Quagsire (HGSS)
Hello, and welcome to a new week of Pojo’s CotD. This
week’s cards will be better than last week’s, I promise.
Not that you would be able to tell from our first card,
Quagsire. It is a Stage 1 that does have some
things going for it though: decent HP, one of the better
Weaknesses (Grass), and possibly the best Resistance of
all (Lightning = Luxray, remember). The Retreat cost of
three is fairly horrible though. If you ever put this in
a deck (not something I will recommend), then make sure
you have some way of getting it out of the active
position without paying that cost.
I mentioned last week that for a Stage 1 to be playable
as an attacker it has to be fast or hit for big damage
(preferably both). This is where Quagsire really falls
down. Its first attack, Muddy Water, does 40 damage to
the active and 20 to a benched Pokémon, which wouldn’t
be completely useless if it didn’t cost [W][C][C]. Yes,
I know Double Colourless Energy is back, but it’s not
searchable, you can only run four, and 40 + 20 is a poor
pay-off for using one. Quagsire’s second attack is
called Mud Shot and does a vanilla 60 damage for an
atrocious cost of [F][C][C][C], So to use both of these
underpowered attacks you need to be running two
different kinds of Energy in your deck . . . it really
isn’t worth it.
Fairly big, but incredibly slow and with an abysmal
damage output, Quagsire doesn’t even make the grade as a
fun card for league. Avoid.
Rating
Modified: 1.25 (hideous attack cost + puny damage
= bad card)
Limited: 2 (ehhh . . . I suppose it could tank a bit in
a slow format)
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