Name:
Jirachi
Set:
Hidden Legends
Card#:
8/101
Type:
Metal/Psychic
Stage:
Basic
HP:
70
Weakness:
Fire
Resistance:
None
Retreat:
C
Attack#1:
(C) Make a Wish
Search
your deck for a card that evolves from 1 of your Pokémon and
put it on that Pokémon. (This counts as evolving that
Pokémon.) If you do, put 1 damage counter on Jirachi.
Shuffle your deck afterward.
Attack#2:
(PM) Mind Bend [30]
Flip a
coin. If heads, the Defending Pokémon is now Confused.
Attributes:
This is the third Basic Pokémon of the week. As I said,
Basics are the best-as long as you have room, you can just
drop them into play. This one is another dual-type: Metal
and Psychic this time. Metal is great-Metal Resistance is
showing up more and more on Electric Pokémon, but since it
rarely comes into play, it’s easy to miss. Wait, why’d I
say it was great? A lot of new Water Pokémon that are
battling it out with Firestarter decks are Weak to Metal,
and Metal Energy can be utilized to block some damage.
Being Psychic means we score double damage on nasty
Wobbuffets and Gardevoir. Wow, the type combination that
frustrates the three top decks. We see 70 HP-great for a
Basic, even if it’s not one that can evolve. Between the HP
and Metal Energy, you have a decent shot of lasting a few
turns. Sadly, we do have a Weakness to Fire Pokémon… but in
the end, this is better than the next most likely
candidate-Psychic Pokémon. This gives Jirachi another edge
when battling it out with other Psychic-types-Wobbuffet, for
example, can’t OHKO you. No Resistance is stupid. I am
sorry, but so few cards that lack Resistance, at least in
Modified, would be “broken” by adding it, though all would
be helped out. Finally, we see a retreat of just one. This
is good. It is easy pay, even when having to worry about
Energy types. Just don’t chuck the special ones. ;)
Abilities:
Jirachi has two attacks, and both live up to their names.
Make a wish is great for a lot of decks that want to Evolve
fast but can’t or don’t want to use Rare Candy (well, use it
all the time). Just grab your Stage 1, and then on your
next turn, Evolve normally to a Stage 2. Just a two turn
delay to not worry so much about Ancient Technical Machine
[Rock]. Now, if it does require you have one Energy of any
type attached, and it does place a damage counter on
itself. Still, with some planning, you can probably get at
least two things evolved before getting KO’d, and probably
three or four. The second attack, Mind Bend, is offensive
with a defensive twist. For just (PM) you hit for 30. You
also get to flip for Confusion. Unlike Dark Celebi’s second
attack, I know you are at least breaking even. If you can
get something Confused and hopefully stuck, you can Evolve a
lot more Pokémon.
Uses/Combinations:
This is not a card that will work in every deck. However,
most decks should try it to see if it will work for them. I
think Metagross decks will really want to try this, since
you could Metal up Jirachi to keep it alive longer, then
transfer the Metal to Metagross when everything is ready.
Ratings
Unlimited:
1.5/5-Okay attacks, but the only thing I can think of using
it for is TecH in a Slowking deck.
Modified:
3.75/5-It requires some common sense to use, but it can be a
real boon when used right.
Limited:
3/5-Use it to get your Evos out post haste! However, most
people can’t get a lot of Evos in a Limited event, so while
very potent, its only going to result in one or two
Evolutions for 25% of your prizes. If it’s a Starter event
and you have the Jirachi Starter from Hidden Legends, jack
it up to a 3.5/5-Metaling it up means a mean, metal
attacker.
Summary
Another
good card, and hey, it’s readily available.