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						Name: 
						Jirachi 
						
						
						Set: 
						Hidden Legends 
						
						
						Card#: 
						8/101 
						
						
						Type: 
						Metal/Psychic 
						
						
						Stage: 
						Basic 
						
						
						HP: 
						70 
						
						
						Weakness: 
						Fire 
						
						
						Resistance: 
						None 
						
						
						Retreat: 
						C 
						
						
						Attack#1: 
						(C) Make a Wish 
						
						Search your deck for a card that evolves from 1 of your 
						Pokémon and put it on that Pokémon.  (This counts as 
						evolving that Pokémon.)  If you do, put 1 damage counter 
						on Jirachi.  Shuffle your deck afterward. 
							
							
							
							Attack#2: 
							(PM) Mind Bend [30] 
							
							Flip a coin.  If heads, the Defending Pokémon is now 
							Confused. 
						
						  
						
						
						Attributes:
						Jirachi is a Basic Pokémon – as long as you have 
						room, you can just drop them into play.  Jirachi 
						is a dual-type: Metal and Psychic.  Metal is great-Metal 
						Weakness is more or less established though still far 
						from common, but so is Metal Resistance (which is a hair 
						older).  Most importantly, it allows you to use Metal 
						Energy cards to soak damage.  Psychic Weakness is 
						very common: if you can get the Energy on it, you can 
						harass T2 Medicham ex, Hariyama ex, 
						Liability decks (reference the Abilities section). 
						
						  
						
						70 HP is great for a Basic, even when it can’t Evolve.  
						Between the HP and Metal Energy, you have a decent shot 
						of lasting a few turns.  Weakness to Fire Pokémon is 
						expected, and might be a pain if Arcanine ex is 
						as popular as expected (most I know are still trying to 
						get them, hence the uncertainty).  Also, there are some 
						solid Fire decks that just don't seem to make the top 
						cut like Salamence δ, yet are still good, solid 
						decks.  No Resistance is lame: it feels like a weak 
						attempt at simplifying cards that don’t need it.  
						Finally, we see a retreat of just one.  This is good.  
						It is easy pay, even when having to worry about Energy 
						types.  Just don’t chuck the Special ones. ;) 
						
						
						  
						
						
						Abilities: 
						Make a Wish is great for a lot of decks that want to 
						Evolve quickly: if you topdeck Rare Candy and 
						your Stage 1 (or something to grab your Stage 1), you 
						can have a Stage 2 ready to go first turn… that isn’t 
						De-Evolution bait (a concern again that we have two 
						different decks specializing in it: the latest version 
						of Dark Tyranitar/Dark Ampharos and now 
						Cradily/Dark Ampharos).  I haven’t seen much 
						of the latter, but the former is still alive and well.  
						Even without any extra help, so long as you have Basics 
						in play (and given the amount of Trainer based search we 
						have for that), this can get you set up and set up 
						quickly.  Most importantly, it has a colorless cost… so 
						you can run it in just about any deck. 
						
						  
						
						Mind Bend won’t be used much, but in the decks that can 
						pay for it, it can be pretty handy.  30 points of damage 
						with Confusion is very frustrating.  Not something to 
						count on, but something to worry the opponent.  After 
						all, a deck like Liability normally doesn’t care if 
						Weezing gets damaged, since it blows itself up.  It 
						is not happy for Weezing to take 60 total damage 
						though (since it’s Weak to Psychic Pokémon) and then 
						have a 50% chance of Liability failing and just knocking
						Weezing itself out. 
						
						
						  
						
						
						Uses and  
						
						
						Combinations: 
						The reason this card isn’t used too much is that we have 
						the other Jirachi, from EX Deoxys.  In the 
						end, that one tends to be more useful.  Still, if you 
						can squeeze one of these in with it (or several other 
						“opening” Pokémon), it can actually be a nice fallback 
						option, especially against De-Evolution decks.  Remember 
						that it can be useful to let this Evolve most of your 
						Pokémon and then allow it to be KO’d: this will let you 
						pull the ever annoying Pow! Hand Extension /Scramble
						Energy trick and have a bench full of Evolutions. 
						
						
						  
						
						
						Ratings 
						
						  
						
						
						Unlimited: 
						1.5/5 – Probably not even worth it for getting Neo 
						Genesis Slowking out faster, unless you are sure 
						you can handle more than likely trading one Prize for a
						Slowking. 
						
						
						  
						
						
						Modified: 
						3/5-It requires some common sense to use, but it can be 
						a real boon when used right.  “Using it right” appears 
						to be TecHing a single copy in. 
						
						
						  
						
						
						Limited: 
						3.5/5-Use it to get your Evos out post haste!  It’d be 
						worth more if you were guaranteed to have a good 
						Evolution line or two.  Instead, you’ll mostly be hit or 
						miss depending on the Basics you get.  After all, if you 
						are stuck running a 1-1 line, it will be great getting 
						it out but Jirachi still needs the Basic as a 
						starting point.  If it’s a Starter Deck event and you 
						have the Jirachi Starter from Hidden Legends, 
						jack it up to a 4/5 due to access to actual Metal 
						Energy and a solid Evolution line. 
						
						  
						
						
						Summary 
						
						A solid bit of TecH, I think, and it’s in a Starter 
						Deck, making it easy to get a hold of.   |