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"Insanity is back with a twist." - Bob
2.01.01 I am to do a report on a card that is being used in tournament decks that I have played myself, but still have stuff to learn about it. Sorry for the shortage of quotes this time, I'll swarm the page with quotes next time to make up. :P
Obviously, Mind Games is the most amazing thing about this card. It gives your opponent a 50% chance of their trainer to fail and to go back on top of their deck. Unfortunately, a threat, like a Gust of Wind, can revisit you constantly if it goes back on their deck. But, you can also keep their drawing limited if you can be prepared incase that trainer works. For example, you may see they have a Super Energy Removal, and may hold on to a couple energy in your hand in case it does work, so if it does, you were prepared, and if it doesn't, you can deprive them of drawing anything else if Mind Games works.
With Mind Games, and especially if you have more than one Slowking (since this gives them a 25% chance to use their trainer),realize that decking your opponent now becomes very difficult, as every time Mind Games works a card is added back to their deck. So it is important to stay offensive if you are using Mind Games.
Remember Mind Games is optional, incase they play something stupid, like an Oak with 7 cards in their deck, you don't have to use it.
Mind Games can be stopped by Goop Gas (and vise versa) and Magby isn't Slowking's friend either. Neither is the seldom Muk.
A lot of people discuss a Chaos Gym + Slowking as a great way to stop your opponent's trainers. I disagree. I believe the advantage Slowking has (over Dark Vileplume and Chaos Gym) is that you can play your trainers and deprive your opponent. If you're going to get a Chaos Gym and a Slowking out constantly, you may as well just play Dark Vileplume out as you'rejust depriving yourself. Remember if you fail the Chaos Gym flip, your Slowking cannot stop your opponent from using your trainer, as they are using it, not playing it, so as you can see, the 2 Slowkings is way better than the Chaos and Slowking, basically.
Yes, Mind Games is complicated, but the basic ideas are to try to get out more than one Slowking (if possible), stay offensive, don't deprive yourself of trainers, and prepare for their failed trainers, as they'll be coming back in a turn. 3 Slowkings on a bench means your opponent has a 1/64 chance of getting an Item Finder/Comp Search for a trainer (and then the trainer, obviously) to work. Not bad. :P
Slowking's attack is expensive and risky, and Slowking is best on the bench, anyway, to protect it, so it can continue to deprive your opponent.
Every Slowpoke has 50 HP. I would choose the Neo Slowpoke over any other because it can stall with it's first attack. For those of you who prefer the fossil Slowpoke, remember it cannot stall, and it's 2nd attack is actually quite demanding, since it can be knocked out easily.
80 HP isn't bad, but watch for Promo Mewtwo which can take it out with a single Psyburn. It can be a lot more attacks to take it down, but the job can get done if you don't have a way to get it back to your bench after a Gust. A 3 retreat cost is hardly ever worth paying, watch for Gust so you don't get stalled (as with Slowking your opponent's deck often will have more cards than yours).
(1- Terrible, useless. 3- Pretty bad. 5- Average. 7- Tournament level. 9- Broken. Just too good. 10- Wrong.)
Trainers dominate the current environment. Slowking can stop trainers. This is a good card, but has some weaknesses. I'd give it an 8.0. This card should be used in tournaments, it is good enough.
Trainers are limited, it loses power because your opponent most likely will not have a hand full of trainers that often. 6.5.
A Slowking deck is normally defenseless against Dark Vileplume. If there are no trainers, why would you want to stop trainers? Remember if your opponent's failed trainer is a threat, you can always Lass or RSA them to shuffle their deck, changing the top card. (Well, hopefully)
~Jason (Ness) Klaczynski
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