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Pojo's Pokemon Card of the Day
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Banette #14/102
HS Triumphant
Date Reviewed:
Dec. 14, 2010
Ratings
& Reviews Summary
Modified: 1.75
Limited: 1.50
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 |
Banette (Triumphant)
Gengar might be more popular, Dusknoir might be more
weird-looking, but the most evil and twisted Ghost
Pokémon award surely goes to Banette, the vengeful
voodoo doll. There have been some pretty scary Banette’s
in the past too: the EX version was a real top tier
card, and the SW one was a decent tech as well. Will
seeing this across the table be enough to give players
nightmares? Let’s find out.
Well, the bad (if predictable) news is that Banette is
an 80 HP Stage 1. The good news, however, is that its
Dark Weakness shouldn’t be too much of a problem, the
Colourless Resistance is brilliant, and the retreat cost
on one is . . . not terrible.
It also has a one energy attack, which is almost
essential these days on a Stage 1. Unfortunately, Lost
Crush isn’t really any good. For the cost of one Psychic
Energy, you get a coin flip chance of choosing an Energy
attached to one of your opponent’s Pokémon and sending
it to the Lost Zone. Energy Removal usually works best
in a format where decks depend on Energy-intensive
attacks. With an abundance of cheap attackers in today’s
metagame, it is somewhat less effective, and no-one will
really want to use a flippy attack to do it. Still, at
least it gives you something to do with a turn 2 Banette,
and that’s better than nothing.
For [P][C][C], Banette’s Breakdown attack is a bit more
interesting. With this, you get to place a number of
damage counters on the Defending Pokémon equal to the
number of cards you opponent is holding. Damage counter
placement can be very useful in all kinds of situations
(such as avoiding Gengar’s Fainting Spell), and there is
potential here to hit hard against decks that routinely
have large hands (some SP lists, Gyarados).
Unfortunately, the nature of the attack also means that
your opponent can easily take steps to reduce the amount
of damage Banette can do: they could use Judge, or
simply play out their hand for example. In that case,
you may well end up with Breakdown being a very poor
value attack: three energy for the opportunity to place
three or four counters is not a great return on your
investment.
You could try combining Banette with Vileplume UD to
prevent your opponent playing out their hand of
Trainers, but if you are going to do that, then Gengar
SF or even Mismagius UD will be able to do more damage
at a cheaper cost than Banette can. It doesn’t even
really have a niche as a tech Psychic attacker: placing
counters means you are not hitting for Weakness.
If we ever get a viable way to make your opponent draw
into a huge hand, then maybe some kind of combo with
Banette might be viable. Until that unlikely event
happens, it’s difficult to imagine how this card could
be useful enough to deserve a place in any competitive
deck.
Rating
Modified: 1.75 (interesting . . . just not very useful)
Limited: 2.25 (I can see big hands and low HP in this
format making Banette slightly more playable)
Combos with . . .
Vileplume UD
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conical |
12/14/10: Banette(Triumphant)
If there's any card that wants the ability to place
things in the Lost Zone to be broken, it's this one. Not
because it abuses it particularly well;you'll have to
settle for Gengar Prime for that. No, the first reason
is because its other attack, Breakdown, is pretty weak,
and the similarity of the name to Breakdance isn't
helping it, sadly. No, the other attack, Lost Crush, is
hopefully the selling point of this card, which lets you
discard an energy attached to the Defending Pokemon and
send it to the Lost Zone on a coinflip. It's nice that
this sort of effect no longer requires 3-4 energy to
use, such as the various Pokemon with Hyper Beam, but
those attacks at least dealt damage. I want to say that
it'd be a lot more usable if it was a coinflip, and it
would be, but I can't say if it would make the card
broken or not. With that said, in its actual state,
Banette is not playable.
Modified: 1.75/5
Limited: 2.25/5 |
Otaku |
Banette
is a tiny Stage 1 Psychic Pokémon. Being
Psychic allows it access to Psychic
support, which isn't bad, but the big
draw (hitting Psychic Weakness) won't
happen since this card doesn't do any
damage with its attacks. Being a Stage 1
should be a nice compromise between the
speed of Basics and the power of Stage 2
Pokémon... but right now we have some
very potent Basic Pokémon and some very
fast Stage 2 Pokémon thanks to Rare
Candy and Broken Time Space.
In other words, this isn’t a very
promising start.
Speaking of starts, you’ll have
to Evolve from
Shuppet outside of a crazy
Garchomp combo, and you have two
choices: Platinum or HS – Triumphant
versions.
The former has 50 HP but only
takes +10 damage from Darkness-Type
Pokémon, while the latter has 10 more HP
but moderately worse Darkness x2
Weakness.
Remember, at this size a serious
Darkness-Type attacker will OHKO it
anyway.
Both enjoy Colorless Resistance
-20, a useful treat, and single Energy
Retreat Cost; again, quite useful though
unlike Resistance, also quite common on
Basic Pokémon.
The Platinum version can
automatically inflict Sleep via an
attack for no Energy, for a single
Psychic Energy slap the Defending
Pokémon for 30 but has to bounce itself
and all cards attached to it to your
hand.
The newer version requires a
single Energy of any type for a chance
(requires “heads” on a coin toss) to
block one attack on the Defending
Pokémon or a Psychic Energy to place a
single damage counter on the Defending
Pokémon.
Since you’re going to be
desperate or opening in either
situation, I’ll go with the slightly
better Platinum versions attacks and
Weakness, even if the +10 HP is
tempting.
Back to
Banette itself, 80 HP is small
for a Stage 1. It was low in the days of
Base Set and it's really low now.
Darkness Weakness is not the worst right
now, but it isn't the best either: at 80
HP you really can't be safe thanks to
Darkness-Type Pokémon being able to
boost their damage with the Special
Energy version of Darkness Energy.
Sure, any type can use PlusPower
or Expert Belt for a similar
effect, but it’s just that much easier
for Darkness-Types. At least you get a
handy Colorless Resistance, but then
again the usefulness is lessened by the
HP. The single Energy Retreat Cost is
good, but given the low HP they could
have let it off with a free retreat.
Lust Crush would probably be broken if
it didn't require a coin toss. Removing
an Energy card is good: sending an
attached Energy card from the opposing
Pokémon of your choice to the Lost Zone
is great! No way to retrieve it, which
can throw off Energy recursion and
discard pile based Energy acceleration,
and no restrictions about Basic or
Special or how what the removed Energy
provided. Unfortunately, it is
unreliable and it isn't actually
damaging the Defending Pokémon. This
means if you're hitting the Bench, they
are still KOing you. If you are removing
from the Active Pokémon, it still gets
to attack you as long as it doesn't have
less Energy than its cheapest attack.
The best Lost Crush can do is stall.
Now it is an affordable attack at
(P), but it needs to be because
Breakdown, the second attack, needs
(PCC) to work. Breakdown is good in
theory: it places damage counters equal
to the number of cards in your
opponent's hand. You'll have to inflate
their hand and run something to try to
render it useless (Vileplume with
Allergy Flower) or hope to get real
lucky. The current format is such that
people seem to favor "shuffle and draw"
cards quite a bit, which can make
keeping a large hand size difficult. For
the energy involved, you'll want to hit
about six damage counters, and that
strikes me as a bit more than you’ll
average.
I would even avoid it in Limited play:
the Resistance is tempting and you might
luck out and face someone whose hand is
cluttered, but if your opponent can play
his/her hand out, all you can do is flip
a coin and try to remove Energy to stall
for time.
Ratings
Modified: 1.75/5
Limited: 1.25/5
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