Bullados |
Dark Steelix
Attributes: This is one of the most versitile type
mixtures in the game. The ability to utilize the
strengths of BOTH Darkness AND Metal Energies is truely
a remarkable ability that is shared by only 2 other
Pokemon in the entire game: Dark Scizor from Neo:
Destany, and Rocket's Scizor ex from EX: Team Rocket
Returns. This is by far the best utilization of those
two types, as it is truely a mixture of two types, while
Dark Scizor is pure Metal with Dark in the name, and
Scizor ex can is only Metal when a Metal is attached.
Also, because it has Dark in its name, it can take
advantage of R Energy in Modified, one of the most
useful energy cards in the format when it can be used.
Fire weakness is expected, considering the steel type.
Fire will always be very dangerous, but much less so
here, considering that Metal Energy reduces attack
damage before weakness and resistance, rather than after
as it used to be. This means that Blaziken is only doing
20 to your Tank. Grass resistance is better than no
resistance, but it really doesn't help out much
considering that most Grass decks are based around
Status and placing damage counters, rather than doing
damage. Still, it's a help. A retreat of 4 is the second
highest in the game behind Golem ex's 5. Never pay this.
Ever. I made that mistake once, and it almost cost me a
tournament.
Attack #1: [CC] Energy Link
A decent attack strength plus the ability to pull ANY
energy card from the discard. Think about what would
happen if you MAX'd TV Reporter, dumping a Metal or DArk
every turn and then Energy Linking that back onto
Steelix. It means two energy attachments per turn, but
it also means that you waste less resources. There is no
downside to this attack, other than the fact that any R
or Boost that you pull from the discard gets discarded
immediately.
Attack #2: [FCCC] Heavy Impact
I really dislike the costing of this attack. If it was [MMDD],
it would be more workable than this. In order to have
maximum effect from this Pokemon, you need 9 energy
cards attached, which is probably all of your energy in
the deck if played the way I did. Still, it's fairly
cost effective with DArks attached, and maxes out at 120
with 4 Dark, an R and a Charm attached.
Ratings:
Unlimited: Too energy intensive to work in this format.
ER and SER will absolutely decimate this guy. Also,
there is really no Grass and too much Fire for it to
really be effective. Still, it can be a wall when set up
right with Slowking backing it up, but I would rather
use my resources on something better.
2/5
Modified: Very nice here. It can counter most high
damage decks with defense and a variety of healing
options, plus it can deal out a steadily high amount of
damage. The only problem is that it takes a minimum of 3
turns to set up completely, which is really too slow in
today's format, which is dominated by turn 1 and turn 2
decks.
3.5/5
Limited: Absolutely broken here. You get any sort of
line of this guy, you have a tank dealing massive damage
in only 2-3 turns, depending on the setup. Also, TRR has
a number of draw cards that force you to discard cards
from your hand. See where this is going? Also, there is
very little Fire and a lot of Grass in TRR. A very nice
card here.
4.25/5
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