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Pojo's Pokémon Card of the Day
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Tornadus #98
Emerging Powers
Date Reviewed:
August 15, 2011
Ratings
& Reviews Summary
Modified: 3.75
Limited: 4.75
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
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Combos With:
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virusyosh |
Welcome back, Pojo readers! I hope that all of you
enjoyed Worlds this past weekend, and are now looking
forward to the new season. Today we start a new week of
reviewing cards from the new Emerging Powers expansion,
starting with one of the new genie-like Pokemon, which
happens to be the only pure Flying-type in the video
games. Today's Card of the Day is Tornadus.
Tornadus is a Basic Colorless Pokemon. Colorless is an
excellent type to be, because Colorless Pokemon can use
any Energy type without penalty, and thus fit very well
into any deck. 110 HP is also pretty good for a Basic
Pokemon, only slightly lower than Reshiram, Zekrom, and
fellow newcomer Terrakion. Lightning Weakness is rather
unfortunate due to the presence of Zekrom and Magnezone,
Fighting Resistance is great again the random Donphans,
Machamps, or possibly new Krookodiles running about.
Finally, a Retreat Cost of 1 is decent and payable.
Tornadus has two attacks, both of which are supposed to
combo with each other. Energy Wheel costs a single
Colorless Energy, and allows you to move an Energy from
one of your Benched Pokemon to Tornadus. This attack
really isn't that great, as you're not going to want to
waste the time moving an Energy through an attack when
you can simply attach a Double Colorless Energy, and
then accelerate the third some other way, like
Typhlosion or Emboar. Speaking of getting three Energy
onto Tornadus, Hurricane deals a fairly good 80 damage
for the cost of three Colorless, with the side effect of
having to move a basic Energy from Tornadus onto one of
your Benched Pokemon. This is a fairly strong attack
with little drawback, as most of the time you will be
able to easily replenish the Energy moved, all while
potentially powering up your Benched Pokemon, meaning
that it does a decent job of setting you up as well.
Modified 3.5/5 I think that Tornadus is easily one of
the best cards from Emerging Powers. Being Colorless
allows it to fit into any deck, its beefy 110 HP allows
it to function as a powerful Basic if you want to
increase your deck's Basic count, and its decent
Hurricane attack and Fighting Resistance allow Tornadus
to be a decent Donphan counter or all-purpose secondary
attacker. Not all is fun and games for this Cyclone
Pokemon, though: Weakness to Lightning means that Zekrom,
Magnezone, and even Pachirisu OHKO with very little
effort. That being said, Tornadus's flexibility is one
of its strongest points, and this is a card that will
probably see quite a bit of play this format.
Limited: 5/5 Tornadus is, simply put, a Limited bomb. It
has amazing HP for a Basic, has Colorless Energy
requirements, and does 80 damage consistently with very
little drawback, even powering up the other Pokemon on
your Bench. If you're playing Sealed there's no reason
you shouldn't throw this into your deck, and if you're
drafting, this is easily a first pick.
|
Otaku |
Welcome to another week of CotDs, though
this week is a little special for two
reasons.
First we are going to be
reviewing at least some of the cards
leaked from the next set, BW:
Emerging Powers.
Second if you weren’t paying
attention the 2011 Pokémon World
Championships were this weekend!
Most of the top performing cards
I saw (second hand via other people’s
reports – I was no where near the World
Championships) are cards we’ve reviewed
recently, and as this isn’t a tournament
report I’ll skip the details and just
say that it gives the staff a much
clearer picture of what this format is
shaping up to be.
Stats
So today we look at
Tornadus, who continues the Black
& White-era trend of Big Basic
Pokémon!
Being a Basic Pokémon makes it
simple to drop into play and easy to fit
into decks.
Tornadus is a Colorless Pokémon and
unless this set adds some, we don’t have
any Colorless support or counter cards
in Modified nor is Colorless
Weakness/Resistance currently an issue
as most popular decks lack either.
Tornadus
enjoys a beefy 110 HP, only 20 points
less than the record setting
Reshiram and
Zekrom from the previous set.
Only the strongest attacks will
OHKO it, and only the fastest, hardest
hitting decks have a chance of taking it
down turn one.
The Lightning-Type Weakness will
aid some decks in that, but fortunately
the one deck that I could think of with
a realistic chance of taking
Tornadus down on the very first turn
of the game would already have been
using a Lightning-Type attacker,
Zekrom.
This becomes fortunate in that
Zekrom will be forced to “overkill”
Tornadus since it would have OHKOed
Tornadus even without Weakness being
a factor.
Similarly,
Magnezone Prime will either need a
PlusPower or else still remove
two Energy cards when attacking,
though this won’t be an issue first
turn.
This Weakness is still
unfortunate, but it will be the less
obvious times when it hurts, like being
taken down by
Zekrom using
Outrage when it only has four damage
counters on it.
Tornadus
does enjoy Resistance, and it is even a
relevant Resistance: Fighting -20.
Donphan Prime is the main expected
Fighting Pokémon for competitive play,
and as long as that remains so this
still comes in handy:
Tornadus will be able to survive two
unaided Earthquake shots from
Donphan Prime, and as you’ll soon
see
Tornadus is no slouch in dealing
damaged either.
Tornadus also enjoys a single Energy
Retreat Cost.
This is a common value on a Basic
Pokémon but less so for big basic
Pokémon.
You should be able to get it out
of the Active slot pretty easily.
Effects
Tornadus
has two attacks.
The first is just not that good:
for (C) Energy Wheel lets you move an
Energy from one of your Benched Pokémon
to
Tornadus.
I don’t know if this was an
emergency fallback option for the card
or part of some anticipated combo, but
it seems to fall into the “great
ability, lousy attack” class of attacks.
I am sure there are a few
realistic uses for this attack, but
mostly it is just there as a placeholder
and perhaps late game if you’re
desperate and out of Energy; it then
keeps the drawback of the second attack
from ruining your offense entirely.
Simply put there is little to no
benefit of sending this up front and
having it take an extra hit just to
salvage some Energy that might be on
another Pokémon, especially when the
attack only moves a single Energy card!
This would have been killer as Ability,
of course.
Did I mention that without Energy
acceleration, this attack is useless
first turn?
The second attack is good: Hurricane
delivers 80 points of damage for (CCC)
and forces you to move a Basic Energy
card attached to
Tornadus to one of your Benched
Pokémon.
It is obviously too early for
rulings, but based on how it is worded I
am assuming if you use all Special
Energy on this card, you don’t have to
move anything at all.
While the effect is probably
primarily meant as a drawback, a savvy
player can turn it to his/her advantage
by making sure
Tornadus doesn’t “lose” as much
Energy when it is KOed.
Indeed this is probably why it
only affects Basic Energy cards:
if it worked on Special Energy it would
open up several combos, most useful
being saving a
Double Colorless Energy by moving it
when you expect to be KO’d next turn.
While not as hard hitting as some
big attacks, for a Basic that can use
any Type of Energy it is about as fast
and strong as you could hope for without
a crippling drawback.
Usage
I like to think of this as the “Big
Basic Back-Up Pokémon” or “Big Basic
Pokémon For The Rest Of Us”.
By that I mean that this is not
as good as
Zekrom or
Reshiram, but is a suitable back-up
(whether being used as an opener or a
closer) for either of them, and is
almost completely generic for deck
design: if a deck runs
Double Colorless Energy, a deck can
afford to work in
Tornadus as an opener/cleaner.
It isn’t an opener in the purest
sense unless specific conditions are
met, first turn it can’t use its “good”
attack and possible not even its poor
back-up attack.
If you partner it with a second
opener that doesn’t need your first turn
Energy attachment or you have some form
of Energy acceleration in your deck, it
can come right out the gate.
As stated earlier, it can be to your
benefit to constantly be sending a Basic
Energy card from
Tornadus to your next attacker, even
if it is just another
Tornadus.
This is a refreshing change from
the two dominant Big Basic Pokémon (Reshiram
and
Zekrom) since those two actually
need decks dedicated to them to
repeatedly hit as hard as they do.
80 points of damage is less than
what you’ll get from those two but their
drawbacks are more severe and 80 points
of damage will OHKO all but the biggest
Basic Pokémon unaided.
It will also KO the smaller Stage
1 Pokémon set just about anything else
up to be taken down with one more hit
the next turn.
I really think we might see a return of
the classic “Haymaker” style deck now
that we have yet another Big Basic
Pokémon to build a deck around.
Zekrom/Pachirisu/Shaymin
decks can now flesh themselves out with
both
Bouffalant (Revenge version) and
Tornadus and while the mid-game
performance is still weak, early and
late game are covered.
There are one or two other cards
needed, but they are either coming out
in this set (Pokémon
Catcher) or coming in future sets if
translations are accurate (X-Transceiver,
an Item that searches your deck for a
Supporter).
Of course without know every card
that is coming down the road I could be
horribly wrong, and such a deck must
hit hard and fast enough to prevent
everything else from setting up, or it
faces an extremely difficult uphill
battle.
We’ll be looking at another
Pokémon that easily fits into this deck
tomorrow, but that card fits a little
too well and
Tornadus can cover the Fighting
Weakness of
Zekrom and
Pachirisu.
In Unlimited, this card isn’t bad but I
can’t think of where it’d be used that
something else wouldn’t be better, and
that of course already starts with the
assumption you’re playing in a slightly
laid back area or one that prohibits use
of the now brutal first turn combos
available in Unlimited due to the rules
changes we got with Black & White.
Even in this “nicer” scenario I’d
think combo decks have better specific
options.
If the first attack was any good
this might be different, but this is a
format where (CCC) is one Energy too
much for a Basic to be fast.
You might, might find a slight
use still as an opener with a
Call Energy attached, as this would
allow you to perform a useful set-up
role and if your opponent doesn’t burn
resources to deal with
Tornadus, a single
Double Colorless Energy will make
them regret that.
For Limited play, this is a must run
unless the rest of the set is almost
mono-Lightning, or at least dominated by
that Type.
All the good aspects about this
card improve, and the negative become
less problematic.
It even has Energy requirements
that allow it to fit into any
conceivable deck (unless there is
something that allows for an extremely
low Energy build).
Ratings
Unlimited:
2/5
Modified:
4/5
Limited:
5/5
Summary
Tornadus
is going to be a presence, but exactly
how much of a presence is still up for
debate.
It won’t dethrone
Zekrom or
Reshiram because they still are
bigger, hit harder, and to take full
advantage of
Tornadus will require a similar
level of support.
Many decks could make good use of
Tornadus without tapping its full
potential easier than they can
Reshiram or
Zekrom, so it is quite, quite
realistic to expect it everywhere at
least for the next month or so.
|
conical
Deck
Garage |
8/15/11: Tornadus(Emerging Powers)
Huh, wait what? Writing CoTDs? Uhh...sure?
Tornadus continues the post-BW trend set by Reshiram and
Zekrom, where legendaries are AWESOME! Honestly,
remember the days where legendaries had 4-energy attacks
that only did 70 damage, and had disastrous effects to
boot. Oh, the days...of two sets ago. But I digress.
The basic stats are all pretty solid for a basic; 110 HP
is nice, colorless is always good in a format with DCE,
any resistance is nice, really, and while there are
Lightning types see play, I'd argue that Lightning
weakness isn't nearly as bad as last format, because
Magnezone and Zekrom are built to one-shot Pokemon
anyway, and weakness isn't as much of a factor. Speaking
of last format, Hurricane looks awfully similar to
Garchomp C Lv. X's Dragon Rush, in that it's a 3-energy
attack for 80 damage. In some ways, Hurricane is better
than Dragon Rush; Hurricane can't snipe off the bench,
for example, and moving energy to your bench is arguably
worse than discarding it, but Tornadus' advantage is
that it's a basic, whereas Garchomp C, while considered
a basic by the game rules, was basically a glorified
Stage 1 because of the Level X. Garchomp C is still
better, if only because it's an SP, and therefore gets
all the awesome SP engine tricks we all know and love,
but Tornadus is a very acceptable substitute,
considering the format. I should also mention its first
attack, because it's useful due to its synergy with
Hurricane, but I can't really add anything to it that
you, the reader, couldn't figure out for yourself.
Modified: 3.75/5
Limited:4.25/5
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