can think of to 
						use it applies more to another card, even another 
						Talonflame.  Even the Weakness shift doesn’t help 
						because if another Talonflame was worth using, it 
						would probably be worth just including something else to 
						deal with the Weakness instead of something that can’t 
						even 2HKO M Manectric-EX on its own (and if you 
						don’t block self-damage, still gets OHKOed back 
						by Turbo Bolt).  Talonflame does just enough to 
						not be totally hopeless and a little interesting and of 
						course, if you can pull even a 1-1-1 line and don’t 
						pull something that precludes you running said line 
						(like a Pokémon-EX around which to build a +39) then it 
						can burn brightly there, being quite open to splashing 
						with other Types and providing draw if you want to focus 
						more on set-up than early offense.  
						
						Ratings  
						Standard: 1.75/5  
						Expanded: 1.5/5  
						Limited: 
						3.75/5  
						Summary: 
						Well, hopefully that was interesting; Talonflame 
						didn’t look too appealing at first glance but it wasn’t 
						totally vanilla.  Its Grand Loop would be great on an 
						Evolving Basic and handy on a Stage 1 or Pokémon-EX 
						(Evolving or not).  Brave Bird would probably be too 
						good on an Evolving Basic or big, Basic (whether it 
						Evolves or not); 90 for two can add up really fast but 
						just right on an Evolving Stage 1 as an “emergency” 
						attacker, at least in the current cardpool.  On a Stage 
						2 though, we’ve used up a lot of the room for additional 
						support and neither Fletchling nor Fletchinder 
						provides said support.  At least looking at this card 
						now should prevent anyone from selecting one of its 
						lower Stages for a later “filler” review. ;)  | 
            
              |  Emma Starr
 |                 
						Normally, when you’re a Stage 2 Pokémon, to make it 
						these days, it would need to have a really awesome 
						ability to be very useful. Unfortunately, Talonflame 
						lacks one. And the 130 HP is just not the most ideal 
						either, along with that dreaded Water weakness, though 
						the free retreat is definitely nice. So, does Talonflame 
						have what it takes to bring on the heat (yes, that was 
						lame, I know…)                 
						For one Colorless, Grand Loop lets you draw three cards, 
						and lets you switch out to a benched Pokémon. It’s a 
						nice effect, though I feel if this was an ability that 
						could activate on your bench, and then Talonflame 
						would be your active, I feel this card could have been 
						more useful. As it is, however, it’s still nice to see 
						some draw power from an attack, but this sort of attack 
						on a Stage 2…is just bothersome. Hopefully the REAL 
						attack can hold its own…                 
						Brave Bird does 2-for-90, with 20 damage being given to 
						Talonflame himself. Really, that actually isn’t as bad 
						as it sounds, as Talonflame most likely won’t be 
						sticking around for to long anyway, usually. However, 
						the damage-per-energy count is…very nice. In fact, in 
						our college’s Pokémon Club, I used a card similar to 
						this one, Blaziken (PC 28) in our pre-release 
						tournament, and it mopped the floor with its low cost 
						2-for-100 attack every time I got it out, and even 
						helped me win the entire tournament. Although both have 
						an underwhelming effect to them, sometimes raw 
						damage…just plain works. And this is no problem for the 
						energy-efficient Talonflame.                 
						Standard: 2.45/5                 
						Expanded: 2.45/5                 
						Limited: 3/5 |