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          Otaku | 
              
               
                This is being written 40 minutes 
                after I should be sleeping.  Hope it makes some sense. 8-} 
              
                  
              
                Name: 
                Super Energy Removal 2 
              
                Type : 
                Trainer Card 
              
                Text: 
                Flip 2 coins.  If both are heads, discard all energy cards 
                attached to the Defending Pokemon.  If both are tails, discard 
                all Energy cards attached to your Active Pokemon.  If 1 is heads 
                and 1 is tails, this card does nothing. 
              
                  
              
              This is one of those cards that 
              tell you that normally, energy removal capabilities are strong.  
              Why?  We have a remake of a once formidable card that has, for 
              lack of better term, been de-clawed and spayed or neutered. @_@ 
              Comparing them, we had the original ER and SER (I'll comonly refer 
              to both together as S/ER), which were commonly played.  For a card 
              slot, you could nuke one energy from an opponent's Pokemon of your 
              choice.  This worked because you were allowed to play as many 
              Trainers as you had (barring effects that said otherwise) per 
              turn, while your opponent, under normal circumstances, was limited 
              to one energy per turn.  So it was a "fair" one-for-one trade-off, 
              it set your opponent back a turn and was nothing to you.  For SER, 
              you paid an even 2-for-2, buuuuuuuuuuuuuuut had the advantage of 
              setting your opponent back two turns, and when played right, 
              yourself none.  How's that?  In Unlimited, Pokemon were chosen for 
              power and energy efficiencey.  Since you were prepared to lose an 
              energy, this meant you were bascially two turns ahead of your 
              opponent.  Now, add in that you could play, without card 
              recycling, 4 ERs without a problem, and with some forethough 4 SER 
              too.  Well, energy removal is an important part of the 
              environment.  Yes, too much of it ruins the game, but so does too 
              little.  Some monsters end up being too powerful once they get 
              going.  Imagine the dread "Encargo" deck if Neon Modified had ERs 
              available.  They "Howl", power up, then you'd strip them down 
              before they could attack.  So obviously the old removals were too 
              powerful for the game as it was meant to be.  So they come up with 
              two new removals, one of which was this SER2.  As I tried to imply 
              with my opening, they went too far.  It starts out promising.  2 
              coin flips.  This means that the card can be more than a basic 
              "tails fails" card.  A successful use is amazing.  While 
              restricted to just your opponent's active, it removes all 
              that actives energy!  take that mister 
              "attached-(R)-and-Howled-for-another-5"!  Sadly, they then 
              buggered up what that ability shoudl cost you.  The removal only 
              occurs on 2 heads.  On two tails, the card 
              removes all your actives energy.  That can be a pain, but can be 
              worked around.  Have something with like a single energy you can 
              replace, or that uses no energy, or that can retreat for free to 
              something else.  Then they went insane.  On a result of one head 
              and one tail, which is half the time, the card does aboslutely
              nothing!  This would be bad enough, but the fact 
              that this card thus only benefits you 25% of the time, makes it 
              more or less an e-card compatible coaster.  They could have 
              balanced it countless other ways, using tricks they helped other 
              cards, but no, not only us it flippy, but if it does something, it 
              is just as likely to do to you what you wanted to do to your 
              opponent! 
              Is there any hope for this?  Well, 
              sort of.  Using proper preparation, you can minimize the cost to 
              yourself.  Also, more cards that can recycle Trainers are popping 
              up, and combined with preparation, can make this somewhat potent: 
              in formats with little removal.  Then it can become a powerful 
              tool for, say stripping a Rampaging, 4 Metal Aggron ex, 
              possibly crippling such a deck. 
              Ratings 
              Unlimited: 
              1.5/5-If you need even more energy 
              removal, and have maxed out on S/ER, then this might be useful. 
              Modified (Neon): 
              1.75/5-Here, with removal being more potent and rare, it is more 
              useful... but it backfires or does nothing so often that it can't 
              truly shine. 
              Modified (LC/Eon): 
              2/5-Less options and some energy hogs in top spots mean the need 
              is so great that again it is more useful.  Still, mainly as 
              occaisional TecH, and no where near a staple. 
              Nintendo Only/2-on-2: 
              Illegal.  If it were legal, probably about a 2.25/5.  The dual 
              active aspect can make it both easier and harder to use, since 
              they can spread out their energy, just as you should theoretically 
              be able to chose your own active that is least effect.  As for the 
              boost, again, lot of energy hogs, and in this case, less tight (as 
              in jammed pack full of cards) decks. 
              TMP: 
              2/5-Like Neon, and in some respects like 2-on-2.  Big difference 
              though: I believe, how its worded, you and your partner could 
              chose from amongst you which takes the hit on the discard, making 
              it a bit easier to deal with.  Also, unlike 2-on-2, you cangang up 
              on what you stripped and probably eliminate the now crippled 
              player.  You also can each TecH one in for more chances with 
              similar alloted space. 
              Draft: 
              I'll say 2/5-if your opponent drafted something huge, it could 
              save you... but then we run into all the same problems as above... 
              Still, if there's nothing better in the pack... 
              Sorry this one was so short: low on 
              time and for this card, information. :P 
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