New
Feature:
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!
Yes, the summary now lives up to its name.
Name:
Dark Dragonite
Set:
EX: Team Rocket Returns
Card#:
15/109
Type:
Darkness
Stage:
2 (Evolves from Dark Dragonair)
HP:
120
Weakness:
Colorless
Resistance:
Grass, Fighting
Retreat:
CC
Poké-Power:
Dark Trance
As often as
you like during your turn (before your attack), you may
move a (D) Energy card attached to 1 of your Pokémon to another
of your Pokémon. This power can’t be used if Dark Dragonite is
affected by a Special Condition.
Attack#1:
(WL) Double Wing Attack
Does 30 damage
to each Defending Pokémon.
Attack#2:
(CCC) Claw Swipe [50]
Name:
Dark Dragonair
Set:
EX: Team Rocket Returns
Card#:
31/109
Type:
Darkness
Stage:
1 (Evolves from Dratini)
HP:
70
Weakness:
Colorless
Resistance:
Grass, Fighting
Retreat:
(C)
Poké-Power:
Evolutionary Light
Once during
your turn (before your attack), if Dark Dragonair is your
Active Pokémon, you may search your deck for an Evolution card.
Show it to your opponent and put it into your hand. Shuffle
your deck afterward. This power can’t be used if Dark Dragonair
is affected by a Special Condition.
Attack#:
(WL) Dragon Rage [30]
Name:
Dark Dragonair
Set:
EX: Team Rocket Returns
Card#:32
/109
Type:
Darkness
Stage:
1 (Evolves from Dratini)
HP:
80
Weakness:
Colorless
Resistance:
Grass, Fighting
Retreat:
(C)
Attack#1:
(WC) Double Tackle
Does 20 damage
to each Defending Pokémon.
Attack#2:
(LCC) Crushing Blow [40]
Flip a
coin. If heads, discard an Energy attached to the Defending
Pokémon.
Name:
Dratini
Set:
EX: Team Rocket Returns
Card#:
/109
Type:
Colorless
Stage:
Basic
HP:
40
Weakness:
None
Resistance:
None
Retreat:
(C)
Name:
Dratini
Set:
EX: Team Rocket Returns
Card#:
/109
Type:
Colorless
Stage:
Basic
HP:
50
Weakness:
(C)
Resistance:
None
Retreat:
(C)
Attack#1:
(C) Dragon Song
Each
Defending Pokémon is now Asleep.
Attack#2:
(WL) Tail Strike [20+]
Flip a
coin. If heads, this attack does 20 damage plus 10 more
damage.
Attributes:
Dark Dragonite is a Stage 2 Pokémon. Let’s start with
its lower Stages then. There are two options for both its Stage
1 (Dark Dragonair) and Basic form in this set alone (one more
Dratini is available from EX: Dragons). I would go with the 50
HP Dratini from EX: Team Rocket Returns. It has a dual
Resistance and the ability to put both Defending Pokémon to
Sleep with its first attack for one of any Energy. Even though
it is Weak to Colorless Pokémon, at 50 HP, only Sandstorm
Dunsparce will be a problem-everything else you would likely
encounter would OHKO the 40 HP version anyway. As for Dark
Dragonair, as you can see, they are a pretty even split.
Because the new version of Evolutionary Light only works while
Active, it is scarcely useful. So the slight HP increase is
almost as good. Test and find out what works for your, though
skipping it with Rare Candy is also an option. As you can see,
we’ll need some serious compensation for having to go through
that mess. Also, remember that it can’t Evolve from any
Dragonair except Dark Dragonair. Goes with the whole
Dark thing. Speaking of which, I will state the obvious:
Dark Dragonite gets all the cool Rocket/Dark
combos that come from its name.
Dark
Dragonite
has 120 HP. This is as good as it gets without being a Pokémon
ex. It has the relatively recent Colorless Weakness. This
makes it easy for Rayquaza ex and Fire Red/Leaf Green
Pidgeot to put the hurt on it. On the bright side, it gets
a dual Resistance: both Fighting and Grass Pokémon do less
damage. This can come in moderately handy against Monarchy
decks and a few lesser seen Tier 2 decks. The last of the
bottom stats is a Retreat of two. For something this big, it
isn’t too bad. Still, overall, it’s an “average” retreat cost:
you’ll be able to pay it without too much trouble most of the
time, but avoid doing so if at all possible.
Overall we
have some good stats.
Abilities:
Dark Trance lets you move cards that provide (D) type Energy as
you wish. This includes Darkness Energy, obviously, but
also less obvious things like Double Rainbow Energy.
It’s a great Poké-Power, but it does have its downside: it’s
hard to run a lot of (D) Energy, at least without some painful
side effects like limited application (Double Rainbow Energy)
or self damage (Rainbow Energy).
The attacks
are mixed. Double Wing just breaks even unless it’s 2-on-2, and
that’s before factoring in things like this being a Stage 2 or
the attack requiring two different types of Energy (in which
case it just breaks even for 2-on-2). Claw Swipe is good
though. You pay for 30 damage but get 50. Plus, it’s all
Colorless cost allows you to easily exploit Darkness Energy’s
damage bonus.
All in all,
these are some fantastic abilities.
Uses/Combinations:
Here’s where it gets good: you can use this with Mr. Briney’s
Compassion for something of a “Dark Venucenter” style set:
as long as your attacker isn’t OHKO’d, you can move the Energy
to another Pokémon, then use Mr. Briney’s Compassion
(possibly Super Scoop Up as well). The reason to
consider Super Scoop Up is that it can affect Pokémon ex…
like Rocket’s Sneasel ex, which has had some
success with this deck. People have also suggested using
Pidgeot, but I just can’t find the room for it myself-I don’t
like running Stage 2 Pokémon at 1-0-1 lines since a) Ancient
Technical Machine [Rock] is commonly played as it deserves
to be, b) depending on two cards for such an important task
isn’t happy, and c) you lose the joy of a mono-Team Rocket
deck. Why does C matter so much? Rocket’s Poké Ball
has to be replaced by Celio’s Network, which means I
can’t freely play my draw Supporters, which ends up slowing my
deck down in the initial burst. Still, it you can safely run at
least a 2-1-2 line of Pidgeot and can fit four Rare
Candies as well, then I would of course say to do so. If
you can’t tell, Ness’s article kinda stole “our thunder” for
this week’s CotDs… I’ll focus on the combo with Dark
Electrode, also important to this deck, in Thursday’s CotD.
Ratings
Unlimited:
1.85/5-I can’t think of a way to protect the Energy from being
nailed by Energy Removals that would be reliable enough,
not eat up a gross chunk of the deck’s space, or not impede your
own Trainer usage. Still, I can think of an insane deck or two
to run with it that would be fun and occasionally effective.
Modified:
3.75/5-Perhaps even better than that. Had they not weakened
Evolutionary Light on the new Dark Dragonair (when
compared to its old version); there would be no doubt of its
potency. As is, you have a good shot at creating reasonably
good “OHKO” deck.
Limited:
3/5-Its just a large Stage 2 with a potentially useful Stage
1s. This assumes you get a playable line, or are using the
James Theme Deck (which contains the line).
Summary
This could
possible be a new Tier 1 deck for Modified, and at least another
Tier 2 deck. If you don’t know what
I mean, Tier 1 decks are the best of the best, and Tier 2 are
those decks better than the rest but not quite as strong as Tier
1 decks. Dark Dragonite will allow you to pull some
pumped up (in terms of damage) “Energy Trans” tricks.