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Pojo's Pokémon Card of the Day
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Thundurus #97
Emerging Powers
Date Reviewed:
August 16, 2011
Ratings
& Reviews Summary
Modified: 2.75
Limited: 3.75
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 |
Greetings, Pojo viewers! Today we are continuing our
reviews of the new Emerging Powers expansion by
reviewing another member of the Gen V genie trio.
Today's Card of the Day is Thundurus.
Thundurus is a Basic Lightning Pokemon. Lightning-types
are fairly common in today's Modified, with both
Magnezone Prime and Zekrom seeing a lot of play;
additionally, quite a few support Pokemon are
Lightning-types as well, such as Pachirisu. 110 HP is
great for a Basic, and although it can't compare to
Reshiram or Zekrom's massive 130, it still should be
able to survive a few hits. Fighting Weakness is a bit
confusing due to Thundurus' Electric/Flying typing in
the video game, but as far as cards go, this means that
Thundurus easily falls to Donphan. No Resistance is
unfortunate, and finally, a Retreat Cost of 1 is decent
and can be paid if necessary.
Thundurus' two attacks, Charge and Disaster Volt, mirror
Tornadus (yesterday's COTD) quite well. Charge allows
you to search your deck for a Lightning Energy and
attach it to Thundurus, which is more useful than
Tornadus' Energy-moving ability, since you'll
effectively accelerating your Energy and thinning out
your deck at the same time. However, this attack should
probably be avoided unless you're in the early stages of
the game. Disaster Volt is also fairly similar to
Tornadus' Hurricane, dealing a decent 80 damage for LLC,
but you also must discard one Energy from Thundurus in
order to use the attack. This attack, while not bad by
any means, is somewhat outclassed by Zekrom's Bolt
Strike, which deals 120 damage for the same cost.
Therefore, when using Thundurus, make sure that it has
its own specific niche, or chances are that Zekrom can
do the job better. However, it is important to note that
Thundurus can also work with Pachirisu CL and Shaymin UL
to move Pachirisu's Energy to Thundurus, but again,
Zekrom is often a better choice.
Modified: 2.75/5 Thundurus is altogether decent in
Modified, although it's hard to make the case for it
seeing a lot of play when Zekrom outclasses it on many
levels. Zekrom has more HP, deals more damage for the
same cost, and has a useful secondary attack in Outrage
that Thundurus sorely lacks. However, not all is bad for
Thundurus: Disaster Volt doesn't have Bolt Strike's
recoil, and Thundurus' Retreat is one less than Zekrom's.
The two could probably co-exist in a deck or Thundurus
may work well as a secondary attacker, but if you want
to build a deck around a powerful Lightning-type Basic,
that would be better suited for Zekrom.
Limited: 3.5/5 Thundurus is a big, powerful Basic with
Energy searching abilities and a strong, consistent
attack. It's not quite as good as Tornadus in Limited
due to its having an elemental type, but if you can
afford splashing some Lightning into your deck,
Thundurus should reward you.
Combos With: Pachirisu CL + Shaymin UL
|
Otaku |
Time to look at
Thundurus, who is another member of
the “kami” trio of Pokémon, as was
yesterday’s CotD
Tornadus.
Given that “kami” translates to
“god” in English (note the little “g”
for those with a Judeo-Christian view of
the divine) I probably won’t be using
that term much for them.
Stats
Thundurus
is very similar to
Tornadus, so don’t be surprised when
a lot of this review sounds familiar. By
their nature Basic Pokémon are the
easiest Pokémon to run, unless the card
itself has some built in drawbacks.
Thundurus has no built in draw backs
with respect to basic play, so it is
easy to fit into a deck, easy to play
from hand, easy to search out from the
deck, and easy to recycle from the
discard pile.
It is a Lightning-Type Pokémon,
and that means I have to repeat myself
yet again this review in case some of
you are newer readers: there isn’t
really much Pokémon-Type support this
format.
There are many cards to support
Energy-Type, however, but as I like to
remind people while the Energy a Pokémon
uses is often the same as its Type it
doesn’t have to be.
So being a Lightning-Type mostly
means facing a metagame that, due to the
prominence of other Lightning-Type
Pokémon (Magnezone
Prime,
Zekrom,
Pachirisu, etc.) has developed
minimizing Lightning Weakness and trying
to maximize Lightning Resistance.
Like
Tornadus,
Thundurus enjoys 110 HP, currently
the third highest possible score for a
Basic Pokémon.
Only the strongest attacks will
OHKO it, and only the fastest, hardest
hitting decks have a chance of taking it
down turn one.
The Fighting-Type Weakness will
allow
Donphan Prime to do just that, as
well as a few other Fighting-Type decks
waiting in the wings.
To put that into perspective,
yesterday’s CotD (Tornadus)
was Lightning-Weak and most Pokémon of
that Type who see play already could
OHKO it.
It lacks Resistance, which is
unfortunate but fairly common, although
it is more noticeable here because
Tornadus actually had a Resistance.
Thundurus does finish solidly in
this area by having a single Energy
Retreat Cost.
This cost is fairly common on
Basic Pokémon, but becomes less common
when you hit this high of an HP score,
and functionally it is the second best
Retreat Score possible: although often
inconvenient, rarely will you struggle
to get that much Energy onto
Thundurus in order to retreat.
Effects
Thundurus
has two attacks.
The first requires just (C) but
if you want it to do you any good you’ll
need a
Lightning Energy card in your deck:
Charge has you search your deck for said
Lightning Energy card and attach it
to
Thundurus.
This is not a brilliant attack,
but it is useful if you actually open
with
Thundurus, unlike
Tornadus card which requires a combo
to not be a waste first turn.
This allows a solo
Thundurus to be able to move onto
his second attack by your second turn,
barring an opponent’s intervention.
The second attack is Disaster
Volt for (LLC).
It hits for 80 points of damage
and requires you discard a single Energy
from
Thundurus.
While you would be forfeiting
setting up any other Pokémon, this can
allow a
Thundurus to be fairly
self-sufficient, with a first turn
Energy attachment and Charge allowing
subsequent manual Energy attachments to
keep a steady barrage of Disaster Volt
attacks (and thus 80 points of damage)
hitting your opponent each turn. The
attacks work well together, although I
believe we do get one of those odd
moments where something “costing more”
might have been better if it in turn
justified a better return.
By that I mean if Charge had
required (L) and snagged two
Lightning Energy to attach to
Thundurus, it should have opened up
some more combos and at the very least
allowed you to get “a turn ahead” on
Energy attachments; very important when
you’re dealing with an attacker that
will subsequently require your future
Energy attachments.
Usage
Say “Hello!” to
Zekrom’s little brother for all
intents and purposes.
As I discussed yesterday, I
believe we have enough large Basic
Pokémon to build a functional “Haymaker”
style deck, although not in the
strictest sense since the deck will be
packing an Energy acceleration combo and
the deck won’t be attacking first turn
without it.
We will also lack as much
Type-matching as the original Haymaker
was capable of, but still between ZPS
decks now have several alternative
attackers with which to stabilize the
build while retaining a build consisting
of only Basic Pokémon.
Zekrom (Black & White 47/114,
114/114),
Pachirisu (Call of Legends
18/95), and
Shaymin (HS: Unleashed 8/95)
can now be backed up not only by
Bouffalant (Black & White
91/114) for Revenge fueled
KOs,
but by
Tornadus and
Thundurus for a weaker but easier to
sustain assault.
Zekrom
inflicts self damage with Bolt Strike
and that is why I believe the deck has a
good use for
Tornadus and
Thundurus.
The deck functions now because of
the massive 130 HP on
Zekrom (which it cuts down to 90
from its first Bolt Strike) and the fact
that Outrage lets it stop hurting itself
once it has sufficient damage counters
already on it.
That first Bolt Strike is
impressive (120 points of damage first
turn!) but it’s also usually overkill.
Few Basic Pokémon will have 120+
HP, and more importantly many will have
80 or less.
Enter
Thundurus; using the same set-up it
can hit for 80 points of damage each
turn, though at the cost of your manual
Energy attachment.
You have the option of letting it
go down swinging while setting up the
proper ZPS combo so that
Zekrom can one-shot anything large
your opponent does get going, setting up
a
Tornadus in case of Fighting or
Lightning-Resistant Pokémon, or readying
a
Bouffalant quickly the turn
Thundurus does go down for a
probable Revenge KO.
You even have the option of
sucking the Energy off of a
Thundurus to fuel one of the others
(Shaymin
isn’t picky) though you’d better have a
method of getting your half KOed
Thundurus out of the Active slot. By
no means does this more diverse approach
make this deck easier to run than ZPS,
it just provides it with the ability to
better adapt to whatever your opponent
is doing, and avoid burning itself out
too quickly from
Zekrom and its self-damaging
attacks.
Now perhaps this build will prove
inferior to the classic, despite being
better able to adapt: reliability is
king, after all and you have to make
room for several more Basic Pokémon.
I still see
Thundurus making an impact because
Lightning-decks have a second big, Basic
Pokémon that hits hard, but while this
one isn’t quite as big and doesn’t hit
quite as hard, he also doesn’t take
himself out.
If I am running a mutli-Type
deck, I might still prefer
Zekrom for its raw power and the
fact that in the worst case scenario, I
can let it take a hit and hit fairly
hard back without any
Lightning Energy or substitutes,
thanks to Outrage.
Still if it truly is a multi-Type
deck and is running
Lightning Energy mixed with
something else, there is something to be
said for attacking with a big Basic that
doesn’t blast itself along with the
opponent.
Yes
Thundurus requires an Energy
discard, but the type isn’t specified.
If I am already running an Emboar
(Black & White 20/114) and
Magnezone (HS: Triumphant
96/102) “Prime” deck, what does that
single generic Energy discard mean to
me?
I’d already be running
Reshiram (Black & White
26/114, 113/114) so I’d already be
covered for a high maintenance Basic
that hits for 120, I’d have a huge
Lightning-Type attacker available from
Magnezone Prime if 80 just wasn’t
enough, so why make your Lightning-Type
Energy demands even worse by running
something that hits itself?
Thundurus even aids the deck by as
an opener: do you take out the
Tepig, the
Magnemite, or the
Thundurus that just manually
attached a
Fire Energy card and used Charge to
attach a
Lightning Energy card from the deck?
Can your deck take down a
110 HP Pokémon on your first/second
turn?
In Unlimited, this card requires too
much of an investment to set-up, even
though it has a solid return.
So even if you aren’t playing a
super-cutthroat match where both players
are spamming each other first turn for
game, the next level of “classic”
Unlimited decks will probably shred a
Thundurus deck.
For Limited play, this is a must
run as long as you can run a handful of
Lightning Energy with it.
Thanks to Charge that shouldn’t
be too hard, though you don’t want to
have to use that attack twice before you
can Disaster Volt.
Still even if you did, 110 HP
will probably be the biggest score to
hit the field most matches, and 80 HP
will OHKO a lot of what most players can
field.
Ratings
Unlimited:
2/5
Modified:
3.75/5
Limited:
4.5/5
Summary
Like
Tornadus,
Thundurus is going to be a presence,
but it still won’t completely replace
Zekrom and unlike
Tornadus isn’t as easy to work into
a variety of decks.
If
Zekrom didn’t exist, this card might
still be strong enough to support the
ZPS deck (though obviously we’d have
named it differently): hitting only a
little softer but without the hassle is
a great option to have.
As such he scores just a little
lower than
Tornadus;
Zekrom will usually be better than
Thundurus but not always, while
Tornadus can be used in far more
decks even if in specific scenarios he
is outclassed.
|
conical
Deck
Garage |
8/16/11: Thundrus(Emerging Powers)
Today, we have the other elemental genie/Lakitu card
printed in English so far. Let's get into it.
To start, I don't see how you can look at Thundrus
without comparing it to Zekrom, so I'll be making plenty
of comparisons. The problem is, most of them make
Thundrus look pretty mediocre. Zekrom has more HP, a
stronger 'energy discard for big damage' attack, and a
first attack that takes advantage of its massive HP.
These advantages, especially the damage, mean Zekrom is
the superior card. Let's look at Thundrus' advantages,
though.
1. The discard is one
energy, not two.
2. It has a smaller
retreat cost.(1 vs. 2)
3. Its first attack
provides energy.
Is this enough to merit playing Thundrus over Zekrom?
Probably not. Is the energy acceleration enough to have
Thundrus see play? I believe so. Right now, Zekrom decks
rely on using Pachirisu CL to get energy on the field
quickly, to move around with Shaymin. The problem is,
Pachirisu can be inconsistent at times, because it only
attaches energy from your hand. Thundrus' acceleration
takes an attack, but being able to search your deck
instead of your hand is such a benefit that I could see
some, if not most Zekrom decks to remove all(or all but
1) copies of Pachirisu to make way for Thundrus as a
starter Pokemon.
Modified: 3.25/5
Limited: 4/5 |
Mad Mattezhion
Professor Bathurst League Australia |
Thunderus (Emerging Powers)
Hello Pojo readers, I hope your week is going fine.
Today we continue with our special guest today,
Thunderus!
Thunderus is continuing the new tradition of Legendary
Poke'nmon in Black & White by having (relatively)
powerful attacks coupled with massive HP. Thunderus is a
Lightning type non-evolving Basic with 110 HP, Fighting
weakness, a retreat cost of 1 and two attacks.
The HP is impressive and will keep Thunderus alive for
at least a couple of turns against anything except a
fully powered main attacker. The weakness is a severe
drawback if you face Donphan Prime or Krokorok/Krookodile
but it isn't surprising so you'll just have to work
around that (maybe with Tornadus from yesterday?). The
retreat cost is unexpected however, as we have come to
expect that high HP results in high retreat costs of at
least 2 energy at the minimum. Thunderus may not have
the damage potential of its cousins but it is much
easier to open with because you can run away easily to
make room for a different attacker if you are low on HP
or facing a bad matchup. All in all, a great set of
stats if you have a Fighting counter you can pair up
with Thunderus.
Now the attacks. Thunderus has 2, both of which promise
decent return for your investment. The first is Charge,
which costs [c], meaing you can drop any energy in order
to use it first turn. It does pretty much what it says,
charging Thunderus up by searching the deck for a [l]
energy and attaching it to Thunderus. This is quite
useful for getting Thunderus set up to attack from the
second turn onwards (generally what all current
competitive decks aim for) but it is also full of combo
potential. Magnezone Prime loves having lots of energy
in play for Lost Burn and suffers from having a very
weak pair of pre-evolutions, so Thunderus fits well as a
both a wall and energy sponge in any deck Magnezone
calls home.
Charge is nice enough but it won't carry the card alone
(especially with Pachirisu CL around) so a workable
second attack is a must. Thankfully, the strangely named
Disaster Volt delivers the goods. For [l][l][c], you
deal 80 damage and have to discard an energy attached to
Thunderus.
At first glance, this attack seems over priced. The
energy cost and drawback are roughly equal to the main
attacks of the Dragon Twins and Musketeer Trio, but the
damage is lower by 20-40 points. The difference is made
up by the fact that Thunderus is both quick and
self-sufficient. With nothing more than a few [l] basic
energy in your deck you can use Thunderus quite easily
and provide an opening wall to protect your more
vulnerable evolving Basics while punishing your
opponent. If you think Tornadus is too weak for your
metagame and you are willing to make the space for the
energy then Thunderus is your legendary of choice,
especially if you fear Water Poke'mon (I think
Typhlosion Prime users will love Thunderus).
However, Thunderus does have to compete against that
other big Lightning legendary, Zekrom. With more HP,
higher damage and the ability to abuse DCE, Zekrom is
rightly feared. Also, Zekrom fits well into multi-type
decks since it can use Rainbow Energy to great effect,
and Outrage works beautifully with Zekrom's role as a
wall in off-type decks. Most people I know play Zekrom
as a sacrifical lamb and then drop a DCE for a major
whacking with Outrage before letting it die, giving
plenty of time to set up less beefy Poke'mon (or if
Zekrom gets taken out in one shot, Twins is used to grab
the really important pieces from the deck). Tornadus
doesn't have nearly as much potential in this regard
because of the lower HP (giving Reshiram and Donphan the
OHKO they need) and the lack of Outrage, which is
currently the single best scare tactic in the game.
If you are looking for a little insurance for a Fire
deck (keeping Armourott and Blastoise UL off your back)
then you'll have to pick one or the other but if you
want to run mono Lightning (alongside Magnezone or in
the Zekrom/Pachirisu/Shaymin deck) then I would
recommend using both cards. Thunderus gets the ball
rolling by being able to power itself up if you can't
get the energy you need for the Pachirisu/Shaymin trick
while Zekrom brings the big guns and can survive the
hits that Thunderus might not be able to take. Also,
using both cards allows you to use as many as 8 big
Basics rather than being restricted to 4 by the deck
building rules. The card designs seem to complement each
other beautifully, at least on paper.
In the end, I think Thunderus will be the card that
takes the 'Zekrom Donk' up to the level it was hyped to
be before the release of Black & White. There are more
powerful Lightning cards avaialble and there are
stronger Basic Poke'mon to build a deck around,
but a splashable Lightning type with stats like these is
a gift form the Gods of Gaming and I thank them on
bended knee for their generosity. Major Kudos to the
Poke'mon design team!
Modified: 4.5 (since the only support you need to run
are Poke'mon Collector [which is a staple in all decks
without exception] and [l] energy you can put Thunderus
into a lot of decks to hit a pretty common weakness. The
ability to deal 80 damage by Turn 2 is just
beautiful since most decks can only deal 60 damage on
the second turn of the game, giving you a critical
advantage in the early game where Thunderus really
shines)
Limited: 5 (Thunderus can power itself up reliably even
in a rainbow deck so the only good reason for not
running it is beause you want to protect your full-art
Ultra Rare and don't have any cards sleeves available.
Just watch out for the discard of Disaster Volt though,
your energy will run out eventually)
Combos with: Typhlosion Prime, Magnezone Prime, Shaymin
UL and other energy-loving beasts.
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