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Pojo's Pokemon Card of the Day
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Drapion #4/102
HS Triumphant
Date Reviewed:
Nov. 15, 2010
Ratings
& Reviews Summary
Modified: 1.85
Limited: 2.75
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
|
Baby Mario
2010 UK
National
Seniors
Champion |
Drapion
(Triumphant)
Hello, and welcome to another
Triumphant week on Pojo’s
CotD, in which we start to
work our way through some of the
rares.
We kick off the week with Drapion:
one of those Pokémon which probably falls into the
category of ‘too ugly to be really good’.
One thing Drapion has got
going for it is being a Dark type. Boosting your attack
with Special Dark Energy is always fun, as is being able
to hit the ever-popular Gengar
for Weakness (while praying that you can avoid the
Fainting Spell flip). Attacking is definitely something
that Drapion needs to do, as
100 HP and Fighting Weakness mean that you can’t really
rely on it to hang around for very long. Psychic
Resistance is very useful though (most decks will have a
Psychic attacker of some kind, even if it’s just
Uxie and/or the Level X).
Finally, a Retreat cost of three is horrible. If this
thing is active, that’s where it’s staying.
So, on to the attacks.
Unfortunately they are both very expensive. Toxic Fang
does give you a coin flip for double Poison damage, but
for a cost of [D][C][C] and
with a base damage of just 40. Add another Dark Energy
to that cost and you get Land Crush, a vanilla attack
that just does a straight 80
damage.
It’s not really the damage output that is the real
problem, though: it’s the cost, coupled with
Drapion’s vulnerability.
Even with Double Colourless it will take 2-3 turns to
get going and that’s more than enough time for your
opponent to come up with an answer to it. Then once it’s
gone, so has a large Energy investment, especially if
you have used those precious Special Darks.
Recently, there has been a slight upsurge in interest in
Drapion decks,
centering
around
Drapion SF’s ability to lock the Defending
Pokémon active (for no Energy!), and the LV X’s
Triple-Poison inflicting PokePower.
This new Drapion does
nothing for that deck, however, and is inferior to the
older version in almost every way possible (HP,
Weakness, attacks . . . ). I
can’t see Drapion TM getting
any play at all, I’m afraid, even if people are looking
at the LV X once more.
Rating
Modified: 1.25 (if you use this, you’re using the wrong
Drapion)
Limited: 2 (still slow and expensive)
Fun fact
This Drapion resists
Psychic, while the SF one is Weak to it . . . yet they
are both Dark. Huh? What’s going on? (I’d understand if
one was a Grass (= Bug) type).
|
virusyosh |
Welcome back Pojo viewers to another week of
Triumphant reviews! We are going to kick the week off by
reviewing one of the new holographic rares in the set,
Drapion.
Drapion is a Stage 1 Darkness-type Pokemon. Dark types
see some play, with Spiritomb AR being rather popular,
as well as the occasional Tyranitar Prime deck.
Additionally, Dark types can make great use of Special
Darkness Energy to increase their damage output, and
Drapion is no different. 100 HP for a Stage 1 is really
good, but still may be a bit too low given the nature of
some common attackers (Gyarados and Machamp come to
mind). Fighting weakness makes your matchups against
Donphan, Machamp, and Promo Toxicroak G even worse.
Psychic Resistance is great against Gengar, the pixies,
and whatever other Psychics you may run into on a
regular basis. Finally, a Retreat Cost of 3 is terrible,
so try switching Drapion using something like Switch,
Warp Point, or Warp Energy.
Drapion has no abilities, but two attacks. The first
attack, Toxic Fang, does 40 damage for [DCC] and can
badly poison (remove 2 damage counters in between turns)
on a coin flip. Badly poisoning the opponent is
potentially good, but since most decks have very easy
ways of switching around all of their Pokemon (free
retreat costs, Unown Q, even the random Flygon RR or
Metagross UL), the special condition isn't quite as good
as it could be. For this attack's Energy cost, I can't
help but think that the Poison condition should have
also been automatic. Finally, 40 damage for 3 energy is
quite bad in this format, as the damage is disappointing
and the attack is slow, even with Double Colorless
Energy.
The second attack, Land Crush, does a vanilla 80 damage
for [DDCC]. Can be potentially increased with Double
Colorless Energy, but if you're insisting on using a
Dark type with an expensive attack, use Tyranitar Prime
instead. It has more HP and can deal a lot more damage.
Modified: 1.5/5 Drapion's attacks cost too much for what
they do. If you want to base a deck around Poison, try
running something like Victreebel (from this set) or
even Crobat Prime. If you want a very powerful Dark-type
heavy hitter, use Tyranitar Prime instead.
Limited: 3/5 Pretty good here, actually. Badly poisoning
the opponent in a format where retreating can be
difficult is great, and Land Crush's vanilla 80 is much
better than many of the flip attacks that are generally
common in the Limited Format. However, Drapion is really
slow, so it may have to sit on your bench for a while or
take a few hits before it can really start dishing out
damage.
|
conical |
11/15/10: Drapion(Triumphant)
My apologies, this is going to be a short review for
Drapion today, if you liked to read my longer, more
rambling reviews. Today, we have Drapion, a Pokemon who
has never had much hype, despite having a Level X;
however, I believe that Drapion/Vileplume had a small
following during Battle Roads. As for this card, Land
Crush is overpriced, though I suppose some Special Darks
could fix its damage output some. Toxic Fang is more
interesting; it does 40, plus 20 for poison damage at
the end of your turn. It's useful, but at the same time,
Drapion X has 30 poison damage between turns for a
Power, and even barring the possibility that Toxic Fang
and Tri Poison somehow stack, the problem lies moreso in
keeping the defending Pokemon in the active slot for
poison damage to be relevant. On that note, Drapion SF
has an energyless attack that is guaranteed to keep the
Defending Pokemon from retreating, barring Warp
Point/Warp Energy shenanigans. So if I were to build
Drapion/Vileplume, I'd probably use it. I will give this
card this: it has cooler art than Drapion SF. They're
both weird-looking scorpions, however.
Due to the brevity of today's review, I'm feeling pretty
generous with the ratings. Therefore:
Modified: 2.25/5
Limited: 3/5
|
Otaku |
We come to our third week of HS –
Triumphant cards.
We kick things off with
Scorponok Megazarak
Drapion!
That’s right: it isn’t a Pokémon
Prime but I am still making with the
Transformers references.
In the video games,
Drapion is a Dark/Poison Pokémon.
This version is just a
Darkness-Type, and quite frankly if you
have to choose that is the winner: while
Weakness isn’t huge you have to love the
ability to pump damage and power attacks
with
Darkness Energy (Special Energy
version).
Drapion
is a Stage 1 Pokémon that Evolves from
Skorupi.
There have been four
Skorupi made with three remaining
Modified legal.
Unfortunately, none are
Darkness-Type since
Skorupi is a Poison/Bug.
You can pick between one Grass
(from Bug) and two Psychic (from modern
Poison grouping) versions.
The Stormfront version is the
Grass-Type that has 60 HP, Psychic
Weakness +10, a Retreat Cost of two, and
for (C) hits for 10 while blocking the
Defending Pokémon from retreating or for
(CG) hits for 20 and depending on the
coin toss, inflicts Paralysis (“heads”)
or Poison (“Tails).
The Supreme Victors version is
Psychic and has only 50 HP, the same HP
and Retreat Cost with two incredibly
overpriced attacks: Poison Sting for
(PC) and only doing 1 damage with Poison
on a coin toss and Tail Smash for (PCC)
to do 40 damage but requiring a
successful coin toss to do anything.
The newest version is also a
Psychic-Type, with 60 HP, Psychic
Weakness x2, a single Energy Retreat
Cost and a very iffy attack: for (CC)
Paralyzing Clamp requires a coin toss to
work, but when it does work it does 30
points of damage and inflicts Paralysis.
Makes you miss the Diamond and
Pearl
version that is no longer legal: 60 HP,
Psychic Weakness +10, two to retreat,
(P) for a coin toss to inflict Poison,
but for (CC) you get four coin flips and
10 points of damage per “heads”.
No version has Resistance, and in
the end I would go with the Stormfront
version to have the best HP/Weakness
combination and pack
Call Energy if you think you’ll need
to attack.
Getting back to
Drapion itself, it has a solid 100
HP for a Stage 1 Pokémon.
This is marred by Fighting
Weakness: while not the worst, Fighting
Weakness is problematic due to the
periodic strong Fighting-Type decks and
strong Fighting TecH available.
You do get to enjoy Psychic
Weakness -20, but again the bottom stats
prove scary as you are saddled with a
hefty three Energy Retreat Cost.
Drapion
has two attacks.
The
first is Toxic Fang: for (DCC) you hit
for 40 and on a successful coin toss you
“double Poison” the Defending Pokémon,
that is you place two damage counters on
it between turns instead of one.
It
is good the attack can use
Double Colorless Energy, but I’d
rather the attack hit for less damage
and required less Energy – either a
single Darkness Energy or the two
Colorless requirements – so that you
could attack the instant you can evolve
into it.
I’d also rather it didn’t need a
flip, again even if it did much less
damage: the attack doesn’t have the raw
damage it needs for the Energy going
into it anyway, and ultimately feels too
weak by current standards.
The second attack, Land Crush,
requires an elephantine four Energy at
(DDCC).
Again, it is good that you can
use
Double Colorless Energy for some
speed, but it hits for a flat 80 which
is disappointing.
There is only one other Modified legal
“plain”
Drapion, from Stormfront.
I enjoys 110 HP and Psychic
Weakness +20, but with the same Retreat
Cost and no Resistance.
What makes me like it better is
that it also has three attacks: for no
Energy you can use Scorpion Grapple to
hit for 10 points of damage and either
Paralyze or block the retreat of the
Defending Pokémon (“heads” or “tails” on
a coin toss, respectively).
For (CC), the price of a
Double Colorless Energy, you can
flip four coins and do 20 points of
damage for each heads, plus score Poison
if you get at least two heads.
For (DDC) you can hit for a
reliable 60 points of damage while
discarding all Special Energy from the
Defending Pokémon.
All Special Energy, not just one!
Can the Level X option save this
version?
You lose your Psychic Resistance
but gain 30 HP.
However, you also gain a spiffy
Poké-Power (Tri-Poison) that gives you a
coin toss to inflict triple Poison on
the Defending Pokémon.
That’s three damage counters
between turns!
You also gain Sniping Tail, which
does 40 damage to one of your opponent’s
Benched Pokémon (so no
Weakness/Resistance/most other modifying
effects for damage) and blocks the
Defending Pokémon retreating, but it
needs (DDCC), same as Land Crush.
It is nice that the Triumphant
version would provide a solid attack to
slug the Defending Pokémon with, and as
long as you weren’t stuck with only
enough Energy for Toxic Fang, you could
use it only when Tri-Poison failed so
that it’d take two failed coin tosses to
avoid an enhanced Poison status.
Ultimately, I think I’d rather
use the Stormfront version: it just
gives you more options.
Both versions have to be careful
if Tri-Poison is successful, so they
don’t help the opponent out by dropping
it down to a lesser Poison status.
Tri-Poison with Derail looks kind
of sweet, though: shred all Special
Energies while hitting for at least 60
points of base damage and enjoying at
least another three damage counters
placed on the Defending Pokémon between
turns.
If they are stranded, you could
snipe the Bench with Sniping Tail and
the accumulated damage from your
previous Tri-Poison/Derail should be
enough to take out just about anything.
60 points of damage + 3 x 3
damage counters = 150 total damage!
At least this version looks better than
the first
Drapion we got in Diamond and
Pearl.
That version was Psychic and had
worse attacks.
This
Drapion is also a solid choice for
Limited play.
Special Conditions are nasty in
this format, and a solid 80 strike will
KO probably half of what you’ll face
(Basics and small/injured Evolutions).
Ratings
Modified:
2/5 – While you can build a solid deck
with this version, any such deck would
be better with the Stormfront version.
Limited:
3/5 – If you pull multiple
Drapion and
Skorupi (or other Darkness-Type
Pokémon), go ahead and run it.
If you didn’t, then skip it: the
restrictions of this format bump it from
sub-par to “good”, but not to “great”.
I am still selling my former
collectables on eBay. I’ve had a
lot of hobbies over the years, so at
various times I’ll have comic books,
manga, action figures, and video games
on the auction block. You can take
a look at what’s up for bids
here. Just a reminder, Pojo is
in no way responsible for any
transactions and was merely kind enough
to let me mention the auctions here. ;)
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