| Jigglypuff13 | 10/3 Ditto Lv.33 (LA) 
 Ah, Ditto, a little card that harks back to the old days 
						of Fossil and the original Ditto. First, the basics, and 
						60 HP on a non-evolving Basic isn't that great to be 
						honest. If it had maybe 10 more HP, it would be a bit 
						better, but it doesn't, so, oh well. Mind you, you 
						shouldn't care too much about the original HP of this 
						card to be honest, but more about that later. +20 
						Fighting weakness isn't too bad really, with only 
						Gallade (SW), Gliscor (holo and Lv.X, both from LA) and 
						Rhyperior Lv.X (LA) being the mainly played Fighting 
						cards, and even then they don't see that much play, with 
						Gliscor probably being the most played out of that list. 
						No Resistance, well, have a slight guess what that 
						means. 1 Retreat Cost is about average really, and you 
						can't really expect too much more from a amorphous pink 
						blob.
 
 Now, Ditto DNA, all it can do, and while that doesn't 
						sound very promising, being only a Poké-Body and all, 
						but it's such a brilliant one that can really mess with 
						your opponent, and just be really fun really. 
						Essentially, Ditto's maximum HP becomes that of your 
						opponents active so long as Ditto remains attack, and 
						can use any attack from your opponents active so long as 
						Ditto has the required energy attached to do the attack. 
						Basically, if you use any deck that uses every type of 
						energy, or uses Multi energy, then Ditto can become an 
						effective tech. Obviously, there are some Pokémon that 
						you'd more want to copy than others. You may want to 
						copy Garchomp (MT) in order to make the game a misery 
						for your opponent, but you probably wouldn't like the 
						idea of copying Mesprit Lv.X (LA) when your Ditto isn't 
						used in an AMU deck. Essentially, it's a tech that 
						becomes anything your opponent has out. Watch out, 
						though, since if your opponent is smart, they'll deal a 
						bit of damage, then send Ditto to the bech to be KOed by 
						it's 60 HP, or retreat and send something else active, 
						changing Ditto's HP to your new actives HP, and probably 
						being less than the damage they've already done. Both of 
						these ways will KO Ditto without actually attacking. 
						Great fun for them, not so great for you.
 
 Combos, and there are a couple of ideas I quite like, 
						and they all involve Togekiss (GE) in some way, shape or 
						form. First, Ditto could be used a rather fun deck on 
						it's own with at least a couple of energies of every 
						type in the deck, then using Togekiss to hopefully power 
						up Ditto's new attacks. Of course, you do need to get 
						really lucky for this to work, but get it to work, and 
						it could be quite effective, and allows your opponent to 
						know what it's like facing their own main attacker. The 
						second is as a tech in decks that already use Togekiss. 
						TogeChomp (Togekiss and Garchomp (MT)) and Skittles (Togekiss 
						and Ho-Oh (SW)) and the main decks that would be able to 
						pull this off since they already include every energy 
						type in them. You could also tech Ditto into your deck 
						to help the mirror matches, but not many decks will need 
						a lot of help in mirror, but an extra attacker could be 
						quite nice.
 
 Survivability, and it depends a lot on what Ditto is 
						facing. I will assume that Snowpoint Temple isn't in 
						play (which would increase Ditto's HP) and that the 
						attacking Pokémon doesn't switch out or force Ditto to 
						the bench. Kingdra (LA) will get a 3HKO using at least 1 
						fully powered Dragon Pump, though Buck's Training/Plus 
						Power/Sniping. Kingdra can also use a 13 Water energies 
						powered Aqua Stream for a OHKO, with again, power 
						boosters/Sniping decreasing this number. If need be, 
						Kingdra can also snipe a benched Ditto, aiming 3 Dragon 
						Pump snipes to it to get the KO. Luxray (LA) can't get a 
						OHKO without help from at least 2 in any combination of 
						Plus Powers/Buck's Trainings, otherwise it's a 2HKO with 
						at least one Shock Bolt either way. AMU will always get 
						a OHKO using Supreme Blast from Mesprit Lv.X (LA), and 
						won't have anything to fear in this situation against 
						another Ditto. Uxie Lv.X (LA) will always get a 2HKO as 
						well, but Azelf Lv.X (LA) would need help from your 
						opponent needing a lot of energies in play. Skittles 
						will need 5 different Basic Energies attached to Ho-Oh 
						(SW) to get a OHKO, but Togekiss could get a 2HKO with 
						the help of 2 heads when attacking, otherwise it's a 
						3HKO. Eeveelutions again depend a lot on who is 
						attacking. For Leafeon Lv.X (MD), you would need 8 
						energies in play for the OHKO, whilst most others 
						(including Glaceon Lv.X (MD)) will get a 2HKO. Jolteon 
						(MD) is the only other one getting a OHKO, but only if 
						it discards it's energies. Magnezone Lv.X (LA) 2HKOs 
						Ditto with the use of Cyber Shock or a 2 Metal Energy 
						powered normal Magnezone (DP) attack.
 
 Ratings:
 
 Modified: How do you rate this card? It is so dependant 
						on what your opponent plays, that it almost makes it so 
						bad it isn't worth playing, but because it depends on 
						what your opponent plays, it can be a brilliant surprise 
						against your opponent, using their Pokémon against 
						themselves. I want to give it 1/5 because it depends on 
						what your opponent uses, but I also want to give it 5/5 
						because it can be such great fun and a brilliant 
						surprise tech. I like a bit to much for average so... 
						3.5/5
 
 Limited: Again, depends on what your opponent is using. 
						However, because of the lack of Multi or other similar 
						energies, you won't always be able to find Ditto being 
						useful. Still, great fun here, but I like it slightly 
						less than average, so... 2.5/5
 
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