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					Pojo's Pokémon Card of the Day 
					
					
                        
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							Top 10 Cards Lost to Set Rotation  
							
							#8 - Teammates  
							 - Primal Clash 
							
							Date Reviewed: 
							 
							August 2, 2017 
                            
							
							Ratings
                            & Reviews Summary 
							 
							See Below 
							
							Ratings are based
                            on a 1 to 5 scale.  
                            1 being horrible. 
							3 ... average.  5 is awesome. 
							
							
							Back to the main COTD 
							Page 
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			aroramage | 
              
						 Speaking of cards that made the 
						list that I didn't even take a look at...Teammates.  
						When I first took a look at this 
						card from Primal Clash, I didn't have much of a high 
						opinion of it. It's a Supporter that needed you to lose 
						a Pokemon in your previous turn to be usable, which I 
						commented on being a "catch-up" card - a card that you'd 
						play when you're at a disadvantage to get back some of 
						that advantage for yourself. I also referred to it as a 
						"reinforcements" card, as it could also help stabilize 
						your position in the event that your heavy-hitter ended 
						up getting KO'd. I also managed to throw in what I think 
						is a witty ketchup pun in there, but that's beside the 
						point.  
						Teammates says that if your Pokemon 
						was KO'd last turn, add 2 cards from your deck to your 
						hand...well, up to 2 cards, but since when has anybody 
						not added the full 2 cards? All in all, grabbing any 2 
						cards from your deck can be extremely beneficial in 
						either helping you to catch-up or to reinforce your 
						position, and I'm almost positive that's what Teammates 
						was used for in many decks that would have played it...  
						...perhaps it's just me, but I 
						didn't see too many lists running this card.  
						It might be because of the presence 
						of things like Sycamore and Skyla that could draw out 
						more cards more easily, or perhaps it was considered a 
						tech card that wasn't good enough to replace any non-Lysandre 
						tech card in a specific deck, but for whatever reason 
						outside of this card's initial release, I personally 
						haven't heard much from it. Maybe it ended up as a side 
						boarded option? I dunno, and I can't say what it's 
						impact on the format has been. Maybe its presence gave 
						people the opportunity to consider the ability of 
						getting a Pokemon KO'd and then adding the 2 cards that 
						win them the game!  
						...who knows? Like I said, I 
						haven't seen much, so I'm still not that impressed by 
						it.  
						Rating  
						Standard: N/A (here in Standard, it 
						might have been used to grab some good cards for 
						different decks)  
						Expanded: 3.5/5 (but here in 
						Expanded, now with a larger pool of cards, I can 
						actually imagine the benefits of the add-2 to be bigger 
						and better)  
						Limited: 4/5 (even if you're still 
						gonna lose 2+ cards to make it happen)  
						Arora Notealus: It's hard to say 
						whether it's worth losing one Pokemon to add 2 cards to 
						your hand. It's probably easier to look at it as, "If I 
						lose this Pokemon, I know I can get 2 cards out of it!" 
						But then I guess with some Supporters, you gotta wonder 
						about where you draw that line.  
						Next Time: Something reeks, and I 
						don't think it's the Supporters... 
				 | 
             
            
              
            
			21times | 
              
						 
						
						Teammates 
						(Primal Clash, 160/160) landed at number eight on 
						our countdown of the top ten cards lost to rotation. 
						I had it at 3rd place on my list, and, if I got 
						to redo my list today, I’d probably put it at number 
						one.  I have 
						used this card SO much over the year and a half I’ve 
						been playing now. 
						I love the card’s design – I love cards that give 
						a player who might be on the downside of a game a little 
						bit of a boost to get themselves back into it. 
						I don’t 
						like cards that penalize a player for winning (I’m 
						looking at you, N 
						(Fates Collide, 105/124)), but I really like 
						cards that help you out when you’ve fallen behind. 
						
						And this one is a doozy – being 
						able to go get ANY two cards you want out of your deck. 
						Energy, Supporter, Stadium, Tool, doesn’t matter, 
						you want it, go get it. 
						I frequently use it to get a
						Rare Candy (Sun 
						& Moon, 129/149) and the Stage 2 Pokemon I need, 
						that’s the perfect combo. 
						That’s one of my stealthy sneaky tactics lately. 
						I’ve been running a number of decks where I use
						Alolan Vulpix 
						(Guardians Rising, 21/145) to go get me the 
						Pokemon I need, and then when my opponent KO’s
						Vulpix because 
						it’s only 60 HP and very frail, I then use
						Teammates to 
						go get whatever I need to begin attacking. 
						It’s a great strategy, one that for the most part 
						of the 2016-17 season hasn’t been taken advantage of by 
						many decks.  
						It seems like people have just recently remembered that
						Teammates is a 
						Standard legal card. 
						In the past three tournaments, there have been at 
						least two decks running
						Teammates. 
						In the first tournament of the season – a year 
						ago in Phoenix – the
						Greninja Break 
						(Breakpoint, 41/122) deck that won the tournament 
						ran a copy of Teammates.  In between, 
						however, only a couple of decks ran
						Teammates. 
						For most decks in most tournaments throughout the 
						season, nobody ran 
						Teammates. 
						
						The number Master’s Division 
						top eight decks that have run at least one copy of
						Teammates: 
						
						Indy 3 (1st) 
						Madison 2 
						Birmingham 2 
						Seattle 0 
						Toronto 0 
						Roanoke 0 
						Brazil 0 
						Utah 0 
						Portland 1 
						Oceania 0 
						St. Louis 2 
						Anaheim 0 
						Athens 1 
						Dallas 0 
						San Jose 0 
						European IC 0 
						Ft Wayne 0 
						Philly 0 
						Orlando 0 
						Phoenix 1 (1st)  
						
						You’re going to get at least 
						one Pokemon KO’d – be honest with yourself. 
						You rarely go through a game against a real deck 
						where you don’t lose at least one Pokemon. 
						Don’t try to pretend it’s not going to happen. 
						Use this card to take advantage of that. 
						The way I look at it, if you win with 6 prizes 
						left or if you win with 1 prize left, either way, you 
						still win the game. 
						Teammates 
						has helped me do that a LOT this season, it’s a little 
						sad that we have only just recently rediscovered how 
						good this card is. 
						
						
						Rating 
						
						Standard: 4 out of 5 
						
						
						Conclusion 
						
						It’s also a little sad that we 
						have absolutely no replacement for this card, but that’s 
						part of the reason I ranked it so high on my list of 
						cards lost to rotation. 
						I do think that four is a good rating for this 
						card as it’s not as valuable in decks that feature two 
						prize Pokemon. 
						Plus, two cards sometimes just isn’t enough… if 
						it allowed three cards, then I’m sure this card would 
						have seen a LOT more play! 
						Still, in decks that run mostly or all single 
						prize Pokemon, 
						Teammates greatly helped you continue your attacks 
						and even gave you a boost when you fell behind in a 
						match.  I’ll 
						miss this card, and I hope we get a reprint or similar 
						card in the near future. 
				 | 
             
            
              
            
			Vince | 
              
						 
						Our 8th place pick is Teammates from XY Primal Clash.  
						It was ranked 6th place in the top 10 cards 
						of XY Primal Clash.  This Supporter has a 
						requirement before you play this card:  You have to 
						have one of your Pokemon get KOed during your
						opponent’s 
						turn.  So, this means your opponent would KO your 
						Pokemon by damage or damage counter placements during 
						their turn.  So, no, being KOed in between turns 
						(i.e. poison and/or burn) does not count, and self KO 
						(usually only possible on your turn) also does not count 
						as that requirement.  Ok, so once you met that 
						requirement, you get to search your deck for 2 cards and 
						put them onto your hand.  This is a very powerful 
						effect!  The application to using it are endless, 
						and it’s too much for me to put them in one review.  
						Need two items?  Need energies?  Need Pokemon?  
						Teammates got you covered! 
						
						  
						
						So, Teammates is used as a search card, but it could also act as a 
						retriever.  How does that happen?  I would play 
						Teammates to get two Puzzle of Times and use both of 
						them so that you can get any two cards from the discard 
						pile to your hand.  This tactic can be ruined if 
						any card involving item lock is already in effect, and 
						also since you played Teammates, you can’t play another 
						Supporter (though you still can have that desired 
						Supporter back and play it later). 
						
						  
						
						Teammates is not a card that you would max out your copies with, 
						usually one or two copies would suffice, three or more 
						is overkill.  That pretty much covers it for 
						Expanded.  In limited, this is a must run (unless 
						you do a +39 deck) since your Pokemon would eventually 
						get KOed for whatever reason and search the cards you 
						need right away to turn the situation around. 
						
						  
						
						Before I end this review, let me mention a similar card that did 
						the same thing as Teammates but with a different 
						requirement: Twins from Heart Gold & Soul Silver 
						Triumphant expansion.  It was reviewed in November 
						1, 2010 as a regular review (they didn’t have a top 10 
						list of an expansion back then, and if it the list were 
						to be hypothetically made, then I would have place it at 
						number 1) and January 11, 2011, when it was at 4th 
						place of the top 10 cards of 2010.  This card was 
						amazing back in the day and is still awesome if it had 
						been reprinted (although it’s legal in the Legacy Format 
						in the PTCGO).  Twins lets you search your deck for 
						2 cards and put it onto your hand
						if you are behind 
						on prizes.  This means that if you are about to 
						win the game, then Twins becomes a dead card, but in any 
						other situation where you expect your Pokemon to be KOed 
						first before your opponent, then Twins will guide you to 
						a resolution, possibly making it a comeback!  I 
						believe they used to run no more than two copies for 
						fear of being dead cards. 
						
						  
						
						Ratings: 
						
						  
						
						Standard: 4.1/5 (My score is based on general usage.) 
						
						  
						
						Expanded: 4.1/5 (It’s like being versatile regardless of what deck 
						you’re playing.) 
						
						  
						
						Limited: 5/5 (Grab anything and win fast!) 
						
						  
						
						Notes:  Unrestricted search is usually a powerful trait, and 
						if you can address some shortcomings of a card that 
						would otherwise be broken without one, then you have 
						yourself a valuable tool.  I didn’t have Teammates 
						in part of my top 10, maybe because I didn’t think it’d 
						be extremely important enough to be on the final list.  
						Maybe my timing is pretty bad when playing a match; 
						Either my Pokemon is KOed but on the following turn I 
						didn’t draw into Teammates
						or I have 
						Teammates on my hand but my Pokemon isn’t KOed yet. 
						
						  
						
						Coming Up: It’s blooming, yet dangerous at the same time! 
				 | 
             
            
              
          
			  
			Otaku | 
              
						 
						Teammates 
						(XY: Primal Clash 140/160; 160/160) is our eighth 
						most missed card of the ones we’ll lose on September 
						1st, due to the shift to the 2017-2018 Standard Format.  
						Which you already know from reading the other reviews as 
						this is a late CotD (though thankfully, just 
						submitted the day of and after the other reviews were 
						posted).  You’re not going to see much new here: I 
						believe all the main talking points were covered by the 
						others.  I’m so proud of them!  
						
						Teammates 
						is a Trainer-Supporter that requires one of your Pokémon 
						have been KO’d during your opponent’s previous turn in 
						order to use it, but if those conditions are met it 
						allows you to search your deck for any two cards you 
						want, then add them to your hand.  Supporters are 
						still a major part of any successful deck and have been 
						since shortly after they were introduced.  VS Seeker 
						makes it even easier to use the more specialized 
						offerings; even being a Trainer has been great for the 
						last few years, thanks to Trainers’ Mail.  
						Two cards aren’t much, but it is usually enough to set 
						up key combos or for certain decks to maintain their 
						field presence; this gave Teammates solid general 
						usage, though the need for TecH Supporters usually meant 
						they were edged out by something like Delinquent,
						Hex Maniac, or Pokémon Ranger.  Best 
						in decks that had reusable sources of supplementary draw 
						power and/or that focus on glass cannons, expecting the 
						opponent to take a Prize turn after turn.  It is 
						important to remember the card does specify your 
						opponent’s turn; the good news is that it does not 
						require it be through your opponent’s actions or 
						something more specific like damage from an attack, but 
						you cannot combo this with Pokémon that self-KO 
						(unless it resolves during your opponent’s turn) or when 
						a Pokémon is KO’d by a Special Condition (Confusion 
						resolves during your turn, while Burn and Poison do the 
						deed between turns).  
						
						We first looked at
						Teammates 
						
						here, 
						where it secured sixth place for our XY: Primal Clash 
						top 10.  Re-reading our reviews (aroramage, Baby 
						Mario, and myself) looks like we had one of those times 
						where we each had a little different take, and I think 
						the net result was more accurate for it.  I thought 
						it was one of the best cards in the set, aroramage was 
						skeptical of it, while Baby Mario thought it would make 
						for some good TecH, especially with Battle Compressor 
						to discard it early game so you could VS Seeker 
						for it when actually needed.  I no longer think it 
						was the best card of XY: Primal Clash and my list 
						proved to be pretty bad: I even had a typo, listing 
						Primal Kyogre-EX twice when one was supposed 
						to be Primal Groudon-EX!  Baby Mario also 
						mentioned that he thought Teammates was the 
						nerfed version of Twins, but that is a bit of an 
						oversimplification.  Twins is also a 
						Trainer-Supporter that provides a double search, but it 
						required you have more Prizes remaining in play than 
						your opponent e.g. the game thought you were losing.  
						I’m no longer fond of come-from-behind effects, as I’d 
						rather win and lose due to my own plays than the game 
						wanting to punish someone for winning or reward them for 
						losing.  Moreover, this is an easily fooled 
						metric; multiple cards around that time had potent 
						effects allowing them to KO either themselves or your 
						other Pokémon for big rewards (healing more important 
						targets, Energy acceleration, both at the same time, 
						etc.) while control, mill, and Lost World decks 
						often did not take Prizes.  Not relying on Prize 
						counts isn’t all bad; all those times when you’re ahead 
						or tied on Prizes, Teammates can still work so 
						long as something of yours was KO’d on your 
						opponent’s previous turn.  
						
						If
						Teammates got a surprise reprint, what would it 
						be like in the future Standard Format?  Right 
						now it is a solid TecH Supporter, something you run 
						as a single and can spam (if needed) via VS Seeker 
						and ignored when you have a better option (or just can’t 
						use it at all).  It’s proven quite useful to 
						certain decks, some of which have been quite 
						successful, but Teammates faces a lot of 
						competition… about half of which is also rotating 
						from Standard play.  Losing VS Seeker hurts 
						all Supporters, and that might sound like the end of 
						Supporter TecH, but Tapu Lele-GX allows 
						them to function from the opposite direction; instead of 
						tossing them and using them later, you just search them 
						out as needed.  With decks possibly shifting to 
						four Tapu Lele-GX builds and already favoring at 
						least two and Pokémon search still being 
						plentiful in the typical deck, seems like a winner to 
						me.  What really makes me miss it, is that we might 
						be in for a format where searching (for example) a 
						Rare Candy plus Stage 2 or two copies of Puzzle 
						of Time become major plays once again.  Throw 
						in more decks trying to take advantage of the Prize 
						divide between single Prize Pokémon, the remaining 
						Pokémon-EX, and Pokémon-GX, and Teammates had 
						great prospects.  I believe it will remain 
						one of the many potent Supporters you can run in 
						the Expanded Format; as it is useful in general and 
						performs better in certain decks, it remains a bit above 
						average.  Limited Format play isn’t likely with 
						older cards, and the only reason to not 
						run any copies of Teammates pull is that you 
						pulled and are running a big, Basic Pokémon-EX by its 
						lonesome (so you lose once its KO’d). 
						
						
						Ratings  
						
						Standard: 
						3.5/5 (Soon to be N/A)  
						
						Expanded: 
						3.25/5  
						
						Limited: 
						4.9/5  
						
						
						Conclusion  
						
						I said it before 
						(even in this review), and I’ll say it again; 
						Teammates is a solid, general usage Supporter 
						normally crowded out by the need for more specific Tech 
						(or even an extra Lysandre) that excels in 
						certain other decks as something more.  Rotation 
						axed it along with some of its rivals, but if it 
						was to get a surprise reprint, we’d be able to enjoy it
						at least as much as we do now, and probably 
						more because Vileplume (XY: Ancient 
						Origins 3/98) rotating means all the Item-based 
						options are less scary.  So if it were 
						sticking around, I’d have scored it higher.  
						At least we can still enjoy it in the Expanded Format.  
						
						
						Breakdown  
						
						Teammates 
						takes eighth place with 14 voting points, edging out
						
						yesterday’s
						Double Dragon Energy by one, tying tomorrow’s 7th 
						place pick.  6th place beat out both 7th and 8th place 
						by two voting points, for the record.  This time 
						out, the tie between cards was decided by rolling off 
						and Teammates got a “1” while the other card did 
						not.  Teammates only made two lists, and one of 
						them was my own as my fifth place finisher.  I’m 
						glad it made the final list but would have preferred it 
						a few slots higher.  Indeed, I’m thinking I 
						lowballed it a little on my own list. 
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