Pojo Note: the reviewers got these to me in
time for Halloween ... But I didn't post them on
time ... Pojo :-(
Ratings are based
on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Heidi Craig
Dusclops
When you play this card it creates an ire feeling in your
opponent. They seem to lose focus on the game and find themselves
starring at Dusclops almost like they are in a trance. Which
gives you a big advantage when using the attack Judgement. Simply
roll the dice, flip any tails to heads for a KO every turn. Your
opponent will be so distracted by the Dusclops they won't even
notice. There is only one danger when using this card. If both
opponents are using Dusclops, it creates a game where either
player is able to focus. I recommend using caution when chosing
to use this card because if both players are able to get out
Dusclops it could create a game that takes hours to end. This
card is usually powerful in all formats but only if your opponent
isn't using it.
Heidi
Pscyhup
At first I thought today's CotD
would be Cacturne, but now its Sceptile (non-holo) so its all
good. This Sceptile reminds me of Venasaur and meganium.
Venasaur's Power, and Meganium's Retreat cost. Then again it has
an attack something like, erm... Expedition nonholo Venasaur.
Let's take a look at this card's spoiler.
Sceptile [G] 100 HP
(POKE-Power) Energy Trans
As often as you like during your turn before you attack, you may
move a [G] energy card from one of your Pokemon to another. This
power can't be used if Sceptile is affected by a Special
Condition.
[G][C][C] Tail Rap 50x
Flip 2 coins. This attack does 50 damage times the nmber of heads.
Weakness [R]
Resistance [W] -30
Retreat Cost [C][C][C]
Let's take a look at this card and break it down into its
components. Its power is a great remake of an old Power. It allows
less energy to be played, and it used to have a Pokemon Center
combo written all over it. Now that's changed and come down to
Pokemon Nurse in Modified. This is a great card that allows
different things. First of all, it is a better version of Base Set
venasur in unlimited. The HP is the same, but the added water
resistance makes Blastoise's max damage capped to 30, and even
weakens cards like Wailord ex. The one extra retreat may be a
problem, but in unlimited, the energy trans can't be bad. You can
either transfer energy to attack, or just transfer to retreat, or
even stall by transfering off and using a healing card like
Pokemon Center. Of course this card still isn't that great in
unlimited, being a stage two with a basic that's a one-hitter from
buzz/promo mewtwo/scyther with a pluspower.
In the new modified format, this card can be comboed with the
other Sceptile, or even the future Sceptile ex. The attack is
hardly useful, but its power can be combined with something like
Pokemon Nurse to heal chansey ex and get the energy right back.
One slight problem though. Treecko is a one hiter from combusken,
so you need to watch out for the Rare Candy, and the Gusting power
(warp point, Pokemon reversal) because even if you can Town
Volunteers it back into your deck, its not good giving free
prizes. This isn't like trick or treating when everything's free.
Water resistance is good, Wailord ex can only hit it for a mere
70, and with a lot of popular ex pokeomn weak to grass and
lightning, this thing will get a run for its money.
Will this become an instant archtype? My answer is no, because if
the weak attack. In this new format, heavy hitting early is
crucial to set up for late game success. If this thing averages
50, and can sometimes even do 0, this is a card that I may pass
by. Remember, sometimes in the late game and you only need 30 more
damage to KO their Pokemon. You don't want to risk losing in that
25% chance of getting 0 damage. That's the same amount of chace as
getting rogued (something that has never happened to me), and you
know how Cronconaw88 lost the St. Louis Gym Challenge...
Of course after taking a look at its negative side, I need to see
some viable combos. Besides the fact that I am sleepy while
writing this, I can see combo written all over this card. Like
Swampert, This guy gives you energy compatability, meaning you get
moving energy, or extra attaches. Blaziken is a card that goes
only with Fire (imo), but Swampert and Sceptile (nonholo) can fit
any type of energy, which probably is a good thing. Fire weakness
is something to watch out for. fire is going to be huge, and with
nothing like Feraligatr to supress its power, there really is a
big threat to this card. With the arrival of Cargo ex, and a bunch
of new fire Pokemon including the new Magma ones, this Sceptile
may be out fo the cut. Still, if you're a Sceptile fan, this isn't
the worst card to put faith in.
Unlimited: As I said above, basically a Venasaur with a weaker
attack, one more retreat, and an added resistance bonus. How good
is Venasaur? Well it was an archtype, that is now rarely seen.
This card shouldn't awaken the Energy Trans back to Unlimited.
1.5/5
Modified: Yes, may combos. A lot of cards use colorless energy,
and moving energy can be vital, like getting that extra energy on
Delcatty for that 10 more damage KO. Other times, it loses the
game for you because your opponent switch your dice with all odd
dice. Oh well. Its not that great, but a decent archtype. 3.5/5
Draft: Great in draft if you get it out. Energy trans comes in
very handy and powers up attacks in a backbreaker. Its just the
fact that you may not even get one of these things in your packs,
and you might not get enough Treecko, and if Treecko get KOed with
40 HP, its all over. 1.5/5
Thanks for reading!
--- psychup2034
Thundachu
Hedge
Dusclops
HAPPY HALLOWEEN everyone!!!!!!!!!!
Anyway, sorry but this is going to be a very short review because
I’m pressed for time tonight. Dusclops: I’m not fond of this card
because it’s too flippy and has low HP. Sorry Dusc.
Unlimited: 0/5 – Not a chance. Excuse me? Weak to Dark? What did
you just say????
Modified: 2/5 – Get luck and OHKO their Wailord ex lol.
2 on 2: 3/5 – I guess you could use it’s second attack more here
if you can keep it alive.
Draft: 3/5 – Good Card in draft; low cost, potentially mizer first
attack, if they get one big man powered up, then you could hope
for two heads to bring it down ~_^
~Coolhedgie
Bullados
Ralphy
Ralphy-
Knock, Knock.
<Man opens door.>
"Trick or Treat" says Ralphy dressed as the Independent
Investigator out Poughkeepsie New York.
"Oh, you all look so cute, let me go get my candy" the man says.
<Hands me some candy>
"Eww, apples, get em Dusclops." "Use Random Curse" says Ralphy.
<Flips two heads>
<Knocks out man and raids his house of all valuables>
<Let's out bone chilling hackle as Dusclops returns to Pokeball>
"Ha, give me an apple" Ralphy says as he goes to the next house.
Just a little Halloween fun. Today, the 30th is actually called
All Hollow's Eve. Not that you need to know that. In any event, I
really love Dusclops. Read on to see why?
Unlimited- Boy do I want to give this a good rating, but I just
can't. Darkness weakness is twisted yes, but not good, no. No
matter how good this card may be, Sneasel is the most popular
Unlimited Poke, and Sneasel could take Dusclops down from a
wheelchair. 1.25/5 here.
Modified- Now I like it. In the current Modified, there is not
that much darkness to be weary of. But, many darkness Pokes are
better then they should be, so in the case of Dusclops against a
dark Poke, Dusclops should be careful, very careful. For a purple
energy and a colorless, you flip two coins. And if both are heads,
the Defending Pokemon is knocked out. With 200 HP Pokemon running
around I would take that chance. The 2nd attack is great. For a
purple and 2 colorless, you can do 50 damage. Nice so far right?
Well yes, but you get to spread the damage on any Pokemon how ever
you want. Dropping this late game can be devastating. The HP is a
little low though, so a 3.75/5 is what I am giving.
Limited- Nice here. Darkness energies are tough to draft, so other
people wouldn't really be drafting. But then again, it's not
completely safe. The 2nd attack is really nice for late game
clean-up as your opponent will have a lot of damaged Pokes that
they thought were safe. The first attack is pretty useless as
there will be a lot of 70 HP and under Pokes, but hey, if you
wanna risk it. Be my guest. 4/5 here.
Patriarch
Oooooh! Although Band is a harsh
mistress to one's vandali...errr, Trick-or-Treating, I still get
to review a neat card from the latest expansion. Hehe...heh ^^""
This Ghost Pokemon's attacks are interesting. Random Curse is
fair, and since it deals damage COUNTERS, it gets past pesky Dark
Pokemon with pesky Psychic Resistence. Judgment is also neat,
because (although the odds are low) it can directly knock out your
opponent's Pokemon!
Unlimited (2/5): Although it can potentially knock out ANY Pokemon,
it can't hold its ground in reality. Duskull is not large enough
to keep himself afloat, so you'll probably not get to this guy,
either.
Modified (3.25/5): Better here. However, I get the feeling that
this is more of a desperate move to make, rather than the basis of
a whole deck. It could make good support in the right deck, but if
you have too many of this guy in your deck, or count too much on
lucky flips, then you're sacrificing prizes.
Limited (4/5): VERY fast here, and can easily handle most things
that are sent out against it. It can either set the stage for
another Pokemon, or totally DOMINATE alone! A cool thing to have
in Draft, and a very useful thing in Sealed.
Now, before you go torturing the old hermit two houses away this
Halloween, remember this: ghosts are dead, so they can't hurt you,
and the guys dressed up with sheets over their heads are wimps! =P
(realizes he's one of those people).
~Patriarch
pERfeCt0nE
Otaku
Shadow from the grave
Pronounces fatal judgment
Its eye pierces all
-Joseph M. Lee *cough-hack-cough*
Name: Dusclops
Type: Psychic
Stage: 1 (Evolves from Duskull)
HP: 70
Weakness: Darkness
Resistance: Fighting
Retreat: C
Attack#1: (PC) Judgement
Flip 2 coins. If both of them are
heads, the Defending Pokémon is Knocked Out.
Attack#2: (PCC) Random Curse
Put a total of 5 damage counters on
all Defending Pokémon in any way you like.
Name: Duskull
Type: Psychic
Stage: Basic
HP: 40
Weakness: Darkness
Resistance: Fighting
Retreat: C
Attack#1: (C) Surprise
Choose 1 card form your opponent’s
hand without looking. Look at the card you chose, then have your
opponent shuffle that card into his or her deck.
Attack#2: (P) Confuse Ray
Flip a coin. If heads, the
Defending Pokémon is now Confused.
Name: Duskull
Type: Psychic
Stage: Basic
HP: 40
Weakness: Darkness
Resistance: Fighting
Retreat: C
Attack#1: (P) Haunt
Put 1 damage counter on the Defending
Pokémon.
Attack#2: (CC) Dark Mind [10]
Does 10 damage to one of your
opponent’s Benched Pokémon. (Don’t apply Weakness and
Resistance for Benched Pokémon).
Happy Halloween… or at least, it
should be if this goes up when it’s supposed to. ;)
Attributes: Dusclops is
a Stage 1 Psychic Pokémon. There is only one Dusclops currently
available, so we’ll move on. Until recently, most Stage 1 Psychic
Pokémon were pretty weak, but with the last few sets even those
with a further Evolution have been getting a lot stronger. Most
Psychic Pokémon are “specialists”, doing something nothing else
does, and Dusclops more or less follows suit. As such, it doesn’t
really compete with anything, but can compliment them in a deck.
Dusclops has 70 HP, the minimum
acceptable HP for a Stage 1 Pokémon: anything less is a
disadvantage. Weakness to Darkness is fairly nasty-possibly the
only weakness that will always stand out amongst the rest. Why?
Damage bonuses from Darkness Energy are applied before you
calculate the extra damage from Weakness. So against something
weak, each Darkness Energy gives 20 extra damage. x_x So the new
Murkrow and Sableye’s second attacks would each do a base 40 for
(DC), but if a real Darkness was used, it’d be a base 60.
Two real Darkness Energy cards would yield a base 80! I doubt
you’d see much more, but that is more than enough there. Fighting
Resistance is pretty nice: Fighting TecH should be common, given
the amount of Fighting-Weak Colorless Pokémon in supporting
roles. Resistance shuts down most basic Fighting Pokémon. OF
course, I am just glad it has a Resistance at all. The retreat
costs a mere single energy of any type. This is the second best
retreat cost, and is wonderfully easy to pay (particularly in
Unlimited with Recycle Energy). You should be able to save the
various benching cards (Switch, Warp Point, and the like) for real
emergencies.
As a Stage 1, Dusclops must evolve
from something. Sadly, its basics seem rather weak and under
powered. Duskull have the same bottom stats as Dusclops… not too
bad. However, they nearly halved the HP: a mere 20 means that
many Pokémon could KO them in just two hits, and most Evolutions
will do it in one. The attacks are also a mixed bag. Surprise is
indeed a nice surprise: some elusive hand disruption. It is
random though, so it would only be really nasty if combined with
other hand disruption, like Desert Shaman and SK Crobat. Its
second attack is just pathetic though: (P) should buy 10 with a
flip at Confusion. Auto-Confusion is only (C). Confusion can be
nice though: with luck, you not only hurt them, but keep them from
hurting you. It’s still over priced, though. As for the other
Duskull, its attacks are both fairly priced, but lack synergy. As
such, it’s really your choice as to which one to run. I do
recommend Rare Candy though, since neither seems worth the risk of
remaining basics longer than is required.
Abilities: Judgment is
reminiscent of Fissure from the GB game, only this is more
accurate-Fissure has an accuracy of 20%, but two heads from two
flips should occur 25% of the time. It’s a nice, chaotic attack
though: only things that can prevent effects of attacks are safe
from it. This is why I call it chaotic (as opposed to just flippy):
since it’s an “auto-KO” on two heads, it doesn’t matter how much
HP or Metal Energy is left. Random Curse is fairly good as well:
damage placement also short circuits numerous defenses (most
commonly Metal and Resistance). Being able to divide the counters
amongst the Defending Pokémon means you can avoid waste in 2-on-2
matches. 50 damage would be good for PCC (which yields 35), so 5
counters are as well. Both attacks need only one of their
energies to be Psychic, making this card easy to splash into
another color deck. This even makes it possible to power up in
Unlimited: you can use Recycle Energies to pay for the bulk of the
cost, and SERing Recycles is incredibly annoying. Of course, this
means you’d probably only be able to attack one between removals,
but I some ideas to get around that…
Uses/Combinations: X
Accuracy. =P Seriously though, for Unlimited you could use this
with Sabrina’s Alakazam and Slowking –it may seem insane running
two Stage 1 and a Stage 2 Pokémon, but if it works you have a very
interesting beast: an 80 HP monster that between massive 60 damage
shots has a 25% chance of simply OHKOing anything! Well… barring
those “prevent all effects of attacks done to” abilities that
certain Pokémon have. You an also use the various Sabrina support
cards… which includes Sabrina’s ESP which let’s you re-flip all
coins used in an attack (replacing the old result). That gives
you a much better chance of KOing something… Okay, it’s not a
tournament caliber deck, but it looks fun. =P In modified,
consider using this to counter Metal and Resistance, or big,
annoying Pokémon ex: hey, a 1 in 4 chance of taking two prizes is
great! If you are looking for a Psychic Powerhouse, though, this
is not a good choice: after all, its attacks won’t be able to
exploit weakness. =P This cards greatest strength is its
uncertainty-no matter how good you are, the person playing this
could eat you alive.
Ratings
Unlimited: 2/5-You run this, it
basically is for fun… though the sheer randomness of it could net
it some wins.
Modified: 3/5-I loved Chaos Gym
in Unlimited because of the randomness it forced on people who
obsessed with control… so for bringing a similar X-factor, I like
this card. It probably won’t make a good deck focus, but as a
fall back or opener, it could be pretty good. I love how it makes
the opponent sweat worrying that their Steelix or Wailord ex will
be an easy OHKO. Crazy. Beautiful, but crazy.
2-on-2: 3.25/5-The ability to
avoid wasting excess damage by placing it how you wish it pretty
nice. Other than that, all the same strengths it had in normal
Modified.
Limited: 3.5/5-If you can get
this, it can be pretty useful-in a set with a lot of strong
Fighting (particularly in this format), that Resistance should be
great. Add to the fact that it will be hard for most Dark Pokémon
to power up decently, if at all. The lower initial damage level
and HP of the basics you encounter mean that you’ll have a few
chances to use Judgement (which is misspelled =P), and Random
Curse can probably OHKO a lot of Basics.
-Otaku
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