Right, had a bit of a break (been very busy recently),
and it's time to get back to reviewing cards. And of
course, it happens to be a card that I'm not that keen
on, it's Shaymin (Sky Form) Lv.X! Due to the annoyingly
large name, I'll just call it Skymin Lv.X from now (like
most people), so I don't have to type all of that out
again. Anyway, Skymin Lv.X, a card that has been
overshadowed by it's Land brethren gets a chance to
shine in the spotlight today. First off, it's the basics
of the card, and 110 HP on a Basic Lv.X isn't too bad
really. However, like the people review Dialga G Lv.X
yesterday said, Regigigas Lv.X (SF) has spoiled us, so
we would all prefer that HP to be boosted up a smidgeon,
but 110 HP should be plenty survivable. Fire Weakness
isn't too bad at the moment, but if Grass decks get
popular (as predicted), it will become annoying. -20
Fighting Resistance is nice to see, since any Resistance
is nice, but fighting keeps it a bit safe from Rampardos
(PT), helpfully reducing the damage from the first
attack to 60. Still not enough to reduce it from a 2HKO
to a 3HKO, but with the minimal amount of effort in
healing, it will be possible. Free Retreat Cost is
perfect, and there is nothing else that can be said
about it.
Right, Abilities now, and I'll get straight off to
Revenge Seed. This Poké-Body makes all of Skymin Lv.X's
(including the normal forms attacks) +60 damage if one
of your Grass Pokémon were KOed last turn. In any Grass
deck, than makes Skymin Lv.X a fantastic little revenge
killer. Allow one of your expendable Grass Pokémon to be
KOed, and let Revenge Seed do the rest. Of course,
there's one little problem with that; you need an
expendable Grass Pokémon. Grass doesn't have access to a
lot of good starters at the moment (in fact, I think
Celebi (MT) is the only starter they have access to), so
your starter isn't likely to be the one that you can KO,
so you have to go for one of your main lines basics, and
which point you are wasting deck space on having
something that will allow you and your opponent to draw
one more prize each probably. Near the end of the game,
not too bad an idea maybe, but until then, you may as
well just let one of your main attackers get KOed
naturally during the course of the game. Not necessarily
something you want, but you have to except that it will
happen at some point. The attack of Skymin Lv.X is all
right. Energy Flare is quite good value really, doing 50
for GC is not bad, especially when it's like to become
50 for G instead thanks to Sceptile (GE). The effect is
rather situational. As a Poké-Power, moving energies is
lovely, and has often been the main part of a deck
(think about Energy Trans decks, RAMBO, DragTrode, and
other deck that moves energies around that I can't
remember at the moment), but all of those times, it's
been from a Poké-Power, not an attack. When you get to
move energies from an attack, you generally just
transfer energies from the attacking Pokémon to one of
your bench, which is nice enough really. However, Energy
Flare allows you to move all of your in play energies
around as you like. Unless you want to desperately move
all the energies off a near-KOed Torterra or something
that's about to find itself KOed from sniping, it's a
pretty useless effect.
So, what's the best way of using this card then, you may
be asking. Well, the best way is probably to use it with
Shaymin (Land Form holo, whatever number that is), and
keep your opponents active effected by at least 1
Special Condition. The reason is because that particular
Shaymin does 30 for GC, plus an extra 50 damage if the
Defending Pokémon is effected by a Special Condition. If
so, and if Revenge Seed activates, you could find
yourself doing 140 damage for a meagre GC cost. Maybe
it's just me, but that's quite spectacular. Of course,
you need to keep your opponent's active effected by a
Special Condition, which is easier said than done, and
then wait until one of your Pokémon are KOed. Or you
could get one of your Grass Pokémon KOed, then effect
your opponents active with a Special Condition. There
are 3 ways of doing this. The first is to use Darkrai
(MD). It's one shot Sleep Poké-Power is all your need
for one Revenge Seed-ed Damage Aid, but for multiple,
you will have to invest deck space into SSU's. The
second is to use Wigglytuff (GE). This is slight harder
since it's a Stage 1 and puts both active Pokémon to
Sleep, but it can be used every turn that you need to,
and Dawn Stadium can remove the Sleep from your Asleep
Grass Pokémon if you attach an energy to it. The final
one is probably my favourite, but it's more a "lesser
out of three evils" case than a recommendation, which is
Skuntank G (PT). Have a Stadium in play, and you can
inflict Poison on both active Pokémon. It's a basic and
can be used so long as you have a Stadium in play, and
Poison is a more destructive condition than Sleep, but
can't be used against SP Pokémon, so you will probably
need a Darkrai (MD) for them.
However, all of this for a maximum of 5 lots of 140
damage per game? That just seems a little bit of a over
board for what will probably be a little 1-1 tech you
have if your Grass deck, and won't be beneficial enough
to really justify. So Skymin will need it's own deck,
and then you need to find a disposable Grass type. Well,
I know of one good one already, and I'm going to let you
figure it out yourself. It's not hard, so you won't
struggle too much with that. Still, if you are going to
be trade prizes and your opponent gets the first one, it
isn't going to be pretty in the end.
Ratings:
Modified: As a 1-1 tech, don't go too over board with
it. Have it out, and those 110 damage revenge attacks
are going to be lovely (especially if you get, at some
point, to make it a 140 damage on instead), but
otherwise, just wastes a bit of bench space that could
be used for another Claydol/Uxie/main attacker/space so
Dusknoir/Plakia G Lv.X don't kill you. As a card you
could base a deck off in it's own right, it might be
quite nice, but you will find your self losing quite
often since your opponent will draw the first prize, and
then probably the last one as well if you are only going
to be doing revenge 110-140 damage attacks. I'm sure
there is a good combo for this card, but we just haven't
figured it out yet. Also, if it's a toss up between this
and the Land Form Lv.x, go Land Form every time. 3.75/5
Limited: Too hard to get out if you can actually play
it, and then doesn't really do enough to justify it's
use. You might get to Revenge Seed once or twice a game
if you are lucky, but probably none most of the time.
However, Energy Flare does finally have a use since it
will move energies from where you don't need it to where
you do (such as when you have to attach that Water
energy to your Torchic, only to find that you really
needed it for your Squirtle, or whatever). 50 for GC
isn't that bad here either. 2.5/5
Meganium45
OK, a Shaymin, with an attitude!!!
110 HP, good for a level X of a basic, along with, let’s
face it, about PERFECT bottom stats.
Weakness to fire, resistance to fighting and a 0 retreat
cost! 0 Retreat cost! I LOVE IT!
The revenge seed Body is great for decks that are simply
grass. For each of Shaymin’s attacks to do 60 more
damage after your grass is knocked out is supreme.
Not just the attacks of the Level X, but the underling’s
attacks, which can be QUITE potent from Shaymin to
Shaymin!
Of course, due to the reading of the Body, if the
pokemon is knocked out by placing damage counters, or
special conditions, the Body does not activate.
There is also the whole issue of Dialga G Level X which
can shut down the Body, but it is still strong.
The attack of 2 for 50, and being able to reset all of
your energy, is really quite cool.
This could turn into a 1 for 110 attack after something
has been knocked out!
Expect to see a TON of these cards in play, with THIS
Shaymin Level X being released in the upcoming Pokemon
Spring Tins.
Other than the Scizor line, I cannot remember a lot of
free retreat grass Pokemon…and Jumpluff line I guess.
A great card. Will be interested to see how people play
this one.
Ratings…Modified – 4.2 out of 5. Better than a 4, not
quite to a 4.5. I like it though.
Limited – 3.5 out of 5. Hard to get the Shaymin out,
but, being a level X, you will draft it ANYWAY!
See you SOON!!!
Vince
Little
Duck
Drew
2006 National
Champion
Uh oh, another shaymin…
A shaymin LevelX with 110 HP and a half decent Poke-Body
is not my is not my idea of an ideal level Ex but an all
grass deck (with uxie or claydol of course) this Pokemon
will be a great addition.
The attack on this Pokemon is a 1 grass and 1 colorless
50 damage attack with the effect of being able to move
your energy around on your Pokemon to others as you
please, not terrible if you ask me but the card you pair
it with will make the deck, but if you feel this Pokemon
if good enough to play as a main hitter, its not a bad
idea, but as in most levelX decks, the underling makes
all the difference.
This card could be paired with the LA vileplume if you
chose to play the 14 shaymin in platinum with the
attacks of 1 grass for 10damage and heal yourself for 20
damage and put your opponent to sleep, a very good
attack in my opinion, I give it 2 thumbs up, its second
attack is 1 grass and 1 colorless for 30 damage (80 if
the defending Pokemon is affected by a special condition
but removes the special condition from the defending
Pokemon) another great attack if paired correctly, one
thumb up. But remember, this card can be paired with
most grass Pokemon, such as a torterra deck or an out of
nowhere rogue grass deck (which isn’t a bad idea with no
fire in the format)
0D
Now to the basics of the Pokemon, as I said before 110
HP half decent Poke-body, blah blah blah, but with a 0
retreat cost, and a resistance to fighting, this card is
good to be a late game hitter, and it’s weakness to fire
isn’t a drawback.
You must remember if you play this card, there is
another Shaymin levelX out there that could pair better
with your deck, so choose wisely. Oh and be careful
picking your underling, with a levelX like this one
where there’s 3 different underlings, this decision
could make or break your deck so be careful.
Ratings
Modified: I give this card a 2/5 lets face it, the other
ones just so much better, if you can make a winning deck
out of this card I challenge you to try and prove to me
that the other one isn’t so much better then this one.
Limited: 3/5 if you can get this card in a draft this
card will destroy your foes in a grass deck, because 110
for 2 energy? Its amazing, why don’t I rate it higher?
Because getting it is one thing, and getting the
underling is another.