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					Pojo's Pokemon Card of the Day 
					
					
                        
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							Countdown:  
							Top 10 Pokemon Cards of 2008 
							
							#6 - 
							Unown G Lv. 17 
							Great Encounters 
							
							Date Reviewed: 
                            01.09.09 
                            
							
							Ratings
                            & Reviews Summary 
							 
							Modified: 4.60 
							Limited: 3.75 
							
							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 
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              | 
          			Arbok14 | 
              
					 
						01/09/09 
						 
						Hey, another new set representative! Today we have Unown 
						G from Great Encounters. 
						 
						Name: Unown G 
						Set: Great Encounters 
						Rarity: Uncommon 
						 
						HP: (50) - Good thing this will never see the end of a 
						turn on the bench. Oh, and never start with it. 
						 
						Weakness/Resistance: (Psychic+10/none) - Really nothing 
						to worry about. Unown G should never be around at the 
						end of your turn. 
						 
						Retreat Cost: (1) - The only time this would have any 
						purpose is if you would start with it. 
						 
						Poke-POWER: (Guard) - This is one of the best Powers out 
						there right now. This will find a use in absolutely 
						every deck right now, especially with Dusknoirs and 
						Gengars putting damage counters all over the place right 
						now. Protect your Claydol, protect your main attacker, 
						whatever. 
						 
						Attack #1: (PC - Hidden Power) - Please never ever use 
						this. I was kidding when I said Chatter was good 
						yesterday. 
						 
						Final Analysis: Let me put it this way, Guard is 
						something so useful and good, that any deck can use it. 
						Every deck... EVERY DECK should have 2 of these, AT 
						LEAST, in it. 
						 
						Modified: Just look above. (5/5) 
						 
						Limited: Could certainly be useful here. (5/5) 
				 | 
             
            
              | 
          Jigglypuff13 | 
              
						1/9 Unown G Lv.17 (GE) 6th place 
						Ah, the final day of the week, but before you all weep 
						in disappointment, we do have the 6th place card of 2008 
						and next week, it's the top 5 of 2008. Anyway, today's 
						card, the 6th best card of 2008, Unown G. For people to 
						realise how great this card was, and this was mainly due 
						to the release of SF with Gengar and Dusknoir from SF 
						placing damage counters. If it wasn't for them, I don't 
						think many decks would be running Unown G right now. 
						Anyway, the card, and first off, the basics of it. 50 HP 
						on a non-evolving Basic is pretty poor, but if it sees 
						any time in play greater than 0.1 seconds, it's either 
						the only Pokémon you started with, or your being really 
						stupid. +10 Psychic Weakness is to be expected really, 
						and is average, as is the 1 Retreat Cost and lack of 
						Resistance. 
						 
						Now for the reason it's played, Guard. This is a 
						brilliant Poké-Power. Basically, you discard all cards 
						attached to Unown G (none, right?) to attach Unown G to 
						one of your of your Pokémon. That Pokémon than cannot be 
						affected by effects of attacks other than damage. That 
						is just brilliant. All of those attacks that place 
						damage counters (so Gengar, Dusknoirs and Azelf Lv.X 
						(LA) at the moment basically), Special Conditions (Gliscor 
						(LA)? I don't think there's anything that's widely 
						played that inflict Special Conditions at the moment) 
						and all those other nasty effects that you hate are 
						prevented on the Pokémon that Unown G is attached to. 
						This is a brilliant way of protecting either your main 
						attacker or your draw engine from being effected by 
						those effects. Another brilliant thing about it is that 
						there is no way of getting rid of it from the field at 
						the moment. Pachirisu (GE) and Mismagius (SF) can 
						discard tools, but because they are effects, they can't 
						discard them. If there is one disadvantage to Guard (and 
						there probably is only one), it's that it counts as a 
						Pokémon Tool when attached to a Pokémon, so basically, 
						you have to choose between Unown G and any other tool. 
						Most tools are rubbish at the moment, but for decks that 
						need/want to play Energy Link, it's going to be quite a 
						tough choice on some Pokémon (though it shouldn't be for 
						their draw engines, who should almost always have Unown 
						G attached when going against a deck that can place 
						damage counters on the bench). 
						That's probably enough about Guard, and onto Hidden 
						Power. It's rubbish. PC for 50 is nice, but you only do 
						that if Unown G has no damage counters on it. Any damage 
						counters, and Hidden Power does a measly 10 damage. What 
						a pointless attack. 
						 
						Combos, and basically, use it in every deck that fears 
						effects of attacks. Basically, use it in every deck. 
						From saving a Basic from Take Out, to stopping Gengar 
						from placing 6 damage counters on your benched Claydol 
						(GE) or even just stopping your opponent from stopping 
						your active from retreating, it's uses are near 
						infinite, and thus most decks should be packing at least 
						2 of these. 
						 
						Ratings: 
						 
						Modified: This is a brilliant card, and that's because 
						of Guard. Stopping all of those effects is just too good 
						to pass up on. There aren't many disadvantages to this 
						card, but not having another tool attached is one, and 
						also, it's a Basic, meaning that if you have only this 
						as a Basic in you starting hand, you have to start with 
						it. Since it's rubbish as an attacker and can't set 
						anything up, you may as well scoop if you start with it. 
						However, it's not enough reason to not run this card. 
						4.5/5 
						 
						Limited: There probably won't be too many effects here, 
						and if there are any, you probably won't care too much 
						about them (though you may do if someone gets an 
						Arbok-Weezing combo), so Guard probably won't be that 
						effective. Since Hidden Power is so rubbish, there is 
						very little reason to use this card. Might sometimes be 
						helpful, but not enough for me to recommend playing it 
						here. 1.5/5  | 
             
            
              
            
          Meganium45 | 
              
						OK, what do you get when you have a tool that cannot be 
						removed, except by knocking out the Pokemon? You get a 
						BROKEN card. 
						 
						Broken is a term that is overused, but I feel is 
						certainly accurate for this card. 
						 
						This card was NOT broken until the rotation, when the 
						trainer Windstorm rotated out, making it impossible 
						(virtually) to remove this tool from a Pokemon.  
						 
						Preventing all affects of attacks to a pokemon except 
						for straight damage is unbelievable. No longer does 
						Claydol need to fear the Gengar attack, or key support 
						Pokemon need to fear the Dusknoir damage even attack, 
						and basic Pokemon no longer need to fear the Machamp 
						“Take Out” attack. If the attack puts on a special 
						condition, knocks you out, places damage counters, all 
						of that is IGNORED due to Unown G. Even the effect of 
						removing the tool gets ignored. 
						 
						In the current modified envio…this is THE card to play 
						in most every deck. The decks that play around this card 
						(with “powers” that cause poison and the like) are 
						generally not strong enough to survive a power deck 
						using this card. 
						 
						As a starter, it could be worse! 1 retreat cost, the 
						ability to use call energy (and then retreat with it), 
						and having an attack that I have ACTUALLY seen win a 
						game in a high-powered match between two undefeated 
						players, makes it pretty decent. They could have 
						“balanced” this card by giving it a 2 retreat cost, but 
						they didn’t! YAY! 
						 
						Modified Rating…5/5 Use it or lose. That is the theme 
						right now! 
						 
						Limited Rating…3.5/5…Not a bad card, just harder to use 
						when you don’t have full trainer control. Still a good 
						card. 
						 
						Only a few more days until the LAST cities weekend! Good 
						luck to all competing. If you are in the St. Louis area, 
						come on by GameNite at South County Mall at 11:00 for 
						registration this Saturday! I am adding to the door 
						prizes, and we will have a WOOT and CHAW good time! | 
             
            
              
          KFT 
			Winner of a 
			Stormfront Prerelease | 
              
						Unown G (GE57) 
						 
						Today's card of the day is Unown G, the Symbol Pokemon, 
						and a card that would never have been considered for 
						this list pre-Stormfront. 
						 
						Unown G is a Psychic type, and as such, as a +10 
						weakness to its own type. Chances is are though, that 
						you'll just drop it from your hand and attach it to the 
						Pokemon you want right away, so your opponent can't hit 
						it. Unown G has no resistance, an all too common trait 
						of many Pokemon, and a okay retreat cost of one. But 
						once again, if you are unlucky enough to have this as 
						yur active on the first turn, you can always just attach 
						it to one of your Pokemon rather then pay an energy to 
						retreat it. 
						 
						Unown G's Pokemon Power, Guard, is the only reason its 
						on this list. With this amazing ability, you can attach 
						him to your Pokemon and have only damagefrom attacks 
						affect you. And since placing damage counters don't 
						count as damage, you're safe from many forms of attack 
						from those two SF ghosts, Gengar and Dusknoir. If you're 
						runing multiple Unown G's, you could even attach one to 
						your Claydol to prevent Gengar from sniping it. The 
						possibilities are nearly endless. 
						 
						Unown G's only attack is, of course, Hidden Power, which 
						does 50 damage for 1 Psychic and 1 colorless energy, 
						unless you're damaged, in which case it simply does 10 
						damage. This attack is fun to suprise peopl with on the 
						second turn, and may even get a KO, but you're better 
						off saving the energy for a main attacker. In any case, 
						Unown G is run in nearly all decks, so, unless they were 
						Psychic decks in the first place, the energy to fuel 
						this attack will be almost nonexistant. 
						 
						Modifed 4/5 
						Unown G belongs in every deck, as it prevents the new 
						ghosts from placing damage counters. Not only that, but 
						it pevents Paralysis, Poison, or any other stauts 
						conditions that happen from damge. 
						(That reminds me, I have to tech in a Pokemon Tool 
						killer for my Magnevire deck) 
						Limited 4/5 
						 
						Same score here, there aren't as many damage counters, 
						but Status effects are always more prevalent in 
						Prereleases. 
						~KFT | 
             
             
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