Name: Cacturne
Color: Grass
Type: Stage 1 (evolves from Cacnea)
HP: 80
Weakness: Fire
Resistance: None
Retreat: C
Poké-BODY: Poison Payback
If Cacturne is your Active Pokémon and is damaged by an
opponent’s attack (even if Cacturne is Knocked Out), the
Attacking Pokémon is now Poisoned.
Attack#1: (CCC) Feint Attack
Choose 1 of your opponent’s Pokémon. This attack does 40 damage
to that Pokémon. This attack’s damage isn’t affected by
Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other
effects on that Pokémon.
Attributes: There is only one Cacturne, so it
doesn’t have to worry about “competing” against itself, but
won’t something you could toss into a pre-existing Cacturne
deck. There are many Stage 1 Pokémon to compete against, and
many Stage 1 Grass Pokémon, so this isn’t going to make it into
a deck by filling that niche. It does have a solid 80 HP to
keep it going. Sadly, it has Fire Weakness and no Resistance,
which is pretty bad. Fire Weakness itself isn’t too bad: most
big Fire Pokémon will end up “over-killing” you with their big
attacks, as they tend to only have one big attack or one big and
one much smaller back-up. Last bottom stat is retreat: a
retreat of one, while getting more common on Stage 1s, is still
excellent: it is, after all the second best retreat score in the
game. ;)
As usual, I feel I should address the basic this evolves from.
In this case there are two:
Name: Cacnea
Color: Grass
Type: Basic
HP: 50
Weakness: Fire
Resistance: None
Retreat: C
Poké-BODY: Poison Payback
If Cacnea is your Active Pokémon and is damaged by an opponent’s
attack (even if Cacnea is Knocked Out), the Attacking
Pokémon is now Poisoned.
Attack#1: (C) Light Punch [10]
And
Name: Cacnea
Color: Grass
Type: Basic
HP: 50
Weakness: Fire
Resistance: None
Retreat: C
Attack#1: (G) Poison Sting [10]
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
Both are solid Pokémon basics (since they are meant to evolve),
but I must go with the first one, as it just needs to be damaged
to Poison and it’s attack can use any energy. Having the same
Poké-Body makes for good synergy, since it is bad enough on a
“puny” basic’s Poke=Body, but you can evolve without losing it.
Abilities: Cacturne has some useful tricks. Its
Poké-Body isn’t too bad in general: with the restrictions on
retreat under Nintendo rules, all the Special Conditions are
harder to shake. There are also cards you can combo with to
make it even more difficult to cure. Still, most players will
“tough it out”, and probably nab a prize before their Pokémon is
KO’d. So in most cases, the Poison will not discourage
attacks. Fortunately, Cacturne’s attack is the infamous “Feint
Attack”. This is an improved version of the attack made famous
by Murkrow: “improved” meaning it ignores all effects on the
selected Pokémon. This effect used to only pertain to the
Defending Pokémon, but now it works on the Bench as well. While
more expensive than some past versions in terms of energy count
(three versus two for Murkrow), can use any color energy to fill
the requirements. I believe this is also the strongest version:
it does a whopping 40 damage! That’s 20 more than Neo Genesis
Murkrow and 10 more than the Holo-Rare Neo Discovery Umbreon,
but with nary a colored energy.
These abilities compliment each other: you focus on KOing their
bench with Cacturne, while the suffer from Poison damage for
attacking you. It also makes retreating out of Poison a foolish
idea, as you’ll just nail them on the bench.
Uses/Combinations: Given that Feint Attack still
doesn’t apply Weakness or Resistance, the idea of using this to
splash in Grass is kind of pointless. =P Instead, this Cacturne
is used for its Feint Attack. 40 damage is enough to KO a
handful of basics that belong to Evolution strains. Evening
weakening them is useful. 40 is also good enough to most any
Pokémon in three shots. For formats where either a “hit and
run” strategy is popular, or where a “Big Metal” deck is strong,
this has a lot of possibility: two shots from this and a Scizor
is toast! Some useful ways to maximize the effectiveness of
Cacturne are cards like Broken Ground Gym, Rocket’s Training
Gym, and Mirage Stadium are good options to make retreating
hard, as are Trainer denial cards like Chaos Stadium or Neo
Genesis Slowking.
The lack of colored energy is very nice: there are many Special
Energies that are Colorless, even in Modified. You can use Rare
Candy and a Boost Energy for a surprise Feint Attack. The
colorless requirements also make it easy to splash into any
color deck. One possible combination is with Sandstorm Arcanine
and/or Sharpedo: both can combo nicely. One last little trick
might be with some large scale bench damaging Pokémon. For
example, either Skyridge Forretress. Getting another 10 to 20
damage on each benched Pokémon should set up a lot of easy KOs.
Ratings
Unlimited: 3/5-not necessarily archetypal, it still could
be useful in some rogue decks. Given the propensity of people
to run decks that focus on small basics, the Feint Attack/Poison
combo could add up quickly.
Modified: 3.5/5-a little better here, as you don’t have
to worry about quite as speedy of attackers or reliable energy
removal.
2-on-2: 4/5-Combo it with something like Cradily, and
really tick people off. >:D
Draft: 4.5/5-Nasty here. Poison is a big threat when you
lack Switches and the like. Also, injured Pokémon tend to build
up on benches, and a few Feint Attacks will net just as many
prizes. Let’s not forget it can go in almost any deck, and the
Cacnea you’d want to draft (that also has Poison Payback) also
goes in any draft deck (I ran into just last Saturday -_-)