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Back to Pojo's Pokemon Site
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Pojo's
Pokemon Card of the Day
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Machamp
- Expedition
Ratings
& Reviews below
Ratings are based
on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Croconaw88
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Tuesday: Machamp
The Pokedex like power isn't that useful.
Great HP for a stage 2. In Standard It just takes to much energy
to power up and is easily SERed/ERed. In Modified with out DCE
it's just to slow. If you can get it powered it can be very
powerful. It's so weak to Espeon/Slowking it's not even funny.
Standard 2/5
Modified 3/5
Draft 3.5/5
~Croconaw88
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TwInSeN21
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Machamp
120HP was the first thing I noticed about this card. So far so
good. The two retreat cost was also a surprise as usually these
Stage 2s have three retreat cost.
Terraforming is an AMAZING Poke-Power. The ability to keep on
using a free Pokedex (almost!) every turn is simply powerful. You
can get that winning card 4 turns earlier. That's a lot of
advantage.
Iron Fist can possibly do up to 110 damage for just 4
Energies. Not bad if I say so myself. You need to flip a coin and
somehow get some damage on a bunch of your Pokemon. That's
why it's not as a good attack as people thought.
In Unlimited, you have DCE so that Machamp can start
attacking turn 3. However, that also means that you would have to
deal with a rain of ERs.
In Modified, it's decent. I would just use it for the Power
though.
In Draft, it's great! Power is amazing. Attack would also be great
in the late game, when Machamp is most likely to show up anyway.
The lower Evos are decent in draft too, making it quite
playable. The problem is getting it out though.
Unlimited Rating: 3.3/5
Modified Rating: 2.8/5
Draft Rating: 3.5/5
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John
Hornberg
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I like this Machamp, it has a useful
Pokemon Power, and an attack that has the potential to mow down
your opponents pokemon. Hisa Pokemon Power will help you get
to the cards you need as soon as possible without having to draw
them (Drawing them is nice.... This is the difference
between Radio Tower and this Machamp: the Machamp hits for
lots of damage and has a Pokemon Power tacked to him as well,
Radio Tower, on the other hand, sits there, and looks vacant.)
His HP is high, giving him the ability to take some blows, as well
as dish them out. On top of that, he has a retreat cost of
CC, which is a major contrast, and a huge advantage for this card.
He can retreat fairly easily, without doing too much harm.
Machamp has two things going against it: it's fighting, and
it's a Stage 2. The fact that it's fighting hurts it because
there is always something in a format that hoses that type, in
this case, there's too many fighting resistant pokemon. In
past formats, Promo Mewtwo was too much of a force. Still,
in the new Modified Modified Format or Neon as I've heard it
called(Pokemon's major problem - pet names to formats. Just
give them names, Extended, Type II, and such, like Magic) Machamp
should be a force, especially with the Trader to find him, and the
Breeder to get him out.
MM Format - He gets out, he probably wins. A Poke-Power that
is highly useful, and an attack that can be severely devastating
against the metagame, which has shown itself to be 99% Slowking.
A 4 out of 5.
Standard Format - He's far to slow, and he doesn't tango well with
Rocket's Zapdos or Promo Mewtwo. A 2 out of 5.
Draft: Tri Evolution, doesn't sit well with me. Good
if you can get a hold of the lower forms though. A 2.5 out
of 5.
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Lord Gothmog
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Mmm...E-cardy. Er, Expeditiony,
I mean.
In unlimited, if my memory serves me
correctly, Energy Removal is still a staple. That kind of hoses
Machamp for attack purposes. Although, with the right
trainers(Lass, Chaos/Eco/NR Gyms) it might actually be worth
risking the ER's. 50 for FFCC, then up to 110 on heads? Not too
shabby at all. With 120 HP, it's sticking around for quite some
time as well. I have to give it 2.3/5. This is tentative, because
I haven't seen it played yet.
In modified(note: this is the new modified;
I won't be doing old modified reviews anymore, even though I like
that format more), I think fighting might be getting a shot in the
arm. This card rewards you for using Earthquake-like attacks, and
something tells me there's a card that does that in this set.
Enough Foreshadowing. Up to 110 for 4 energy. No downsides?
Discard, no, tailsfails, no...I think we've got a winner here! The
power also helps things along, sorting the cards you need to the
top, where they can be Bill'd into hand or whatever. It's big and
mean. I will say 3.8/5. The damage potential is awesome, with
guarunteed 50. Good stuff.
In limited, I'm not sure this is a
Draft-Friendly set. Taken out of that context, it's not too bad.
Stage 2's aren't always easy to get out, but I've done it before.
And this is a doozy. I'll say 3.4/5 here.
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