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Pojo's Pokemon Card of the Day


 

Dark Electrode - TRR


Date Reviewed: 01.20.05

Ratings & Reviews Summary

Unlimited: 2.5
Modified: 3.7
Limited: 3

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


Johnny Blaze
Dark Electrode – The 2nd part of the Dark Trance combo with Darkness Navigation and you can search for Darkness or Dark Metal with Dark Electrode and then move it around with Dark Dragonite.

Beware of the Mt. Moon Stadium card as Dark Electrode’s HP is 70 and Mt. Moon will shut off Darkness Navigation.

Unlimited: 2.5/5 – While it appears to ohko Raindance’s basic Squirtle, many Raindance decks also play baby Tyrogue that will wreck Dark Electrode’s plan. On the other hand Energy Bomb does a magical 30 for 1 L which is just the right amount to ohko Tyrogue. Tough choice but its ability to search for a Darkness energy is what makes this card useful.

Modified: 3.5/5 – Not quite a 4 because of its low HP and the fact that its gets pwned by Mt. Moon but a definite cut to use in the current Modified format. Blastoise-ex is still played so Dark Electrode gets good stats here and the ability to search for a Darkness energy is just soo good.

Limited: 3/5 – 1L for 30 is nice and if you manage to draft a Dark Metal you can fetch that from your deck. Hopefully you drafted Rockets Hideout so that it can become a 90 HP Stage 1 dealing out 30 damage for 1 energy.
 

Jason
Klaczynski
"Ness"
(Dark Electrode)

Modified:
Dark Electrode's best use in modified is obviously combining it with Dark Electrode. This allows you to use move the darkness energy (or dark metal energy) off of the Electrode so that its Darkness Navigation power can be used turn after turn, creating a fast and overwhelming advantage. It's attack is also useful because it's dual type one-hit KOs the heavily-played Pidgeot. The fact that you Dark Dragonite allows you to get a darkness energy on it each turn allows you to deal heavy damage with it if necessary.

The card is so weak without Dark Dragonite but combined with it it is unbelievably powerful.

Rating: 4.5/5

Unlimited:
Again, just like modified, your best bet is to play it with Dark Dragonite. Because it is only a Stage 1, and because its energy will be moved by Dark Dragonite, your opponent will not gain much from using Gust of Wind to bring it active and KO it.
Rating: 4/5
Jaeger OK, first off I would like to make a correction on the last Card of the Day, Dark Dragonite. I said it was from the set Here Comes Team Rocket, but it is actually EX Team Rocket Returns.
--Thanks, Otaku, for catching this and pointing it out.

Today’s Card of the Day is Dark Electrode from the EX Team Rocket Returns. Let’s start with the retreat cost. A retreat cost of 1 is pretty cheap; no resistance, and a weakness to fighting is probably really going to hurt since there are so many good fighting decks out there-- Tyranatar, Team Magma, Nidoking/Nidoqueen, and the occasional Machamp. But a lot of people will run Dark Electrode with Dark Dragonite which has a fighting resistance. As for the type, being electric it will give it the edge against Blastoise Ex and Zapdos Ex decks, and Pidgeot which are in a lot of decks.
Another thing I really like about this card is that it is only a stage 1, so it’s really not that hard to get out. The Poke-Power I also really like the ability to search the deck for a Dark or Dark Metal Energy and attach it to Dark Electrode is great. If you combo this card with Dark Dragonite and get a perfect opening, you could be hitting for 80 damage turn two. Now as for the attack, if you combo this with Dark Dragonite, you can move all of your dark energy to Dark Electrode, attack, then move all your dark energy back to the bench were they are usually safe.

Bottom Line = This card is great comboed with Dark Dragonite and it becomes a force to be reckoned with. Is it the best deck in the format, no probably not, but I do think you will see these decks, and they will probably when a couple of States.

Unlimited 2.5/5 It would work great against Blastoise, but also a lot of Hitmonchans and Tyrogues in this format that would just mow right over this card.

Modified 3.8/5 Once again, it’s great when comboed with Dark Dragonite, and again Ness has a great article up about this, but there are a lot of good fighting decks in this format.

Limited 2/5 Damage is low; take several turns to KO anything on its own and it is also hard to make good use of the power.
 

Otaku

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!
 

 


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