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					Pojo's Pokemon Card of the Day 
					
                        
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							Torterra Lv. 48 Platinum 
							Date Reviewed: 
                            02.05.09 
							
							Ratings
                            & Reviews Summary
 Modified: 4.00
 Limited: 3.33
 
							Ratings are based
                            on a 1 to 5 scale. 1 being the worst.
 3 ... average.
 5 is the highest rating.
 
							
							Back to the main COTD 
							Page 
							 |  
 
            
              | Jigglypuff13 | 2/5 Torterra Lv.48 (PT) I wanted to do a review yesterday, but I forgot. Oh 
						well, I'm back for Thursday (today), so it isn't all 
						bad, and least this card is actually good, the new form 
						of the tank of the moment, Torterra! The 4th different 
						normal version of Torterra in 8 sets. That has to be 
						some sort of record for a Stage 2. Anyway, the card, and 
						first off is the basics of the card. 140 HP on Torterra 
						is average, but compared to all Stage 2 Pokémon, that's 
						pretty impressive, and thus should be able to survive a 
						hit or two. With Tuesday's card, Shaymin Lv.X (land), it 
						becomes a massive 180 HP, but I'll get on to that later 
						on. +30 Fire Weakness is expected, and alright, but with 
						the Grass uprising in PT, Fire will probably see a 
						little more play soon. No Resistance, well, I'll gloss 
						over that. However, I can't gloss over the massive 4 
						Retreat Cost this card has. Switches/Warp Points are 
						needed if you play any Torterra, simply so you don't 
						have to pay that hideous amount when you want to get a 
						Torterra to the bench. Anything that can get rid of 
						Retreat Cost might worth a space 2 as well.
 
 Abilities now, and first of all, Green Blast. For GCC, 
						it does 40 damage. Not very impressive. However, it then 
						does an extra 10 damage for every G energy attached to 
						all of your Pokémon in play, so it essentially starts at 
						70 damage, and will increase quickly. Thanks to Sceptile 
						(GE) and the already proven Tortile deck, this just adds 
						another powerful and reliable attacker to the mix, since 
						with every Grass energy proving 2 Grass, each Grass 
						energy card you attached will make Green Blast do 20 
						more damage, which is impressive. I have only 1 gripe 
						about this card is that Green Blast has featured on 2 
						other cards in the past, Sunflora (UF) and Venusaur 
						(CG), and both of these cards were hyped up because of 
						Green Blast (Venusaur more because of Chlorophyll, where 
						all C providing energy cards provided G energies 
						instead), and then both just faded from the limelight, 
						both proving rather over hyped. I will admit, neither of 
						these were used a card like Sceptile (GE) (though 
						Venusaur did have a chance last format to be used 
						Sceptile), so I suppose it's different for Torterra 
						here. Only time will tell if the hype surrounding 
						Torterra will be worth it. Oh, you may want to know 
						about Torterra's second attack. Soothing Scent uses GGCC 
						for 80, which is about average really, and then puts the 
						Defending Pokémon to Sleep. Not bad as an attack, but 
						Green Blast is obviously the more powerful attack, and 
						thus will be the main attack. Mind you, Soothing Scent 
						could be used as a bit of an expensive stalling attack.
 
 Combos, and I've mentioned the main ones already. First 
						of all, you will want to use this card with Sceptile 
						(GE), so you can get the maximum damage output from 
						Green Blast and for Energy acceleration. Kind of 
						obvious. Shaymin Lv.X (Land) is quite nice as well for 
						the +40 maximum HP boost to your Grass Pokémon, making 
						the already annoying to KO Torterra almost un-KOable, 
						which is nice really.
 
 Ratings:
 
 Modified: This card is a tank that can deal a lot of 
						damage. 140 HP and a Grass type means it has easy access 
						to Grass healers and HP increases, of which there are 
						many. Green Blast just becomes massively powerful with 
						Sceptile aiding it, and soothing Scent seems more like 
						an after thought. My only problem with this card is that 
						Green Blast decks have been tried before, and few have 
						every really been any good. I just hope this one won't 
						be the same, otherwise, my rating will be way too 
						generous. 4/5
 
 Limited: This card, if you can get it out, will probably 
						never be KOed. I mean, 140 HP and probably facing either 
						a load of basics or the odd uncommon Stage 1 means 
						Torterra generally won't be in any real danger. 
						Annoyingly, Green Blast isn't very effective here, since 
						chances are, you won't be able to make a deck with as 
						many Grass energies as you'd like for this card. This 
						means you'll probably end up relying on Soothing Scent 
						as your main attack which, while it make take many OHKOs, 
						will take a while to power up. Once you do, you'll be 
						rewarded almost instantly. 3.25/5
 |  
              |  Meganium45
 | OK, I know I gave love to Shaymin, but this is right up 
						there as one of the best cards in the set! 
 Huge 140 HP. Weakness to fire +30 does not really 
						matter, much, yet.
 
 These HP can be increased by 40 with Shaymin Level X 
						(Land forme)…180, with decent attacks!
 
 For 3 energy you get Green Blast, 40 Damage plus 10 
						Damage for each Grass energy attached to all of your 
						Pokemon.
 
 Does Sceptile Double this?? Yeah! Does Rainbow or Multi 
						Count for this? Yeah (if they provide Grass, which they 
						do!)
 
 So, really, on a “normal” Torterra deck, you are looking 
						at 3 energy for a MINIMUM of 70 damage.
 
 Then a 4 energy attack that does 80 and auto sleep.
 
 Combos here are obvious. Sceptile GE will REALLY help. 
						Leafeon Level X is an option too. Togekiss 
						maybe..Shaymin Level X (Land Forme) definitely!
 
 Maybe a touch of Tangrowth, who knows?
 
 Grass just got a lot better. At least 3 good Torterras 
						to choose from with a Powerful Level X.
 
 Look for Torterra to be played a lot, as people try 
						these combos.
 
 There are counters to the helpers (Dialga G Level X) so 
						be careful, but this card works decently without the 
						helpers, and makes Rampardos shake in its boots.
 
 Ratings.
 
 Modified ---- 4.5 out of 5. One of the best cards
 
 Limited --- 3 out of 5 ---- I hate stage 2s in draft, 
						even with the Broken Stadium
 |  
              | KFT Winner of a 
			Stormfront Prerelease
 | Torterra (PL39) 
 Today's card of the day is Torterra the turtle that has 
						plants growing out of it.
 
 This Torterra has 140 Hp, a huge ammount that can be 
						made even huger with the Shaymin from tuesday. The +30 
						weakness to fire is bad since it means that magmortar 
						needs only two hits to KO it. The lack of a reisstance 
						isn't crippling, but I think that all torterra should be 
						resistant to lightning. They are half ground after all. 
						And that brings us to the Turtle's retreat cost: 4. If 
						you run him, you're going to want to pack some switches 
						or warp points.
 
 Torterra's first attack is Green Blast, which, for one 
						grass and two colorless energies, does 40 damage, plus 
						10 for each Grass energy attached to your Pokemon. Once 
						again, Shaymin Level X really shines, since you could 
						get out a huge amount of grass nergy and then use 
						Torterra to crush the opposition. I'm not sure if GE 
						Sceptile doubles the grass enrgy for this, but if he 
						does, then he could prove to be a worthwile partner for 
						this Tortoise.
 
 Torterra's other atack is Soothing Scent, which does 80 
						damage and puts the defending Pokemon to sleep for two 
						grass energy and two colorless energy. That attack isn't 
						nearly as good as Green Blast, unless you were putting 
						energy only on Torterra, and even then, by the time you 
						power it up, the next turn you can just Green blast for 
						10 more if you can attach an energy.
 
 Modified 2.5/5
 I don't think that this turtle will be able to make it 
						into a Torterra deck, seeing as how there are three 
						other Torterras and a Level X to choose from.
 
 Limited 3/5
 There are two Level X Shaymins to provide some form of 
						support, but the sheer number of fire types and that hue 
						weakness ensure that Torterra will be tradebait for 
						turtle-lovers.
 ~KFT
 |  
              |  Alex
 | COTD - Torterra Platinum 
 Hey guys,
 It seems as if we get a new Torterra every single set, 
						which means that this guy has some tough competition for 
						a deck spot. I'm pretty sure all of them have 140 HP, 
						which is very good for a stage 2. This particular card, 
						however has one thing that the rest don't: an unlimited 
						damage attack - enough of the small talk. On to the 
						review!
 
 HP: 140 - Like I stated before, this is very good for a 
						stage 2. I think Torterra prides itself on always having 
						big HP, so this card is just continuing the trend, but 
						nonetheless 140 is extremely good. With Shaymin X you'll 
						have a 180 HP non-lvX attacker; sounds good to me.
 
 Attacks: Green Blast, Soothing Scent - Green Blast is 
						what I was referring to before when I said that this one 
						attack makes this Tort unique. The base damage is only 
						40 for 3, which is bad, however it does an extra 10 for 
						each grass energy you have in play. That means you'llbe 
						doing 70 at the minimum, but the one card that makes 
						this great is Sceptile. Pair this with good ol' Sceppy 
						and you're automatically doing 80 for 2 energy (or 100 
						for 3,etc). If you have even more grass energies on the 
						field there's a possibility you'll be OHKO'ing anything 
						on the opponent's field. This is an extremely good out 
						to have since a lot of the current metagame cards have 
						very high HP. The only other Tort that can even compete 
						with this guy's damage output is the MD Tort, which only 
						maxes out at 100. However, the hard part is getting this 
						guy plus the Sceppy out. The second attack is pretty 
						subpar, although auto sleep is pretty cool. 80 for 4 is 
						pretty lame, imo.
 
 Weakness/Resistance: Fire +30/na - Like I've stated 
						before, fire isn't anything to worry about atm. We might 
						see a bit of fire being played since grass decks will be 
						very prevalent with the addition of Shaymin X.
 
 Retreat: 4C - Ehhh, guess this means you won'tbe 
						retreating him anytime soon. If you do get the Sceppy 
						out (and I do suggest you do), it reduces to a 
						relatively decent cost of 2.
 
 Overall, this is actually a pretty decent card to play 
						in a Tort/Sceppy deck. I would only play 1, however with 
						a combination of 1 SF/1DP/1 LvX. I like the DP one here 
						because he combats Dusknoir and spread decks. However, 
						he can easily be replaced with another Platinum Tort. I 
						think you'll be seeing a lot of this guy in Tort decks 
						because the damage never stops, meaning anything is 
						within OHKO range.
 
 Ratings:
 Modified - 4/5
 Limited - 4/5 (If you get the line)
 |  
              | Octillery49 | Torterra is an AMAZING card.......................... If 
						it weren't for Dialga G Lv.X. Although it does nothing 
						to harm Torterra directly, it locks Sceptile's body, 
						which hurts this card very badly. So, as long as Dialga 
						G Lv.X is popular. 3/5 
 Lucario:
 Soooooooo underrated. It can do a LOT of damage for a 
						stage 1 and also has a great level X that you can combo 
						with it.
 You just need to play it right. Use lots of basics that 
						you can use as one-offs (Uxie, Mespirit, etc.) 4/5
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