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Here's one of the
better cards from Aquapolis. This new Jumpluff continues with
the Jumpluff trend of having attacks with a requirement of one
Energy, and with the free retreat cost and 70HP. Its resistance
has changed from resistance to Fighting to resistance to Water,
which is interesting.
Its Poke-Body,
Fluff, is plain annoying. When Jumpluff has at least one damage
counter, you need to flip a coin in order to damage it or to
somehow affect it. What's more, Fluff can also be used if your
opponent attacks Jumpluff when it is on the Bench. And, to add
to the annoyance, since Fluff is a Poke-Body, it's not turned
off by Special Conditions. However, you need to somehow damage
your Jumpluff, but that's where Rainbow Energy comes in. Rainbow
Energy provides you with the one damage counter you need, as
well as with the Energy requirement for Cotton Punch, its only
attack. Add in the mix cards like Focus Band and Pokemon Center,
and you have a really annoying combo which could make even
Magcargo sweat.
Unlimited: It's not
bad in Unlimited. You could build a deck with a heavy Removal
line, and you could play very few Energies. True, you'd have
some problems beating Steelix, since even if you SER it
continuously, you'd need to flip 2 heads for Cotton Punch if you
wish to even do some damage to it. And when you DO manage to do
it for a few times, there's always a Gold Berry or a Healing
Field to thwart your plan. Still, it's probably the second-best
Aquapolis card for Unlimited (after Scizor, of course).
3/5
Modified: It's nice
here, too. Resistance to Water is not a bad thing to have in
this format. Pichu can also help Jumpluff by doing damage to
Entei/Magcargo. Yes, it also damages your Jumpluff, but it also
triggers Fluff to work, which could be an interesting combo.
Some people also use Aquapolis Espeon with Jumpluff, so that you
could Energy Return your Rainbow Energy from Jumpluff before you
Pokemon Center it, and then reattach it to reactivate Fluff. In
my opinion, Jumpluff wouldn't stand a chance versus Steelix, and
even versus Scizor (despite not having a Grass Resistance) so
I'd use a splashable Fire Pokemon with it. A good card.
3.5/5
Draft: If you manage
to get it, it's good. However, you need to get it through
Aquapolis Hoppip and Skiploom, so make sure you drafted some of
them. Aquapolis Skiploom, in particular, isn't bad at all. And,
since healing in Aquapolis is so rare, Jumpluff's Fluff presents
itself as a desirable thing to have in an Aquapolis Draft. Its
Water Resistance is nice against all those Water Pokemon in this
set too. And it's SO EASY to power up. :) Again, its Rarity
lowers its rating a little bit.
3.5/5
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