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Pojo's Pokemon Card of the Day
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Vileplume #24/90
HS Undaunted
Date Reviewed:
September 13, 2010
Ratings
& Reviews Summary
Modified: 3.50
Limited: 2.50
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 |
Vileplume (Undaunted)
Hi, and welcome to a couple of short weeks of card
reviews here on Pojo’s CotD while Pojo takes a
well-earned break.
Anyway, we kick off this week with the most anticipated
card of the Undaunted set. Sure, there are a few other
cards that work as tricky techs in existing decks, but
today’s card is the only one that really offers up the
possibility of a new competitive archetype.
A quick look at the card is enough to tell you that what
Vileplume has to offer is nothing to do with its
mediocre stats (120 HP, Fire Weakness and a Retreat cost
of two), or its very average Dazzling Pollen attack
([G][G][C] for 70 damage or 50 and Confusion, depending
on a coin flip). To find out why this card is getting so
much attention, we need to look at that PokeBody:
Allergy Flower.
Almost from the beginning of the TCG, Vileplume has
often had Trainer locking abilities (see Dark Vileplume
and Vileplume EX for details), and you can clearly see
Vileplume’s family history in Allergy Flower. This Body
stops both players from using Trainers, and it works
from the Bench. Obviously, you build your deck to
minimise the disruption to your strategy. You can’t use
Rare Candy when Vilplume is out, so Spiritomb AR (which
also locks Trainers!) and Broken Time-Space are your
friends, as are draw/hand refresh Supporters: Copycat
can really excel in a Vileplume deck as your opponent is
likely to have a large hand full of Trainers that they
can’t play.
While your deck should be built to cope without
Trainers, your opponent might not be so lucky. SP decks
will be denied access to their crucial cards (Poke Turn,
Energy Gain, Power Spray), while other Stage 2 decks
won’t be able to evolve with Candy. Basically, you aim
to slow your opponent down and leave them with a bunch
of unplayable cards . . . but how can you then take most
advantage of that situation?
Certainly not with Vileplume itself and its sub-par
attack, but there are some good options around. The most
straightforward is probably Bellossom LA: it’s from the
same evolution line as Vileplume so it takes up less
deck space, and it has an attack that can take good
advantage of its benched cousins. For the low cost of
[G][C] Blend Pollen does 40 damage + 20 more for each
Vileplume or Bellossom in play, giving you a total
damage of 60-120 per turn plus a flip for Burn. That is
pretty good for the cost and with Trainer lock slowing
the game down, such a set up is not impossible. The most
popular choice as a partner for Vileplume seems to be
Gengar SF though. With Gastly SF adding to your Trainer
hate, and Poltergeist able to hit for huge damage if
your opponent is stuck with a hand full of Trainers, it
would seem to be an obvious (and good) combination.
Before you go thinking that this will be the deck to
dominate the upcoming Battle Roads, you should be aware
that there are some commonly played cards which are very
effective counters for Vileplume. The ever-popular
Dialga G LV X will shut off the body completely, while
Luxray GL LV X, Blaziken FB, and Pokémon Reversal are
all capable of dragging it out and either sniping round
it, or just KOing it outright with something like Uxie
LV X or Drifblim UD. Nevertheless, a wise player will
bear Vileplume in mind when deckbuilding and find room
for some more Supporters themselves, or maybe use a card
like Chatot MD to refresh a hand full of useless
Trainers.
Expect this card to have a big impact in the near
future, even if it won’t always win.
Rating
Modified: 3.5 (a new archtype, but not an invincible one
by any means)
Limited: 1.5 (Trainers are so rare here that locking
them with a Stage 2 is a waste of effort)
Combos with . . .
Spiritomb AR
Gengar SF
Bellossom LA
Copycat
|
virusyosh |
Welcome back, Pojo readers! Today we're reviewing
what was probably one of the most hyped cards from the
HS Undaunted expansion. Today's Card of the Day is
Vileplume.
Vileplume is a Stage 2 Grass Pokemon. Grass Pokemon
see a fair amount of play in the current metagame, as
Jumpluff is a fairly common deck and you will
occasionally run into a Scizor/Cherrim build. Most Grass
Pokemon are also commonly played due to their really
good effects as support Pokemon, and Vileplume is no
exception. Vileplume has 120 HP, which is average for a
Stage 2. Psychic Weakness is interesting: It isn't Fire,
so Vileplume is relatively safe from Charizard and
Blaziken FB, however Vileplume does need to watch for
Mewtwo Lv. X and the Pixies in a random AMU deck. No
Resistance is unfortunate, and a Retreat Cost of 2 is
average: Payable for sure, but since Vileplume is
generally a bench-sitter, you should probably use Switch
or Warp Point or try to have it avoid the Active
position to begin with.
Vileplume has a Poke-Body and a single attack. The
Poke-Body, Allergy Flower, is Vileplume's major selling
point. While Vileplume is in play, neither player can
play Trainer cards from their hands. Probably the most
notable thing about this power is that it also works
while Vileplume is on the Bench, making it slightly more
reliable than Spiritomb for consistent Trainer blocking.
In fact, Vileplume has already been found in some Gengar
builds to make Poltergeist do huge amounts of damage.
Just be sure that you don't end up playing Vileplume
when you aren't set up, because not being able to play
Trainers will definitely affect you, too.
Vileplume's attack, Dazzling Pollen, does 50 damage
for [GGC], but can deal 20 more if you flip heads and
auto-confuses if you flip tails. The attack is a bit on
the expensive side, so Vileplume should mostly be
sitting on the bench.
Modified: 3.5/5 I think that Vileplume has a great
place in the current metagame, and will eventually find
its way into quite a few top builds. Trainer denial is
ridiculous in any format, and with SP variants being so
reliant on Trainers, Vileplume may end up being great
against them. Being able to help Gengar do tons of
damage is also a great thing as well.
Limited: 3/5 It's a Stage 2 and hard to get out, but
the Trainer lock here is still great and Dazzling Pollen
is a nice attack for Limited. If you get it out, you'll
probably win.
Combos With: Gengar SF
|
Otaku |
Name:
Vileplume
Set/ID/Rarity:
HS – Undaunted 24/90 Rare
Type:
Grass
Stage 2:
Evolves from Gloom
HP:
120
Weakness:
Psychic
Resistance:
None
Retreat Cost:
CC
Poké-Body:
Allergy Flower
Each player can’t play any Trainer cards from his or her
hand.
Attack:
(GGC) Dazzling Pollen [50+]
Flip a coin.
If heads, this attack does 50 damage plus 20 more
damage. If
tails, the Defending Pokémon is now Confused.
-------------------------------------------------
Ah, this reminds me of my lovely, lovely black rose!
@}-
No, not that one… or that one… or them… or… wow there
are way too many people, groups, and movements that use
the name or term “black rose”.
Still, I will continue to use it to refer to
Dark Vileplume.
With the abuse of Trainers, I was always fond a
card that could shut them down.
Especially when we finally had all the support
for it years later to build some fearsome decks running
my all time favorite Pokémon,
Snorlax.
Today we look at
Vileplume from HS – Undaunted.
A Stage 2 Grass Pokémon, it clocks in at a good
120 HP. It
has to cope with a double Weakness to Psychic Pokémon;
it is good that they appealed to the (video game) Poison
half of Vileplume
for the Weakness, but a bit bad since Fire Weakness
might actually be safer: I believe more Psychic Pokémon
gain the ability to OHKO
Vileplume
than Fire Pokémon would.
The lack of Resistance is predictable and
unfortunate as always, and a Retreat Cost of two Energy
isn’t bad but is high enough you might want to pack some
(non-Trainer) answers for it.
The Poké-Body is what can make this card: shutting down
all Trainers.
Unfortunately for
Vileplume
players this is the modern definition of Trainer that
still makes things more complicated instead of
simplifying: just learn from so many other games by
designating “normal” Trainers as Normal Trainers.
Then effects like this could specify “all
Trainers”, “Normal Trainers”, etc. as needed.
Even with the ability to play so many “used to be
Trainer” cards, it is still a stinging blow to most
decks: you only get one Supporter card per turn, Pokémon
can only have a single
Pokémon Tool
equipped, etc.
The attack, Dazzling Pollen, is fancy filler, I am
afraid. The
triple Energy investment should yield at least 60 damage
on a Stage 2 and instead, this merely has you flip a
coin to decide if it is really 70 total damage or 50
with Confusion.
I can only surmise that the attack is
intentionally weakened to compensate for an
expected-to-be potent Poké-Body.
As stated, the card won’t block things like Supporters
so it can’t achieve a total lock on its own.
There are some cards you can run to remedy that,
but all I found seemed to block Supporters via an attack
and many times the attack also blocked Trainers!
Still, since many such Pokémon were Basic Pokémon
with inexpensive attacks, this could be worth it.
Combined with building your own deck to utilize
disruptive Supporters you may be able to leave your
opponent with a hand of dead Trainers!
You might even want to risk the seemingly
suicidal tactic of relying on
Raticate from
Arceus as your main opening attacker.
You’ll have to quickly evolve into it but for a
single Energy, you then get to look at your opponent’s
hand, discard a Supporter you find there, and use the
effect.
This would still have to be an opening Pokémon or
cleaner and not your deck’s main attacker:
Raticate
doesn’t do any damage with the attack and doesn’t look
to have the staying power to rely on its second attack.
If you can block Trainers and Supporters,
though, you should have ample time to set something else
up to attack.
Perhaps a better alternative is to work very hard
to create a deck that locks down something else (like
Poké-Powers) so again, your opponent is relying on just
a single Supporter each turn for most of their progress?
I really would love to see how Unlimited play treats
this card: many older players neglect to utilize
Supporters in my personal experience.
Spoiled by all those old, powerful Trainers they
forget that many Supporters offer unique opportunities
no Trainers can quite match.
In Limited play, this might be a good pick if
another set is being run alongside it: there just aren’t
that many Trainers in this set to worry about, though at
least inflicting Confusion is more useful.
Ratings
Modified:
3.5/5
Limited:
3/5
Combos With:
Psyduck
(Platinum 87/127)
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. I usually add new stuff on Wednesdays
and Saturdays. 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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