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				this review is too long?  Skip straight to the scores and 
				summary!
				
				
				Name: 
				Dark Marowak
				
				Set: 
				EX Team Rocket Returns
				
				Card#: 
				7/109
				
				Rarity: 
				Holographic-Rare, Starter Rare
				
				Type: 
				Darkness/Fighting
				
				Stage: 
				1 (Evolves from Cubone)
				
				HP: 
				70
				
				Weakness: 
				Grass
				
				Resistance: 
				None
				
				Retreat: 
				(C)
				
				Attack#1: 
				(CC) Brick Smash [30]
				
				This attack’s 
				damage isn’t affected by Resistance, Poké-Powers, Poké-Bodies, 
				or any other effects on the Defending Pokémon.
				
					
					
					Attack#2: 
					(FFC) Hard Bone [70]
					
					Discard a 
					Basic or Evolution card from your hand or this attack does 
					nothing.
 
				
				Name: 
				Cubone
				
				Set: 
				EX Team Rocket Returns
				
				Card#: 
				51/109
				
				Type: 
				Fighting
				
				Stage: 
				Basic
				
				HP: 
				50
				
				Weakness: 
				Grass
				
				Resistance: 
				None
				
				Retreat: 
				(C)
				
				Attack#1: 
				(C) Look for Friends
				
				Reveal cards 
				from your deck until you reveal a Basic Pokémon.  Show that card 
				to your opponent and put it into your hand.  Shuffle the other 
				revealed cards into your deck. (If you don’t reveal a basic 
				Pokémon, shuffle all the revealed cards back into your deck.)
				
					
					
					Attack#2: 
					(F) Bonemerang [10x]
					
					Flip 2 
					coins.  This attack does 10 damage times the number of 
					heads.
 
				
				 
				
				Attributes:
				Dark Marowak is a Stage 1 Pokémon.  It is blessed by 
				being two types at once.  Normally, this would be mixed, as it 
				means twice the Resistance in exchange for twice the Weakness… 
				but the type mix is Darkness and Fighting.  Fighting Types can 
				get around Resistance via Magnetic Storm and Darkness 
				Types face very little Resistance to being with.  Additionally, 
				the Darkness trait allows Dark Marowak use the damage 
				bonus granted by Darkness Energy.  Of course, it already 
				could thanks to having Dark in its name, so here it is 
				redundant.
				
				 
				
				Dark 
				Marowak 
				has 70 HP, which is a little low.  This likely is to fit the 
				feel of being a Dark Pokémon, as well as offset the 
				inherent advantage of being not only a dual type, but one of the 
				better pairings of types.  Still, be careful, since most Stage 2 
				Pokémon will at most need a Strength Charm to reliably KO 
				you.
				
				 
				
				Next we come 
				to Weakness.  Dark Marowak is Grass Weak.  I have a hard 
				time quantifying Weakness: no Weakness is good, so it is a 
				matter of “Which is the least bad?”  Right now, it’s hard to peg 
				down an exact dominant Type.  Grass is being played now, both 
				weird little rogue decks and well known decks that were recently 
				overhauled and now see some significant play (Muk ex and
				Vileplume ex).  Sadly, we once against lack Resistance, 
				so I’ll just move on to the Retreat Cost: one.  This is a nice, 
				low amount that should be pretty easy to pay.
				
				 
				
				Of course, 
				Dark Marowak can’t get into play on its own; it must be 
				Evolved from Cubone.  The Cubone from the Team 
				Rocket Returns set is pretty good.  Since it can Evolve once, 
				this isn’t too bad (60 HP is so rarely seen on Basics that can 
				Evolve at least once).  Its second attack, Bonemerang, is a bit 
				of a rip-off: you pay for an average of 15 points of damage and 
				get an average of 10.  Fortunately the first attack is rather 
				useful, guaranteeing you a Basic, albeit random, from your 
				deck.  All in all, I think this is the Cubone to use, but 
				perhaps that is due to my paranoia about a bad start.
				
				 
				
				Abilities:
				Dark Marowak’s first attack is Brick Smash.  Like Hidden 
				Legends Machamp’s Brick Smash (after the errata), 
				basically the only thing (that resides on the Defending Pokémon) 
				that affects this attack’s damage is Weakness.  This is 
				incredibly sweet.  It is an inexpensive attack, and will allow 
				you to put quite a lot of pressure onto decks that feature 
				Fighting Weakness.
				
				 
				
				Hard Bone 
				(Bloody Bone for the Japanese name, if the spoiler I read was 
				correct) is a solid attack.  Most decks tend to have extra 
				Pokémon, since they are built with intentional redundancies 
				incase something doesn’t set up.  In terms of Energy, you pay 
				for 40 points of damage, and being an Evolution is usually good 
				for at least an extra 10, so you’re getting 10 to 20 points of 
				damage out of that discard.  Fairly solid, but not as impressive 
				as the first attack.
				
				 
				
				Uses and
				
				
				
				Combinations: 
				Here is where Dark Marowak begins to shine.  Its name 
				open’s so many possibilities.  As stated, this card can get the 
				damage bonus from Darkness Energy.  What is extra sweet 
				is that you can still make good use of Crystal Shard with 
				this Pokémon, since the name clause will keep the damage bonuses 
				when your type changes.  It also has access to R Energy, 
				which is significant due to the first attack.  While this seems 
				rather intricate, you can Rare Candy a Cubone into
				Dark Marowak on the first turn, drop an R Energy 
				and a Strength Charm and probably score a FTKO against a 
				lot of decks.  Rocket’s Hideout is the natural Stadium to 
				use with Dark Pokémon, as it grants them an extra 20 HP 
				(and a 90 HP Stage 1 Pokémon is fairly nice). Then there are the 
				rest of the Team Rocket affiliated cards that provide fantastic 
				back up.  Set mate Pokémon Retriever is also useful for 
				“reloading” and making the initial discard less troublesome to 
				begin with.
				
				 
				
				As for actual 
				deck strategies, I have seen two interesting concepts, which 
				seem to fit the mold of recent “Voodoo” decks.  Granted, the 
				term is still new to me, so my definition of such a deck is 
				very, very loose: basically anything that focuses on Stage 1 
				Pokémon that hit for about 80 a turn quickly and reliably, 
				usually on their second turn.  More than likely, who ever coined 
				the term is cringing at that definition.  Still, given the 
				extensive use of bones, Dark Marowak indeed has a voodoo 
				flavor, and would be helpful for Dark Hypno.  It can 
				exploit Fighting Weakness, and gives a back up option for even
				Dark Hypno’s attacks: Dark Link may be a flip, but 
				against the recent crop of control decks, I’d rather flip for 30 
				or flip and discard for 70 than sit their doing nothing 
				against Medicham ex… who would be OHKO’d if a Dark Linked 
				Hard Bone hit.
				
				 
				
				The other deck 
				I’ve seen use Dark Marowak is Maroswap.  This deck 
				tries to open with Dark Marowak, and once the discard has 
				six Pokémon in it, the player will use Surprise! Time Machine 
				to switch to Fire Red/Leaf Green Marowak and use 
				Vengeance to his for a solid 90 each turn.
				
				
				
				 
				
				Ratings
				
				 
				
				Unlimited: 
				1.5/5-It is not utterly useless, but there are better Fighting 
				Pokémon available.  Also, 70 HP is very low for this format, so 
				while Hard Bone would be racking up OHKO’s… your opponent will 
				just OHKO you back.
				
				 
				
				Modified: 
				3.5/5-This appears to be a very solid card, but mainly due to 
				its combo potential, as opposed to intrinsic strengths.
				
				 
				
				Limited: 
				4/5-The HP may be low on it, but its low on a lot of Pokémon in 
				this set, and I already pointed out the Cubone is useful for 
				setting up… and stock piling for Hard Bone.
				
				
				
				 
				
				Summary
				
				This is a good 
				card with a slight HP/Resistance deficiency that keeps it from 
				starring in its own deck, but makes it an excellent co-star or 
				supporting cast member.  Yes, the TV is on right now.