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Pojo's Pokemon Card of the Day
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Ambipom #13/102
HS Triumphant
Date Reviewed:
Dec. 13, 2010
Ratings
& Reviews Summary
Modified: 2.25
Limited: 3.50
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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Combos With:
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Baby Mario
2010 UK
National
Seniors
Champion |
Ambipom (Triumphant)
Hello and welcome to a week of rares (the non-shiny
kind) from the latest set.
We kick off with Ambipom, a Pokémon that always seems to
want to cause some mischief for the opponent.
Unfortunately, it could cause some mischief for you if
you opted to play it. Low HP Stage 1s with Fighting
Weakness are not known for their ability to hang around
in this format, but then Ambipom offers something a bit
different from the usual, and that something is hand
disruption.
Hand disruption decks have seen resurgence in popularity
over the last few months. This is mainly due to
Sablelock’s appearance as a top tier deck, but other
builds (such as Houndoom/Weavile) have also been tried
with varying success. How does Ambipom fit into this
kind of strategy? Well, that comes courtesy of its
Astonish attack.
Astonish costs [C][C] (or a Double Colourless Energy)
and does an almost irrelevant 20 damage. The real
goodness of this attack lies in the effect: when you use
it, you choose two cards from your opponent’s hand
without looking, see what they are, and then have your
opponent shuffle them back into their deck. Seeing the
cards is great as it will likely give you an insight
into your opponent’s deck and strategy; shuffling them
back in can cripple your opponent by leaving them with
few options as to what to play. Combine it with cards
like Judge or Giratina Let Loose, and you can leave your
opponent with a hand of two. Fix their nest turn draw
with Chatot G or Slowking HGSS, and you make it
practically impossible for them to set up.
So, will Ambipom be the star of some new disruptive
decks? I’m not convinced of that for two main reasons.
Firstly, Ambipom is just a little on the slow side, as
you need to evolve and drop a DCE on it to use Astonish.
Hand disruption is at its most effective on the first
turn or so of the game: if your opponent gets even one
chance to play Collector and drop an Uxie, then they
will likely set up anyway. Secondly, I think there are
simply better options out there. The Sableye/Cyrus’s
Initiative combo hits on Turn 1; Weavile UD disrupts
with a Power, leaving you with an attack to perform; and
finally Persian HGSS has a single Energy attack which
can discard (not shuffle in) up to three cards depending
on coin flips. Any or all of those are faster and more
effective than Ambipom in my opinion.
One other advantage Persian has is a decent second
attack than can actually do some damage (after all, even
in a hand disruption deck, you still need to take six
Prizes, right?). Ambipom does have Tail Spank (!) which
can do 60 for [C][C], but it requires you to discard two
cards from your own hand. That’s just too heavy a price
to pay consistently (especially if you are reducing your
own hand with Judge) and isn’t even good in a deck that
likes to discard (such as Gyarados): Regice and Junk Arm
are much faster and more efficient options here.
Ambipom is one of those cards that you never really want
to see your opponent play simply because if they can
somehow use it early enough it can be crippling.
Nevertheless, I think there are many better hand
disruption cards out there if you want to build the kind
of deck that will have your opponent cursing their bad
luck.
Rating
Modified: 2 (in some ways a scary card . . . but others
do the job better)
Limited: 3 (Colourless attackers are good here although
the disruption is less likely to hurt)
Combos with . . .
Slowking HGSS
Chatot G SV
Judge
|
conical |
12/13/10: Ambipom(Triumphant)
The Pokemon season is plowing through Cities at the
moment, so let's plow through another week of Cards of
the Day! Or something.
Today's card is Ambipom, and today's COTD review is
brought to you by the number 2! This is because Ambipom
has two tails, its attacks require 2 energy each, they
both require a player to take 2 cards out of their hand,
and its HP is 2—oh.
Its attacks are interesting, combined with Double
Colorless Energy, but don't merit playability in
Modified. Astonish is the superior attack, only dealing
20 damage, but forcing your opponent to shuffle two
random cards from their hand into their deck. It's a
neat disruption attack, but the randomness of the
disruption may not affect the opponent at all, compared
with something like Cyrus' Initiative. Tail Spank deals
60 damage, one-shotting Garchomp, but at the cost of
discarding two cards from your hand. There aren't that
many Garchomp counters out there, so this has less
competition in decks, but the discard requirement would
have me looking for a better answer.
That said, this card is a monster in Limited, and
possibly a rare form of aggro in such a ordinarily slow
format. With the right hand, Tail Spank can OHKO most
basics on turn 2, and while you may run out of a hand
quickly, you'll be so far ahead on prizes that it won't
matter. Astonish is also very good, too. The only
problem in this format is a high-HP basic, like
Kangaskhan.
Or, if you're feeling creative, you could make a fun
themed casual deck with this. My recommendations? Double
Colorless Energy, Twins, Dual Ball, and Double Gust if
it's for Unlimited.*
Modified: 2.5/5
Limited: 4/5
Combos With: Double Colorless Energy
*not Double Full Heal though, because it's bad.
|
Otaku |
Ambipom
is a Colorless Pokémon, allowing it to
hit the Weakness of a few popular
Pokémon.
According to a quick Poképedia
search, there are roughly 35 Colorless
Weak Pokémon in the current Modified
format, but a few are actually quite
prominent depending on the metagame (Garchomp).
It is a Stage 1 Pokémon, which
means it has to be stronger than the
average Basic Pokémon and faster than
the average Stage 2; quite challenging
this format given the power of Pokémon
SP and the speed boost provided to
Evolutions via
Broken Time Space and
Rare Candy.
Speaking of Evolution, this has
to come from something and in this case
it’s
Aipom.
You have four Modified legal
choices: two from Majestic Dawn, one
from HS – Unleashed and one from HS –
Triumphant.
The all are Basic Colorless
Pokémon (naturally), and three have 60
HP: the version from HS – Unleashed only
has 50.
The two from Majestic Dawn have
Fighting +10 Weakness which is clearly
preferably to having the Fighting x2
Weakness of the HS sets, but won’t mean
a whole lot even for the bigger versions
due to the speed and potency of most
Fighting decks.
They all lack any form of
Resistance but do enjoy a single Energy
Retreat Cost; easy enough to pay.
Looking at the attacks, all have
single Colorless Energy requiring
attacks and all but the HS – Triumphant
version have an attack for two
Colorless.
Unless I am forgetting a combo,
I’d go with the newest version: its
attack for damage is a sad 10 for (C),
but its first attack will let you draw
until your hand size matches your
opponent’s.
You should only be using this
attack on your first turn, so you have
solid odds of getting a decent draw out
of it.
Ambipom
has 80 HP, and that is low for a Stage 1
Pokémon, especially one that has no
Stage 2 or Level X option.
Simply put, a lot of decks will
be able to one-shot it, and a few can do
so even when it is on the Bench!
The Fighting Weakness x2
basically lets Fighting decks use their
inexpensive opening attacks, without
PlusPower, to go for the OHKO: this
is bad, but probably not crippling.
Again, a lack of Resistance is
depressing but single Energy Retreat
Cost useful.
The attacks are what make me want to
find a good deck for this card.
Both can be powered with a single
Double Colorless Energy as they each
cost (CC).
The first, Astonish, hits for a
paltry 20 damage but lets you select two
cards from your opponent’s hand without
looking, then you do get to see them and
your opponent has to shuffle them back
into their deck!
If your opponent goes first and
you can nail them with an early game
Judge, you won’t lock them or
anything but it can set them back a few
turns.
I may have belittled the damage,
but at the same time it is needed:
inflicting no damage would have made the
attack too weak.
We’ve learned from past attacks
that if you aren’t doing damage, hand
disruption attacks have to completely
incapacitate the hand, because if they
don’t you are stuck using it each turn
and never can take any Prizes!
The second attack is Tail Spank,
and I am happy that they made it a solid
hitting one: 60 points of damage!
The catch is that you have to
discard two cards from your own hand!
These attacks mostly compliment
each other, though the discarding of two
cards from your own hand can make it so
you can’t attack at all, especially
since you might want to use a card like
Judge to make sure your opponent is
starting with next to nothing.
Like I said, I can really see this being
a nice, annoying opener in the right
kind of deck, but it’s also a
short-lived one.
You can’t attack with it
immediately, and the current format will
allow most opponents just enough time to
try to an
Uxie or get of a Supporter (or
both).
Sure, you can hope that your
opponent starts with a single Basic
Pokémon with 60 or less HP, and that you
open with (or cards to obtain)
Apiom,
Ambipom,
Double Colorless Energy, and
Broken Time Space, but besides being
a dodgy way to win a game, that’s
significant hunk of luck.
So what is the right kind of deck?
I can think of three: hand
control, “donk” decks, and decks that
need to discard specific cards from
their own hand.
Ambipom is not the best choice for
any single style of deck, so you need to
design a deck around at least two of the
options, or at least one that can take
advantage of the occasional fortuitous
set-up.
Unfortunately looking at the
pre-existing hand control Pokémon, I
think we have a bit of a clash in
tactics.
You’ll have to hinder your own
set up if you use a card like
Judge: this hurts
Weavile from HS – Undaunted, which
could be used after
Judge if you already have in play
two copies of
Sneasel and
Broken Time Space, and then draw
into the two
Weavile or a Trainer that can fetch
them.
Sweet if it happens, but really
unlikely.
Factor in that you really need to
use a card like
Chatot G or
Slowking from HeartGold & SoulSilver
to control what your opponent is
top-decking.
Too bad those Poké-Powers can’t
be used until after your opponent has
gotten one draw.
It fairs marginally better in decks that
need discards.
Energy is pretty easy to discard
so I can’t say that is a good use.
Gyarados could use it to load the
Discard Pile with
Magikarp but it already has
effective tools for that.
I think back to
Honchkrow with Vengeance, an attack
that gets stronger the more
Darkness-Type Pokémon that are in your
Discard Pile, but it means cutting said
Darkness-Type Pokémon to make room for
Ambipom.
Now remember all the draw power
in the format that will ruin this plan,
and maybe we should wait until the next
format or a worthy partner show up for
it.
In Limited play, the HP isn’t as bad:
Pokémon are higher Stage evolutions also
tend to be a higher rarity, so the
average HP of what can be played is
lower than in Modified.
Conversely, this format results
in the attacks being more potent: less
damage goes farther and the lack of
draw/search power in most decks means
your opponent just can’t afford you
taking out two cards a turn while
hitting for even 20 points of damage.
As long as your hand can spare
it, Tail Spank will enjoy the lowered
average HP score.
Unlike the random card loss you
inflict on your opponent with Astonish,
you can see what you need least, like
something run only for Type-matching
purposes, and ditch it.
An Evolution you can no longer
get into play is also a good,
bittersweet choice.
Bumping itself up from “okay” to
“very good” territory is that the
attacks are both Colorless, so any type
of Energy will do.
If you’re really lucky, your
opponent will mistake you running
Apiom as just an early game draw
strategy, play out their hand as much as
they can to avoid giving you a big draw,
and setting up for Astonish!
Ratings
Modified:
2.75/5
Limited:
3.5/5
Combos with:
Judge
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