Jigglypuff13 |
8/25 Luxray Lv.51 (LA)
Hello, and welcome to a week of LA cards that aren't
previews, and we start of with a good one. Luxray has
received some hype as being a great little counter to
most of the decks that have been hyped as being the
biggest decks of the next format due to the combination
of it's attacks and Poké-Body. Before talking about
them, I'll talk about the basics of the card. The 120 HP
is rather average for a Stage 2. It be able to take at
least 1 non-Supreme Blast hit that isn't from a Fighting
type due to it's +30 Fighting Weakness, and even then,
the Fighting Pokémon would have to hit the 90 damage
marker without needing a Plus Power or Buck's Training
to get a OHKO, and not many Pokémon do (though many can
get 100 instead). The -20 Metal Resistance is very nice
with Magnezone Lv.x (LA) getting a lot of hype, thus
will be useful in that match. However, the biggest thing
about the basics of this card is it's brilliant no
Retreat Cost. Very few Pokémon have a no Retreat Cost,
and very few of them are Stage 2's, so it is a very nice
ability to have due to getting a damaged Luxray to the
relative safety of the bench, or get out of a Jirachi
(LA) Doom Desire, which people are hyping.
Now for the Poké-Body, Rivalry. This makes Luxray the
second true anti-Lv.X card (the first being Milotic
(GE)), and the better of the 2 for actually KO-ing
Lv.X's. That extra 50 damage given to Luxray's attacks
from Rivalry against any deck that even puts a Lv.X in
play chances numerous 2HKO's on those important 130 HP
Pokémon into OHKO's, and that slightly negates the main
disadvantage of the card. Before that, Plasma gives some
nice reliable damage (40 without Rivalry to CC) and the
ability to charge up Shock Bolt in it's effect. 40, even
with the effect and the energy cost, is still a rather
small damage output. Rivalry makes it a brilliant 90 for
CC, but you can't always rely on your opponent having a
Lv.x out. Because of this, Shock Bolt is easily the main
attack of the card. LLC for 100 is great. Discarding all
Lightning Energies attached to Luxray in order to do so
isn't so great, thus Colorless energy will be needed to
make sure you aren't discarding 3 energies every time
you want to use Shock Bolt. That 100 damage is nicely
boosted by Rivalry, and thus the idea of doing 150
damage instead of 100 for the same effect isn't quite so
bad, especially if you can keep a Lv.X in play on your
opponent's side of the field.
Combos, and Shinx (LA) with Rare Candy and Claydol (GE)
is probably the best way of playing Luxray. The choice
of Shinx, you may be thinking, shouldn't be so fussy,
but it has to be. Whilst the DP one maybe be able to
deal damage on the first turn and has 10 HP more, the LA
Shink, thanks to Recharge, allows you to get a T2 Shock
Bolt (with a bit of luck), and Claydol is obviously the
best way of making this more likely, and thus be able to
grab a quick prize providing you aren't donked in the
process. There are several techs that you may want to
consider, along with other lines that you are probably
thinking about adding to the deck, and your probably
just better off adding a tech or 2 rather than a whole
supporting line.
As for Luxray's survivability, it can be a bit iffy.
Kingdra (LA) will only every get a maximum of a 2HKO
with Dragon Pump, though snipes could reduce this
amount, but Aqua Stream can get a OHKO with 12 Waters in
the discard pile. AMU can only get a OHKO with Supreme
Blast from Mespirit Lv.X (LA), or sometimes from Azelf
Lv.X (LA)'s attack. Either of them make the deck
vulnerable to Rivalry, and any other attack can only get
a 2HKO maximum, unless a tech from their side of the
field can do more. Froslass (LA) can either Destiny Bond
to stop a KO-ing attack, or use it's second attack and
hope Luxray stays Asleep, getting a 3HKO in the process
and spreading a lot of damage as well. Skittles needs 6
different basic energies attached for a OHKO. Empoleon
(MD) can't get a OHKO without help from Dual Splash,
getting a minimum of a 2HKO on Luxray, needing a bench
of 4 Pokémon or more to be able to do so, otherwise Dual
Splash makes it a 4HKO. Eeveelutions need 9 energies in
play for Leafeon Lv.x (MD) to get a OHKO, otherwise
Glaceon Lv.X (MD) can get a 2HKO and stopping Claydol's
Poké-Power at the same time, and spreads damage
(possibly) to weaken other Luxrays. GG/Plox decks can
either get a OHKO from Gallade (SW) by flipping 2 prizes
or using Lake Boundary, otherwise Gardevoir (SW) gets a
2HKO whilst also locking Claydol. Magnezone Lv.X (LA)
decks will get a 2HKO with it's attack, but automatic
Paralysis will stop Luxray from attacking without help
from Warp Point/Switch/Xatu (SW)/anything else like
that. All other decks should be able to get a 2HKO,
whilst Fighting types should be able to get a OHKO
thanks to Weakness (either normal or from the help of
Lake Boundary).
Ratings:
Modified: Thanks to a combination of Rivalry and Shock
Bolt, Luxray is able to OHKO most of the format, though
will only be able to do so every other turn without help
from Energy Pick-up. Free retreat cost allows it to
escape very quickly at a moments notice, but with 120
HP, chances are, it's more likely to be 1 or 2HKOed,
especially whilst charging up another Shock Bolt. Thanks
to Shinx (LA), it should be quite fast, which kind of
takes the edge away from it's frailty.
For next format, 3.75/5
For this format (7 days left!), thanks to DRE and
Scramble, 4/5
Limited: Shock Bolt with OHKO almost everything you find
here, and definately the most Pokémonn you will face.
Rivalry will help against the occasional Lv.X. Plasma
will help with the recovery of Luxray's energies, and
Energy Pick-up could allow for 2 Shock Bolts in a row
with a bit of luck. 120 HP is a lot here, though the
lack of Rare Candy does take away a bit from Luxray's
speed. Get it out and set up, and Luxray will be a real
force to reckon with. 3/5 |