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						Raikou & Suicune Legend (Unleashed) 
						
						  
						
						Our second Legendary Dog combination comes to us 
						courtesy of Raikou and Suicune and will be know as R&S 
						for the rest of this review because I’m lazy like that. 
						I went over some of the difficulties and complications 
						of playing Legend cards yesterday, so I am going to be 
						even more lazy and refer you to that review for details. 
						
						  
						
						R&S is a dual type Lightning /Water Pokémon, which is 
						pretty nifty as it can hit quite a few archetypes for 
						Weakness. Kingdra Prime, Donphan Prime, and Gyarados 
						will all fold pretty quickly to this card although, 
						given the ridiculous damage output of the first attack, 
						the type advantage becomes almost irrelevant. The double 
						Fighting/Lightning Weakness certainly is not an 
						irrelevance, but it is worth pointing out that R&S’s 
						massive 160 HP will save it from being OHKO’d by natural 
						enemies Luxray and Donphan unless an Expert Belt is 
						used. 
						
						  
						
						Thunderbolt Spear, R&S’s first attack, is somewhat slow 
						as the cost of [L][L][C] means that you can’t take 
						advantage of Double Colourless Energy. Assuming R&S can 
						stay on the Field long enough to power it up, you do get 
						a huge reward for your efforts as it does a massive 150 
						damage. Enough to OHKO pretty much anything playable 
						short of a Belted Regigigas or a Steelix Prime loaded 
						with Special Metal Energy. The downside (you knew there 
						would be one, didn’t you?) is that R&S does 50 damage to 
						itself. 
						
						  
						
						That 50 self-damage is a pretty hefty price to pay, even 
						for a OHKO. R&S does have a second attack, though, which 
						is an attempt to mitigate that cost. For [W][C][C]Aurora 
						Gain does a pathetic 50 damage, but has the very useful 
						effect of removing five damage counters from R&S. 
						Obviously, the idea would be to alternate the attacks to 
						keep R&S in the game. Nice in theory, but don’t forget 
						that your opponent will have a shot at a damaged R&S 
						before you get the opportunity to use the healing 
						attack. Should they manage the KO, you just lost two 
						Prizes and have the tricky job of getting it back into 
						play. 
						
						  
						
						Almost obscenely powerful, but slow and very awkward to 
						use, R&S is probably the least playable of the new 
						Legends. The big numbers are obviously tempting, but a 
						Pokémon needs so much more than that to make it in a 
						competitive sense. 
						
						  
						
						Rating 
						
						  
						
						Modified: 2.5 (awesome attack power, but very hard to 
						keep in play) 
						
						Limited: 3 (I’d give it 5 if I thought pulling it was a 
						realistic prospect) |