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					Pojo's Pokemon Card of the Day 
					
                        
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                           |  | 
							Primeape #22/95  HS Unleashed 
							Date Reviewed: 
                            June 21, 2010 
							
							Ratings
                            & Reviews Summary
 Modified: 1.50
 Limited: 2.40
 
							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 
							 |  
                          | Combos With: See Below 
 |  
 
            
              | Baby Mario 2010 UK 
			National
 Seniors
 Champion
 | 
						
						Primeape (Unleashed) 
						
						  
						
						Hello and welcome to another week of Pojo’s CotD. This 
						week we will be rounding off the Rares from Unleashed 
						and starting to look at some of the Uncommons. 
						
						  
						
						We kick off with Primeape, yet another of the many, many 
						Stage 1s in the set. He has average Stage 1 stats too . 
						. .  90 HP, Retreat cost of one . . . nothing special 
						there. He also has a double Psychic Weakness. 
						
						  
						
						No Powers or Bodies, so let’s take a look at the 
						attacks. The first, Low Kick, does 30 damage for [C][C] 
						. . . which is completely underwhelming. That amount of 
						effect-free damage will get you nowhere fast in this 
						game, and is most certainly NOT worth a DCE . . . 
						especially as Primape requires specific Energy for his 
						second attack. 
						
						  
						
						At least Bebop Punch is more interesting. For [F][F] you 
						get to choose one of your opponent’s Pokémon, flip a 
						coin until you get tails, and do 50 damage for each 
						heads. Yep, you could get lucky and flip three heads in 
						a row to KO a benched Stage 2 (which would make Primape 
						the best sniper in the game!), or you could just fail 
						completely (and 50% of the time you will, which would 
						make Primape utterly useless). What kills the card is 
						the fact that you flip UNTIL you get tails. If it was 
						flip two or three times and do 50 times the number of 
						heads, then it might be a little more playable. 
						
						  
						
						I still wouldn’t recommend it though. Partly because it 
						is flippy, and partly because the Energy cost of Bebop 
						Punch makes it slower than a Stage 1 ought to be, while 
						the 90 HP and Psychic Weakness means that it is very 
						vulnerable to a quick KO itself. You may well come up 
						against this card at League, and some kid will get 
						outrageously lucky and do 750 damage to your Claydol or 
						something, but don’t let that influence you into 
						considering it for a deck. 
						
						  
						
						It’s not a good card. 
						
						  
						
						Rating 
						
						  
						
						Modified: 1.5 (gets half a mark for not being totally 
						boring) 
						
						Limited: 2.25 (might be worth the risk here) 
						
						  
						
						Combos with . . . 
						
						 
						
						  
						
						A double-headed coin. Don’t do it – it’s cheating. |  
              | virusyosh | Welcome back, Pojo readers! This week we are continuing 
						reviews of cards from the HS Unleashed expansion. 
						Today's Card of the Day is Primeape. 
 Primeape is a Stage 1 Fighting Pokemon. Aside from 
						Machamp and Donphan, Fighting types are relatively rare 
						in today's metagame, despite the prevalence of a few 
						Pokemon with Fighting type weakness, notably Luxray GL 
						Lv. X. 90 HP is about standard for a Stage 1, even 
						though it's probably not enough to stay around for too 
						long. Double Weakness to Psychic isn't great, but could 
						be much worse; no Resistance is to be expected; and a 
						Retreat Cost of 1 is decent and perfectly payable.
 
 Primeape, like many other cards from the HS era, has two 
						attacks. The first, Low Kick, deals a vanilla 30 damage 
						for [CC]. A positive about this attack is that it can be 
						powered up immediately with a Double Colorless Energy, 
						although you are probably better off using the DCE on 
						something with a more useful attack. The second attack, 
						Bebop Punch, costs [FF] and allows you to choose one of 
						your opponent's Pokemon, flip a coin until you get 
						tails, and then deal 50 damage for each heads. General 
						flippiness aside, this attack is fairly unique in that 
						it is a snipe attack, and has the capability of doing a 
						ton of damage. However, the flips are really the 
						downfall of this attack: most of the time you will 
						probably end up with only 50 damage or quite possibly no 
						damage at all. 50 damage for two Energy is only slightly 
						better than average anyway when the damage is 
						guaranteed, so it may be best to stay clear of this in 
						competitive play.
 
 Modified: 1/5 Low HP and weak/unreliable attacks make 
						Primeape pretty much unusable here. Bebop Punch is 
						unique, however its reliance on coin flips make it a low 
						pick.
 
 Limited: 2/5 The extra point is only here because of the 
						possibility of doing good snipe damage with Bebop Punch 
						here. Still not one of the better picks, though.
 |  
              |  Otaku
 | 
										
										
										We start the day with a very potent 
										card, the new
										
										Primeape from HS – Unleashed. 
										Its pig-like snout combined with 
										the name of its second attack – Bebop 
										Punch – should send older players like 
										me who grew up on the original
										
										Teenage Mutant Ninja Turtle cartoon 
										into nostalgic fits of joy or pain. 
										
										  
										
										What about people who never saw or just 
										don’t care about that old cartoon? 
										Well, now the card doesn’t fair 
										as well: 90 HP is about what you expect 
										on a Stage 1 Pokémon of the current 
										generation, but it isn’t really enough 
										to warrant playing unless it is hiding 
										on the bench or in some other way 
										protected. 
										Given that Fighting Pokémon are a 
										bit beefy, I’d think a slightly higher 
										HP (even if it was just 100) would be 
										warranted unless the rest of the card 
										was amazing. 
										The double Weakness to Psychic 
										Pokémon isn’t the worst it could have 
										(though Lightning Weakness wouldn’t make 
										any sense) it’s going to hurt it in 
										several match-ups. 
										This card has no Resistance, so 
										I’ll use this place to point out that 
										while Fighting Weakness is common; 
										Fighting Resistance is (comparatively) 
										common. 
										The single Energy Retreat Cost is 
										manageable, but overkill, even more so 
										when you factor in the rest of the card. 
										Yes, I am repeating myself a bit 
										there. 
										
										  
										
										Moving on, Low Kick is a passable 
										attack: (CC) for 30. 
										In Limited play this is useful 
										because it allows you to run
										
										Primeape (with
										
										Mankey) in any deck you like as a 
										counter to Fighting Weak Pokémon. 
										In constructed formats, right now 
										that allows
										
										Double Colorless Energy to speed it 
										up (alongside Evolution “cheats” like
										
										Rare Candy) to attack in a single 
										turn. 
										Too bad in constructed formats it 
										won’t be enough damage to matter, and is 
										about as low a return as you should 
										expect in the modern game (it’d have 
										been good in the earliest sets and 
										“fair” a few years ago). 
										Any worse and it should have been 
										balancing out some awesome Poké-Power/Poké-Body, 
										extra attack(s), better stats, or some 
										combination of all the above. 
										This is especially true when we 
										compare it to played Stage 1 Fighting 
										Pokémon like
										
										Donphan Prime. 
										Even looking at potential 
										mitigating circumstances, one has to 
										accept that a new standard was set for 
										Stage 1 Fighting Pokémon by that card, 
										so an inexpensive opening attack like 
										this should have required just a single 
										Fighting Energy and either hit a little 
										harder or with a bonus effect. 
										
										  
										
										Bebop Punch is the second attack, and 
										it’s so close to being good. 
										If this was a stronger Pokémon it 
										might be a decent warm-up attack. 
										For two Fighting Energy you get 
										to select an opponent’s Pokémon and flip 
										a coin until you get tails. 
										For each heads result, you 
										inflict 50 points of damage to that 
										Pokémon. 
										If there was guaranteed base 
										damage or it was less expensive, it 
										could really be a threat: perhaps base 
										damage of 30 with 30 per heads, and only 
										requiring (CC). 
										
										  
										
										Unless I missed where there is finally a 
										card that let’s you dictate coin flip 
										results for attacks like these, this is 
										going to be a decent pick for Limited 
										but something you’ll pass on for 
										Modified. 
										
										  
										
										
										
										Ratings 
										
										  
										
										
										Modified: 
										2/5  
										
										
										Limited: 
										3/5 |  
              | Baby Mario 2010 UK 
			National
 Seniors
 Champion
 | Primeape (HS Unleashed) 
 Sorry about my review mix-up last week when I reviewed 
						the wrong Prime, I clicked the wrong links. I'll get 
						back with a proper review to make up for that, bear with 
						me. I'm getting my eyes checked next week!
 
 I've always had a soft spot for the first card of this 
						week, Primeape! Unfortunately, this version is nowhere 
						near as cool as the one from Supreme Victors. Nowhere 
						near as good looking either, but then I've never been 
						much of a fan of Adachi's work on the cards. Sorry, but 
						the Duskull from Stormfront was really pretty if you are 
						reading this Adachi. Moving on...
 Primeape comes out with 90 HP, Psychic weakness and 1 
						retreat cost. The HP is too low for good 
						survivability but standard for non-evolving Stage 1's 
						who are lighter than a ton (Gyarados and Donphan, I'm 
						looking at you!) and the weakness sucks due to the 
						current popularity of Psychic decks but there isn't much 
						you can do about that. The retreat cost is negligible, 
						but free retreat would have been nice and would fit 
						Primeape's hyperactive image. Bad stats, but not worse 
						than expected.
 
 Now the attacks. Primeape has Low kick and the strangely 
						named Bebop Punch (are they aiming for a tie-in 
						somewhere?), neither of which will impress. Low kick 
						deals 30 damage for CC, which is weak. Bebop Punch is 
						more interesting, being a flip-until-tails attack 
						that deals 50 damage per heads to one of your opponent's 
						Pokemon ("oh Claydol, where are you?"). Sadly, the 
						massive potential of this cheap attack (only costing 
						 FF) is ruined by the fact that half the time you will 
						get nothing, so noone with tournamnet level games in 
						their sights will ever consider this card. If the cost 
						was only F you might see some takers, but even then you 
						have to evolve and the flips could still stall you and 
						cost you the game. Believe me, I never got a single 
						heads using this guy at the prerelease. The 
						unlimited-damage-against-any-Pokemon is tempting, but 
						not in any way playable.
 
 Maybe Primeape HSU could fit in with a rogue Primeape/Slowking 
						deck if you need an extra mad monkey, but the 
						overwhelming likelihood is that this guy will only ever 
						fit in the binder.
 
 Modified: 1.5 (Flippy and easily KOed, not a good combo)
 Limited: 2 (Slightly more survivability, but not 
						many Fighting Pokemon to go with it and still very flippy)
 Combos with: Primeape SV
 
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