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:
Dark Electrode
Set:
EX: Team Rocket Returns
Card#:
4/109
Type:
Darkness/Electric
Stage:
1 (Evolves from Voltorb)
HP:
70
Weakness:
Fighting
Resistance:
None
Retreat:
(C)
Poké-Power:
Darkness Navigation
Once during
your turn (before your attack), if Dark Electrode has no Energy
attached to it, you may search your deck for a (D) or Dark Metal
Energy and attach it to Dark Electrode. Shuffle your deck
afterward. This power can’t be used if Dark Electrode is
affected by a Special Condition.
Attack:
(L) Energy
Bomb [30]
You may
move all Energy cards attached to Dark Electrode to your
Benched Pokémon in any way that you like.
Name:
Voltorb
Set:
EX: Team Rocket Returns
Card#:
80/109
Type:
Electric
Stage:
Basic
HP:
40
Weakness:
Fighting
Resistance:
None
Retreat:
(C)
Attack#1:
(C) Psycho Waves
Discard an
Energy card attached to Voltorb. The Defending Pokémon is now
Confused.
Attack#2:
(C) Thunder Wave [10]
Flip a
coin. If heads, the Defending Pokémon is now Paralyzed.
Attributes:
First let us look at this Pokémon’s name: Dark Electrode.
Since it has Dark in its name that means it can make use
several extra cards that a normal Pokémon would not (or at least
better use). Also, this qualifies it to make use of Darkness
Energy for damage bonuses. Next, note that it is a
dual-type Pokémon: this card is treated as both a Darkness-type
and an Electric-type. This means that the name bonus of being
able to make use of Darkness Energy’s damage bonus would
be here anyway, which isn’t exactly a huge deal. There aren’t a
lot of Pokémon that are Weak to Darkness-type Pokémon, but there
is a decent amount that is Weak to Electric-Type Pokémon. There
is nothing Resistant to Darkness-type Pokémon, and only a few
Pokémon that are Resistant to Electric Pokémon (most not seeing
much play and not being in the Modified format). Note that in
Unlimited, damage from Darkness-Type Pokémon can be reduced by
Unown D and that some Pokémon receive damage bonuses
against Darkness-Type Pokémon (like Light Machamp). This
is fairly trivial, as those don’t see a lot of play.
Dark
Electrode
has 70 HP.
This is low. If this was a Basic Pokémon or a Stage 1 Pokémon
with a Stage 2 form available, it would be fine. As is, don’t
expect an Active Dark Electrode to last long if your
opponent has any half serious attacking Pokémon up front. It is
Weak to Fighting Pokémon. Mixed blessing: Fighting Pokémon
aren’t the most played type in Modified, but there are some
strong decks with them, like Monarchy (Nidoking/Queen)
and Magma (Team Magma’s Groudon). In Unlimited, its
practically a death sentence as the super versatile Neo
Discovery Tyrogue has a 50% chance of nailing you for 60
damage (after Weakness at least) for just one Energy, and is
incredibly hard to attack as it is a WotC-era Baby Pokémon (it
requires a flip to successfully attack). No Resistance is the
worst Resistance. They could have given it Metal Resistance
without causing any problems. We finally come to the Retreat
Cost: (C). This is quite easy to pay and barring other factors
you will almost always be able to pay for this.
Dark
Electrode
is a Stage 1 Pokémon. It Evolves from Voltorb. You have
a few choices for Voltorb in Modified, and more in Unlimited. I
will explain why the Voltorb from EX: Team Rocket Returns
should not be one you use if you can avoid it. It has the same
painful Weakness and lack of Resistance which is made worse by
having the second lowest HP score in the game for real Pokémon:
40. Although it does have two inexpensive attacks, they clash:
the first can Confuse, but the second can Paralyze and do
damage. A Pokémon cannot be afflicted by two of the “position
shifting” Special Conditions (Asleep, Paralysis, and Confusion
are indicated by turning a Pokémon in a specific direction) at
the same time. So if you had them Confused, then you Paralyze
them, they are no longer Confused and then you have to try to
Confuse or Paralyze it again. The first attack also seems over
priced in my estimation, as you are basically paying (CC) in the
short run for Confusion. That is too much for any Special
Condition other than a Multi-Poison.
Abilities:
Now we have an example of beautiful synergy between an attack
and a Poké-Power. It isn’t as sick as Downpour and Riptide on a
certain Feraligatr, but it is pretty nice. If Dark
Electrode has no Energy attached to it, you can search your
deck for a Darkness Energy card or a Dark Metal Energy
card. That’s right, one or the other, not both at once, and
nothing else. I know the card is confusing: I believe it was a
bad call on their part. They should have listed both by name to
avoid confusion. I think that the (D) symbol should technically
just mean Darkness Energy anyway, because that is
the only Energy card with that symbol and just that symbol (R
Energy has (DD) on it, not just). Even though it only
affects two types of Special Energy cards, it is still pretty
useful. Darkness Energy adds to your attack at least,
and nabbing both thins your deck, though it would be a total
waste of Dark Metal Energy if it weren’t for the attack.
Energy Bomb does a solid 30 damage for just (L) and has an
effect that is good for two reasons: it is optional, and it ends
up forming a combo with Darkness Navigation. Energy Bomb’s
effect is that it lets you move all Energy attached to Dark
Electrode to your benched Pokémon in the manner you wish. So
just using itself and Darkness Energy, you can fetch said
Energy from your deck, attach a Lighting Energy, and then Energy
Bomb for 40 damage and move said Energy to the bench. Then
repeat until you have a Dark Electrode on the bench with
four Darkness Energy cards on it. Not super useful, but
interesting. Now, you can also just use Darkness Navigation on
benched Dark Electrode as well to speed it up a bit.
So each
ability is good on its own and really good together.
Uses/Combinations:
Okay, here is where it really shines. First, let us consider
the fact that it can make great use of all Dark/Rocket
themed Trainers. Specifically, you can use Rocket’s Hideout
(the default Stadium for any Dark/Rocket themed
deck) to make that puny 70 HP a solid 90. Yes, they can play
their own Stadium to counter it, but even someone like me who
preaches their potency only runs four. Once that fourth one
hits, most decks can’t get rid of it. Also, unless they are
using Pidgeot’s Quick Search to get it, most people will
have to try and top deck it. The odds may not be horrid, but
they are far from good unless it’s late game. Now consider
Mr. Briney’s Compassion. Now that there are decent odds
your Dark Electrode can survive one hit, you can get it
out of the way and send up another for a solid early game love
tap.
Given its
effects, you could theoretically run Dark Electrode in
just about any Darkness oriented deck (especially
Darkness/Electric oriented). The main problem is that it
becomes a “one and done” thing unless you can keep adding and
shifting Lighting, Rainbow, or Double Rainbow
Energy cards after using Energy Bomb. Most often you will see
it combined with Dark Dragonite: two or three of these
benched will allow you to pull off some real super speed if you
have Dark Trance to toss the energy where it is really needed.
Usually that “needed” spot will be something like Rocket’s
Sneasel ex: two Dark Electrode on the bench with
Dark Dragonite as well is a tall order, but with that and
your normal Energy attachment, Rocket’s Sneasel ex can
Dark Ring for 90 in short order. Also, while much rarer, you
may also see some “dragonless” Dark Heart decks using just the
Dark Electrode with Rocket’s Sneasel, relying on
the attack to shift the energy quick.
Ratings
Unlimited:
1.75/5-If it were a Basic Pokémon and not weak to Fighting, it
might make sense. In a format with things like Cleffa
and Computer Search, why waste time using a Stage 1 to
grab at most 8 cards. Only the first turn Beat-Up from Neo
Genesis Sneasel garners it any real consideration, but that
requires a Stage 2 as well (Dark Dragonite).
Modified:
3.5/5-It’s a solid component to Dark Heart decks… but if
you can’t get multiples set up, then you might as well just rely
on Quick Search from Pidgeot to do the job.
Limited:
2/5-On its own, it just has a decent attack, but is hampered by
low HP on both it and its Basic and a useless Poké-Power,
especially since there are some solid Fighting Pokémon here. If
you do pull three or four strong supporting cards: some Electric
Pokémon that benefit from an Energy Bomb before ‘Trode buys it,
or several Dark Metal Energy.
Summary
Dark
Electrode
is a solid Pokémon that has a niche use in Modified in the Dark
Heart deck that focuses on moving Energy around with Dark
Dragonite. However, its place is moderately precarious as
it can be tricky to set them up fast enough to outpace a
Pidgeot’s Quick Search and normal draw power functioning in
the same manner. On the bright side, it is nice how well this
card can serve up EFP: Electrode Fried Pidgeot!