Pokemon CotW No.15 Clefairy/Clefable The most Rules-Questiony Card of Pokemon. (Thanks Brian and Bret for the spoiler lists) Name: Clefairy Type: Basic Pokemon Card #: card 5 of 102 Rarity: Rare - Holo Color: Colorless HP: 40 HP Weakness: F Resistance: P -30 Retreat: 1 Species: Fairy Level: 14 Pokemon #: 35 Attack: [1] Sing () Flip coin. If heads, defender is now Asleep. Attack: [3] Metronome () Choose one of defender's attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding energy cards. (No matter what type the defender is, Clefairy's type is still colorless) Name: Clefable Type: Stage 1 -- from Clefairy Card #: card 1 of 64 Rarity: Rare - Holo Color: Colorless HP: 70 HP Weakness: F Resistance: P -30 Retreat: 2 Pokemon #: 36 Species: Fairy Level: 34 Attack: [1] Metronome Choose 1 of the Defending Pokemon's attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding Energy cards. (No matter what type the Defending Pokemon is, Clefable's type is still Colorless.) Attack: [2] Minimize All damage done by attacks to Clefable during your opponent's next turn is reduce by 20 (after applying Weakness and Resistance). Metronome Stuff: -Metronoming a Metronome can copy your own stuff. -Metronoming a Hydro Pump/Water Gun requires you to count your own Extra Water Energy Cards. -Metronoming anything with a discard cost, you don't discard. (Yay!) Except for Moltres' Wildfire, I think. History: Clefairys come from Mount Moon. More than a few scientists speculate they come from space, but that's unconfirmed. When they swing their fingers, watch out, because it's Metronome time. Ash ran into a bunch of them when he visited Mount Moon. When Clefairys touch Moon Stones, they can become Clefables. Strategy: Clefairy's okay. Use Sing to stall (or better yet keep it in the back, it's quite fragile, especially to Low Kicks and Jabs.) until you get 3 Energy or the Evolution. Singing is quite bad when you realize that it's 1/4 chance for the opponent to stay sleeping. Clefable's really cheap. That's why it's attractive. :-) 1 for Metronome. Even though it means they can use that attack, they can't use it quick enough :-) Minimize isn't generally used, but use it if there's no good attack - you can always shrug off more damage :-) Clefairy/Clefable was used in Haymaker variations until they realized Ponyta/Charmander lines were a better metagame choice (in Jungle/Basic - millions of Scythers/Pinsir/other Green stuff) Strengths: -Clefable is extremely cheap for what it does -non-holo Clefables are relatively easy to get (compared to holo Basic Sets) Weaknesses: -Clefairy is fragile -Only "damaging" attack is Metronome, which means your opponent also has that attack Ratings: Clefairy: 7.0 (too fragile) Clefable: 8.0