*sigh*
I picked two cards for the week to review. I had
hoped to actually deck test them…but of course plans
fell through and I couldn’t. Okay. I ran out of
time to do proper CotDs for them, so I had to do
highly abridged CotDs. Okay. I sent both in, but
only one got posted. Not okay. XD
Hopefully by now, Pojo has gotten my Aggron
CotD up. If not, know that it combos with
Bronzor and Aggron from EX Power
Keepers, though the deck really needs one more
piece I can’t figure out.
Name/LV:
Magmortar LV.48
Set:
Mysterious Treasures
Card#:
12/123
Rarity:
Holographic-Rare (Super-Rare)
Type:
Fire
Stage:
1 (Evolves from Magmar)
HP:
100
Weakness:
Water + 30
Resistance:
None
Retreat:
CCC
Poké-Power:
Attack#1:
(RC) Smoke Bomb [30]
If the Defending Pokémon tries to attack during your
opponent’s next turn, your opponent flips a coin.
If tails, that attack does nothing.
Attack#2:
(RRC) Flame Drum [80]
If Magby isn’t anywhere under Magmortar, discard
2 Energy cards from your hand. (If you can’t
discard 2 Energy cards from your hand, this
attack does nothing.
Name/LV:
Magmar LV.30
Set:
Mysterious Treasures
Card#:
54/123
Rarity:
Uncommon
Type:
Fire
Stage:
Basic
HP:
70
Weakness:
Water +20
Resistance:
None
Retreat:
CC
Attack#1:
(R) Flare [20]
Attack#2:
(RRC) Flame Drum [50]
Discard an Energy attached to Magmar.
Name/LV:
Magby LV.5
Set:
Mysterious Treasures
Card#:
88/123
Rarity:
Common
Type:
Fire
Stage:
Basic
HP:
40
Weakness:
Water +10
Resistance:
None
Retreat:
C
Attack#1:
(0) Scorch
Flip a coin. If heads, the Defending Pokémon is
now Burned.
Since I couldn’t let that lie, I am now going to do
a quick review of Magmortar. At least it
should be easy: I basically reviewed it when we
covered its LV.X form.
To me, Magmortar LV.48 is all about setting
up for Magmortar LV.X. It isn’t that LV.48
isn’t any good, just that without its LV.X
counterpart, it lacks a really good big attack. 100
HP for a Stage 1 is pretty solid, even though the
Water Weakness should be a huge concern. Normally
it wouldn’t be, but if you hadn’t noticed,
Infernape (usually backed by Firestarter
Blaziken and Energy Draw Delcatty) is
everywhere, because for the most part it is an
inexpensive, easy to run deck. Well, the prices
might be higher now (I don’t know), but at least
when D/P cards first came out it was. Simply put,
that means you should expect Water at Battle Roads.
A solid Water deck could very well win by coasting
in type matching and only having one or two hard
fought battles.
Moving on… no Resistance is lame.
A three Energy Retreat Cost isn’t good, but you can
handle it with a solid deck build. Most players
shouldn’t be building a deck that lacks a changing
out card like Switch or Warp Point
anyway.
The attacks on Magmortar LV.48 are solid, but
as stated it wouldn’t be enough to make this card a
threat on its own. Smoke Bomb is good for stalling
and Flame Drum hits hard… for a Stage 1 (which the
card is). You could skip Magby if you like:
EX Power Keepers gives us a Magneton that can
easily add Energy from the discard pile to your
hand, though this will take up space and make the
deck more complicated. Good, strong draw power is
also apt to keep your hand full enough for the
attack. You’ll need Magmortar LV.X to use
its abilities to remove major threats and let Flame
Drum pick off the Active between Flame Bluster
attacks.
Ratings
Unlimited:
1/5 – Magmortar LV.X isn’t too good here, so
this will naturally be worse.
Modified:
3/5 – It’s a solid card because it has a Level X
form. If it were completely on its own, it would be
far less useful.
Limited:
4/5 – Smoke Bomb makes this card huge for Limited.
Well, that and Magmar of this set is also
most impressive for Limited play. If you do have a
Magby, then Flame Drum becomes sickly
powerful (by Limited standards).
-Otaku