Skip straight to the scores and summary for a
concise overview.
Please note that while I denote δ Delta Species
Pokémon by adding a δ to the end of their name, but
that said symbol is not actually part of their name
for gaming purposes to my understanding. For
example, a “Pokémon δ” can Evolve from or into a
non-Pokémon δ, so long as no other rules are being
broken. That is, I can Evolve Dratini δ into
a Dark Dragonair, plain Dragonair, of
the “Dragonair δ”. I cannot, however,
Evolve a Dark Dragonair into a Dragonite δ
or a Dragonair δ into a Dark Dragonite.
Also, two sets names that make things confusing: I
will write out EX Holon Phantoms since I want to use
HP for Hit Points, and remember, Pokémon δ (Pokémon
with δ Delta Species) in their card come from more
than just EX Delta Species.
Name:
Persian δ
Set:
EX Holon Phantoms
Card#:
48/110
Type:
Darkness, Metal
Stage:
1 (Evolves from Meowth)
HP:
70
Weakness:
Fighting
Resistance:
None
Retreat:
None
Attack#1:
(DC) Scratch and Draw [30]
If any Stadium card with Holon in its name is in
play, draw 3 cards.
Attack#2:
(MC) Deceive
Your opponent chooses 1 of his or her Pokémon.
Put 4 damage counters on that Pokémon.
Name:
Meowth δ
Set:
EX Holon Phantoms
Card#:
71/110
Type:
Darkness, Metal
Stage:
Basic
HP:
50
Weakness:
Fighting
Resistance:
None
Retreat:
C
Attack#1:
(D) Slash [10]
Attack#2:
(MC) Pay Day [10]
Draw a card.
Attributes:
Persian is a Pokémon δ, giving it access to
all the current (and upcoming) Pokémon δ support.
Only one or two specific counter-Pokémon δ cards
exist, and from while counters are coming, they
aren’t too bad (at least for now). It is a Darkness
and Metal Type Pokémon. This is as good as it gets:
Resistance is lower than Weakness, but most
importantly you can gain both Darkness Energy
and Metal Energy bonuses.
Persian
is a Stage 1 Pokémon, Evolving from Meowth.
The Meowth from this set isn’t very good. It
has great attributes (namely it too is a Darkness
and Metal Type), but the attacks are over priced.
Use the EX Fire Red/Leaf Green version for Modified,
and maybe the EX Team Aqua Vs Team Magma version for
Unlimited (well, sure you’ll probably be KO’d next
turn, but at least you can discard a Focus Band).
Persian
has 70 HP, which is a bit low for the final Stage of
an Evolutionary line. This card will probably be
OHKO’d by most main attackers, unless you layer on
the Metal Energy (which would still only add
a turn or two). The Fighting Weakness just means
that most Fighting Pokémon, barring Basics that
Evolve, will easily take you out in two hits,
usually one. No Resistance, as always is
disappointing. Now we come to something great: a
free Retreat Cost, as good as it gets.
Abilities:
Scratch and Draw is somewhat iffy. The raw figures
make it look good: you pay for 25 points of damage,
but hit for 30 and get to draw three cards. A
Darkness Energy or two can even add extra kick.
Since it is on a Stage 1, you could theoretically
pull it off turn 1 via Rare Candy and
Double Rainbow Energy. Still, that’s not really
how most decks set up, and that worries me. Most, I
think, would rather rely on a Basic to set up and
Trainers for straight draw power. Maybe I am wrong.
Deceive suffers from not hitting hard enough. Since
the opponent places the four damage counters, again
while you get a good return, you’re opponent will
choose their most expendable Pokémon… while
something Active slaps Persian silly.
Additionally, damage counter placement means no
bonus from Darkness Energy.
These are good attacks, but I am thinking they need
something else supporting them.
Uses and
Combinations:
I can still see experimenting with the card for
certain decks (namely those that can easily afford
to pay for the attacks). Scratch and Draw does work
nicely with EX Deoxys “Smooth Over” Magcargo. If
you can get it out quick without too many resources,
you can probably get a good return from it.
Ratings
Unlimited:
1/5 – We have Cleffa from Neo Genesis here.
Modified:
2.5/5 – I want to like it, but something keeps
screaming “it’s not worth it”. I think it’s the
excessive dependence upon Special Energy cards.
Limited:
1.75/5 – Here those Energy requirements really hurt
it: you have better odds of pulling a card that can
meet those Energy requirements, but probably not too
many. So running one copy would tax your Energy
resources.
Summary
Good idea, sloppy execution. This card is too small
to really make use of Metal Energy, too small
to safely make use of Darkness Energy, and
only one attack can make use of the latter, anyway.
Worst, if you meet either Darkness or Metal Energy
requirement, you can’t attack.