If 
					you think this review is too long to read, just skip 
					straight to the scores and then read the summary for a 
					concise overview!
					
					
					Name: 
					Rocket’s Moltres ex
					
					Set: 
					EX: Team Rocket Returns
					
					Card#: 
					100/109
					
					Rarity: 
					Pokémon ex
					
					Type: 
					Darkness
					
					Stage: 
					Basic
					
					HP: 
					100
					
					
					Weakness: 
					Water
					
					
					Resistance: 
					None
					
					
					Retreat: 
					CC
					
					Poké-Body: 
					Dark Lift
					
					If 
					Rocket’s Moltres ex has any (D) Energy attached to it, the 
					Retreat Cost for Rocket’s Moltres ex is 0.
					
					
					Attack#1: 
					(RC) Fire Dance [30]
					
					Search 
					your discard pile for (R) Energy card and attach it to 1 of 
					your Pokémon.
					
						
						
						Attack#2: 
						(RRC) Combustion [50]
 
					
					 
					
					
					Attributes: 
					Being a Rocket’s Pokémon is an advantage: you get to 
					use a lot of Rocket’s supporting cards.  There are a 
					few cards you will be unable to use, but the only 
					significant ones (in Modified) wouldn’t work for you anyway 
					since they don’t work for Pokémon ex anyway.  There are card 
					that negatively affect Pokémon ex that wouldn’t hurt a 
					Rocket’s Pokémon, so being a Pokémon ex means that you 
					need some compensation in other areas: after all, not only 
					are there cards that specifically hurt Pokémon ex, but they 
					are worth two prizes when Knocked Out.
					
					 
					
					The first 
					area where Rocket’s Moltres receives a slight 
					boost is HP: it has a solid 20 to 30 more hit points than 
					any other Moltres that has been releases stateside, 
					and a full 40 more HP than the original Rocket’s 
					Moltres.  Sadly, this is also just high enough to 
					trigger Desert Ruins.
					
					 
					
					This 
					Moltres is Weak to Water Pokémon, which is not good: Water 
					Pokémon see a lot of play.  At least Water Pokémon also tend 
					to be in the OHKO category anyway, so the doubling of the 
					damage is not as significant.  Still, it’s a nasty Weakness 
					to have.  Rocket’s Moltres ex has no Resistance: 
					another card that really needed it.  Finally, we have a 
					Retreat Cost of two.  This is low enough that if you have to 
					pay it, you can, but high enough that if you can avoid it, 
					you should.  Fortunately, as you’ll see, there is a built in 
					way to avoid it in this card’s Abilities.
					
					
					
					 
					
					
					Abilities: 
					Dark Lift (and having a (D) Energy attached to Rocket’s 
					Pokémon ex) means never having to discard Energy 
					for a retreat.  The way the Poké-Power is worded, it will 
					even override other effects, like Dark Muk.  As long 
					as it has some form of (D) Energy attached, it’s a 
					free-retreating Basic, and that is pretty useful.
					
					 
					
					The first 
					attack, Fire Dance, is pretty good.  You pay for 25 damage, 
					but you do 30 damage, and if there are any 
					Fire Energy cards in the discard pile, you can attach one to 
					one of your Pokémon.  While this won’t let you power itself 
					up any faster, it does mean that you could prepare it as a 
					back up hitter, attack a few times with Fire Dance to set up 
					a new main attacker, and hopefully free retreat back to the 
					safety of the bench before they can nail you.  If not, 
					attaching just one more Fire Energy to use Combustion and at 
					least take one thing (preferably a second thing) with you.  
					Combustion itself is a nice, no-nonsense 50 damage.  What 
					makes it nice is that you only paid (RRC), which should 
					yield 40.
					
					 
					
					Once 
					again, the individual abilities are not worthy of being a 
					Pokémon ex, but together, they seem to warrant it.
					
					
					
					 
					
					
					Uses/Combinations: 
					Here’s the problem: the job it does can be done infinitely 
					better by a Stage 2 Pokémon.  That’s right: Fire Starter 
					Blaziken.  If that didn’t exist, I’d suggest using it 
					with Energy Draw Delcatty to set up with lighting 
					speed.  As is, I am hard pressed to find any better way to 
					use it.  I guess run it with a lot of supporting Rocket’s 
					cards.
					
					
					
					 
					
					
					Ratings
					
					 
					
					
					Unlimited: 
					2/5-It’s slower than its fellow Rocket’s Legendary 
					Bird Pokémon ex; it doesn’t really fit in much of a niche 
					deck.  If you really wanted to, you could try to make some 
					sort of bizarre Fire Beatdown deck using this, Dark 
					Vileplume, and any decent Basic Fire Pokémon. 
					
					
					 
					
					
					Modified: 
					3/5-Remember, this is the focus of the deck I described 
					(this active with Delcatty and other Fire Pokémon 
					waiting to be powered up on the bench), so that means its 
					rating is more or less the deck rating.  It can work, and if 
					this format wasn’t OHKO oriented and Fire Starter 
					Blaziken didn’t exist, we might have a solid deck.   
					
					 
					
					
					Limited: 
					3.5/5-The rub lies in needing the Energy in the discard to 
					begin with.  Unless you have to retreat a lot before 
					you bring this out, you can only make use of the first 
					attack to power up you bench after losing a prize already.  
					Which means this has a small window of opportunity for use: 
					after the opponent draws their first prize but before they 
					draw their second.  Still, it’s big and can hit hard, which 
					helps.  And if you can draw some supporting cards like 
					Rocket’s Hideout, t gets even better.
					
					 
					
					
					Summary
					
					Too little 
					too late: this card tries to be a reasonable Fire Starter 
					Blaziken, and succeeds.  Since the original is still 
					available, that means it’s just a second rate.