To start off, let me
say I buggered up royally yesterday. Having just
reviewed Manectric, I guess it was stuck in my
head, as I talked about it in combo with Wailord
ex and not the real choices: Sandstorm
Elekid and and Electabuzz ("Best" Promo or
Sandstorm). Manectric can only nab Lightning
Energies with its first attack, but Elekid's first
attack is Gather Energy, which for (L)
let's the Elekid search the deck for a basic
Energy card and attach it to 1 of your Pokemon.
It then has the new Baby Evolution Poke-Power that
let' it "evolve" into an Electabuzz, counting as a
normal evolution (thus removing Special
Conditions) but also heals all damage that was on
Elekid. This works with Wailord ex
thusly: if you cans et up with an active Elekid
and benched Wailmer, you can power them up
simultaneously, then before Elekid is KO'd (a
small opening), you can try to "evolve" it into
Electabuzz to give yourself a cleaner and avoid
giving your opponent a quick prize. Tricky, but
the best way I can think of to play Wailord ex in
Nintendo-only and possibly with the WotC E-card
sets (there are some other options in there). I
also forgot the full text for Super Deep Dive. >_<
Okay, now for today's
show:
Name:
Linoone
Type:
Colorless
Stage:
1 (evolves from Zigzagoon)
HP:
70
Weakness: Fighting
Resistance: None
Retreat:
None
Attack#1: (C)
Sniffout
Put any 1 card from
your discard pile into your hand.
Attack#2: (CC) Fury
Swipes [20x]
Flip 3 coins. This
attack does 20 damage times the number of heads.
Again, let's see
exactly what is in a name. There is one other
Linoone currently available, from Ruby & Saphirre.
it is very similar to this one, except for three
things: it's retreat cost is (C), its first attack
selects 2 cards from your deck and not 1 from
your discard pile, and its second attack is 40x,
where the "x" is the number of heads from flipping a
coin until it comes up tails. It was reviewed at
this site on 8/19/03, and recieved mixed marks. As
for me, I see it being incredibly useful in E-on
Modified (Expedition on up) and practically a staple
for Exon (Nintendo only sets; EX Ruby & Saphirre and
up). This both helps and hurts this version of
Linoone. The downside is, of course, as you can
only have four cards named "Linoone" in your deck,
that you can thus only total 4 of these guys
together. So running more of one means less of the
other. The upside is that you can run one or two of
each of them and then three to four Zigzagoon (which
they evolve from), which is much less deck space
than we would need if this was, say, a Clefable.
Now we notice that this is a Colorless Pokemon. In
terms of attacking for damage, this is not good: in
formats where they are allowed, Unown N and Sprout
Tower can drop its damage by 30 each or a total of
60 together! Fortunately, this card is not one to
use for damage. There is no natural
Weakness/Resistance to Colorless Pokemon currently,
which tends to balance out. As a Stage 1, we of
course need to have its Basic stage in the deck to
play it (other than Brock's Ninetales, which is only
legal in Unlimited). There are two Zigzagoons: both
are Colorless Basic Pokemon with 40HP, Fighting
Weakness, no Resistance and a Retreat of (C). There
is an obvious choice here in my opinion though: the
RS version has Fury Swipes, an okay attack, but the
Sandstorm version has two attacks, a straight 20 for
CC from Headbutt and you can draw a card for (C)
with Collect. As such, I would go with the
Sandstorm version as even if you max out and do 30
with Fury Swipes, it won't KO many non-Baby
Pokemon(original WotC versions). Better to get a
card or be able to do a soild 20 a turn if you must
attack with it. As for Linoone's own HP, it has 70,
the minimum acceptable for a Stage 1 (anyless and
its to easy to KO even sans Weakness). Sadly, it
suffers from Fighting Weakness, possibly the worst
Weakness in any Format. There are so many Fighting
Pokemon that can be tossed easily into any deck. It
has no Resistance, which I find poor, since the
former choice for colorless, Psychics, are seeming
so strong that it would no longer hinder
them... however, TPC has done more research on this
than me, so I probably should leave it to them. ;)
Linoone does have a free retreat, which is off
course the best retreat. Linoone's first attack,
Sniff out, is a powered-up Item Finder. You have to
use up your attack for the turn, of course, but it
can grab any one card from your discard pile, and
has no discard cost to use. As I learned against
one of those cra... er... "kooky" Unown decks,
getting Trainers back from the discard, even in a
Format with relatively weak Trainers, is fantastic.
take something that is normally pretty bad, like
SER2, and make it useable, or a good but balanced
card like Bill and make it seem broken. Since a
used Trainer will of course return to the discard,
you can grab it back each turn to use again and
again. This can also nab back precious Special
Energy cards and of course Pokemon as well. The
only downsides to the attack are that it is an
attack, so you won't be damaging your opponent and
you'll have to wait to use the card you grab, and
that a card must of course have gone to the discard
to be a viable target. Fury Swipes, while flippy,
is a good attack. This version is priced to average
20, but it actually averages 30, which should cost (CCC).
Its attacks are also both colorless (which I am sure
you already noticed) and thus it can be used with
just about anything (which I am sure occurred to
you, but some people may not have had their morning
coffee ;) ).
So, why and how to
use this? Seems to be that the RS version of
Linoone is a pretty solid Pokemon, just like this
one. I think that they would work well together.
Use the RS-version's attack to nab every nasty card
you have, then change to the Sandstorm version to
re-use said cards. This can be quite powerful: as
stated earlier, Trainers like SER2 aren't so bad
when you can use a single copy once a turn for 4
turns. On average, that would be 2 failures, once
removing your own energy (no big deal if you plan it
right) and once removing all your opponent's
active's energy. Doesn't sound like a big deal?
Imagine if its a fully powered (as in 4 of that
energy type) Dark or Metal Pokemon, let alone
something like Camerupt that's loaded for a good 3-5
repeated blasts. Otherwise you can resurrect a
useful bit of TecH or nab all those Darkness
Energies Sharpedo lost.
Ratings
Unlimited: 1.5/5-It's
abilities are still fantastic, but so many things
can OHKO it without Weakness or Plus Powers, and
ever heavily played offensive Pokemon can and will
OHKO it if we do factor those in.
Modified (Neon w/Nintendo):
2.5/5-If it weren't for Tyrogue, then... well, we
still have Fighting basics with inexpensive attacks
that can be splashed into nearly any deck, so it
would still be hard pressed to live long enough to
use its attack more than once.
Modified (LC/Eon):
3/5-here is where you tend to be able to pull things
like the "infinite" SER2 trick mentioned above. You
could combo it with Expedition Vileplume so you
could do some damage (with its poisoning Poke-Power)
while recycling some nasty Trainers to keep your
opponent off balance (this can be played in Neon but
works better here).
Nintendo Only:
3.5/5-This will go up if we some some better
non-Supporters. Still, its great for decks that run
Special Energies. Comboed with its RS sibling, you
get "free" Computer Searches and Item Finders.
There are also much fewer free retreaters so it can
be more useful here for that and its attack.
Lastly, the slower pace means you can probably keep
it alive a little longer if it shows up earlier.
Draft: 4/5-take
that one really cool thing your drafted and re-use
it! Without that attack, it still is nice as an
inexpensive attacker with a free retreat.
TMP:
3/5-Having a partner
to keep up the attack and help heal you means you
can take the best Trainers of Neon Modified and use
them over and over again.
2-on-2:
3/5-there is twice the chance the the opponent's
active will be able to hurt you badly.
Please note that if I
make a mistake I will include a small correction in
my next CotD.
-Otaku