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					Pojo's Pokémon Card of the Day 
					
                        
                          | 
                           |  | 
							Top 10 Cards of 2011 
							Countdown #8: 
							Tornadus #98      Emerging Powers 
							Date Reviewed: 
							Dec. 28, 2011 
							
							Ratings
                            & Reviews Summary
 Modified: 4.00
 Limited: 4.00
 
							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 
							 |  
                          | Combos With: See Below 
 |  
 
            
              | Baby Mario 2010 UK 
			National
 Seniors
 Champion
 | 
						
						
						#8 Tornadus EP 
						 
						 
						
						Number 8 in our countdown of the top 10 cards of 2011 is
						Tornadus from Emerging 
						Powers: a card that we didn’t realise we needed until we 
						got it. 
						 
						 
						
						After the unprecedented (but completely necessary) early 
						rotation last June, Zekrom/Pachirisu/Shaymin 
						decks won Nationals in both Canada and Mexico, but 
						flopped terribly at both US Nationals and the World 
						Championship. The problem was that ZPS just didn’t have 
						much of a long game: with only four main attackers 
						(which damaged themselves when attacking), the deck 
						tended to either explode in the first couple of turns 
						and win, or find itself in deep trouble by mid game. 
						Some players tried to deal with this by adding cards 
						like Yanmega and/or
						Lanturn Prime, and while 
						this did result in some good, viable decks, it did 
						detract from the sheer speed and first turn awesomeness 
						of the Z/P/S combo. What was really needed was
						another big, 
						hard-hitting Basic that could come out on the first turn 
						and start taking Prizes. 
						 
						 
						
						Step forward Tornadus. With 
						its Colourless Energy requirements, and its Hurricane 
						attack that hit for 80 (while conserving Energy), it 
						slotted perfectly into every ZPS deck, often being used 
						more than Zekrom itself as 
						an early game attacker. The fact that it was Double 
						Colourless compatible was brilliant, and the fact that 
						it Resisted the Fighting 
						Pokémon (notably Donphan 
						Prime) that Zekrom was Weak 
						to, was a more than useful bonus. Now the fastest deck 
						in the format had up to eight Pokémon in its armoury 
						with which to get that first turn Prize, as well as a 
						much improved mid-to-late game performance. 
						 
						 
						
						Tornadus 
						has found its way into a few other decks besides: it’s
						that good as 
						an early game Pokémon, and
						that easy to 
						splash into almost anything. Its main achievement in 
						2011 though was in transforming 
						Zekrom decks from a very risky option into a bona 
						fide top tier contender. 
						 
						 
						
						Rating 
						 
						 
						
						Modified: 4 (another big hitting, 
						splashable Basic to rule the format with) |  
              | virusyosh | Happy midweek, Pojo readers! Today we're going to 
						review our #8 Card of the Year for 2011. Today's Card of 
						the Day is a Colorless Basic that has seem quite a bit 
						of play in Zekrom variants, and occasionally in other 
						decks as well. Today's Card of the day is Tornadus from 
						Emerging Powers.  Tornadus is a Basic Colorless Pokemon. As a Colorless 
						Basic, Tornadus can fit into nearly any deck without any 
						drawback, making it a very flexible choice if you need a 
						secondary attacker. 110 HP is excellent for a Basic, 
						even if it isn't up to the levels of Reshiram, Zekrom, 
						or Kyurem. Lightning Weakness is unfortunately pretty 
						bad in our current format, as Zekrom will eat Tornadus 
						alive. Fighting Resistance is great against Donphan and 
						the newly-popular Terrakion, and Tornadus' ability to 
						counter Fighting-types effectively is why it has seen so 
						much play. Finally, Tornadus has a Retreat Cost of 1, 
						which is easily payable if necessary.  Tornadus has two attacks, Energy Wheel and Hurricane. 
						Energy Wheel allows you to move an Energy attached to 
						one of your Benched Pokemon to Tornadus for a single 
						Colorless Energy. While Energy acceleration is good in 
						any form, you often won't have time to use this attack 
						unless it's in desperation. That being said, if your 
						opponent won't be able to attack Tornadus for a while 
						and you're strapped for Energy, Energy Wheel can be a 
						good move to use.  Hurricane is Tornadus' main attack, dealing 80 damage 
						for three Colorless Energy (most commonly powered up 
						with a Double Colorless). Hurricane also moves a Basic 
						Energy attached to Tornadus to one of your Benched 
						Pokemon. While the Energy movement could be perceived as 
						a drawback, this movement actually makes Tornadus an 
						excellent setup Pokemon, as you are able to slowly power 
						up your Benched Pokemon while still maintaining a decent 
						offensive presence. Notably, Hurricane can get many 
						2HKOs, notably against Donphan and Terrakion, two 
						Pokemon that will have a difficult time against Tornadus.
						 Modified: 4/5 Tornadus' great versatility is what 
						made its place on our Cards of the Year list. While most 
						commonly seen in Zekrom decks, Tornadus has also made 
						some appearances in Six Corners and a few other decks, 
						where it acts as an excellent offensive setup Pokemon. 
						While Hurricane may not deal amazing damage and 
						Lightning Weakness is a definite problem against Zekrom, 
						Tornadus is definitely a Pokemon you need to watch out 
						for.  Limited: 5/5 It's a Colorless Basic with powerful 
						attacks, high HP, and acts as a team player to power up 
						your other Pokemon. Absolutely worth running in every 
						deck. |  
              | Mad Mattezhion Professor Bathurst League Australia
 | Top Card #8: Tornadus (Emergin Powers)
 I missed reviewing this card the first time it appeared 
						on Pojo, and I suffered for that when I faced a Zekrom 
						Rush deck using Tornadus against my still evolving Rain 
						Dance build featuring Donphan Prime. That 0-5  
						casual defeat at the local League was incredibly 
						painful!
 
 Tornadus is seemingly the weakest of the three Weather 
						Genies, and in a vacuum this card doesn't offer nearly 
						as much as either Thunderus or Landorus. However, that 
						doesn't mean Tornadus can't hold its own. With 110 HP 
						and Fighting Resistance, Tornadus is Donphan's worst 
						nightmare and is one of the reasons that Fighting types 
						have become an endangered species at tournaments. 
						Tornadus isn't very gentle on any other type either, but 
						the Lightning Weakness makes for an uneven contest 
						against Thunderus, Zekrom or Magnezone.
 
 The Colourless typing doesn't help Tornadus offensively 
						against anything except Rayquaza & Deoxys Legend, but it 
						does allow the hideous abuse of Double Colourless 
						Energy, FanBoar, the Pachirisu/Shaymin combo and the 
						Jirachi/Mismagius energy combo. As such, Tornadus can 
						justify a spot in MagneBoar, Magic Room and Zekrom Rush 
						builds as well as the experimental multitype decks 
						aiming for Weakness coverage (Four Corners, Six corners 
						or Haymaker depending on what Basics/Evolutions you use 
						and who you play against). Particularly, Zekrom Rush 
						decks love Tornadus for its ability to shut down Donphan 
						but Corners decks also like the versatility since they 
						have so many conflicting energy costs as well as using a 
						lot of DCE.
 
 The retreat cost is cheap (making Tornadus is easy to 
						move) and the fact that it's a Basic is great for ease 
						of play, so all in all Tornadus will very rarely 
						disappoint you if it's in your opening hand and will 
						usually be a good draw at any stage of the game.
 
 Still, good stats and good combos are only 2 corners of 
						the playable trinity with the thirs being good attacks. 
						Sadly Energy Wheel is nowhere near being useful, since 
						the effect is only to move an energy from one of your 
						Benched Poke'mon to Tornadus. This is a very poor 
						substitute for all of the energy acceleration available 
						to Tornadus and isn't even very useful in Limited. Even 
						if you have an energy on your Bench that you need to 
						move, you'll most likely lose it when your opponent 
						attacks and KOs Tornadus, seeing as how your attack will 
						end yout turn before you can do anything useful. Since 
						you have to attach an energy to Tornadus as well (the 
						cost is [c]), Energy Wheel is nigh on completely useless 
						in the early game and isn't worth the effort later on.
 
 Hurricane more than makes up forthe deficiencies of 
						Energy Wheel, since it has the opposite effect. For a 
						cost of [c][c][c], Tornadus deals 80 damage and then 
						moves an energy attached to itself to one of your 
						Benched Poke' on (provided you have one). While the 
						damage output is overshadowed by many other popular 
						cards, it is still enough to 2HKO any Poke'mon except 
						Armourott or Wailord (which conveniently enough, are 
						easy prey for Zekrom). The energy moving may also seem 
						like a drawback (especially given how terrible Energy 
						Wheel is) but although you'll have to attach another 
						energy to Tornadus every turn, you will also be powering 
						up your other Poke'mon for when Tornadus bites the dust, 
						with the added advantage of preserving your Special 
						energy by moving them away if you expect Tornadus to be 
						taken out.
 
 Even if you don't have any worthy Poke'mon to power up 
						then at least you'll be able to retreat that unlucky 
						support Poke'mon when it comes up as cannon fodder so 
						that another Tornadus or other Big Basic can takes its 
						place, or as a last resort you can go down swinging. Or 
						if Tornadus is all alone when you use Energy Whell, the 
						part about moving energy is completely ignored so it's 
						just a vanilla but effective attack.
 
 Tornadus was the missing ingredient from Zekrom Donk 
						decks and is one of the best ways to fill a gap in a new 
						build you are testing. Whether you need another big body 
						but don't like the other options, or you want to keep 
						Donphan off your back, or even if you have a way to 
						attach extra energy, Torndaus is your friend!
 
 Modified: 4.5 (the lack of raw power can be problematic 
						and Reshiram is stiff competition due to using many of 
						the same energy acceleration tricks, but Tornadus makes 
						a great patch for your deck's weaknesses so long as you 
						don't mind the Lightning Weakness)
 
 Limited: 5 (it's very rare to be able to build a deck 
						that only uses a single energy type, so Tornadus is 
						brilliant for both the huge HP and Colourless attack 
						costs. Just be wary of Thunderus)
 
 Combos with: Zekrom/Pachirisu/Shaymin decks ahould all 
						run a full set of Tornadus and any other archetype aside 
						from Rain Dance could make a case for including a copy 
						or two.
 |  
              | Otaku | 
										
										
										
										Tornadus 
										is #8 in our Top 10 countdown and… he 
										didn’t make my list.
										It isn’t that he isn’t a good 
										card, it is just I felt there were 10 
										more “better” cards, though in my case 
										that includes the tell end of last 
										format and thus a card or two that are 
										no longer as widely played. 
										 
										 
										
										
										
										Stats 
										
										
										Tornadus 
										is a Basic Pokémon, meaning it fits into 
										the current format quite well, as Basic 
										Pokémon are both the easiest to fit into 
										a deck and the easiest to get into play, 
										while also being well supported in this 
										format, both with actual cards like
										
										Eviolite and BW-era rules. Being a 
										Colorless Pokémon means it won’t have 
										any real support, be useful for hitting 
										Weakness, or have to worry about running 
										into a lot of Resistance Pokémon. 110 HP 
										goes a long way for this: it is the 
										third possible highest score for a Basic 
										Pokémon that doesn’t use “special” 
										rules, such as the upcoming Pokémon-EX.
										Even with help
										
										Tornadus can fall to the biggest 
										attackers in the format, but with a 
										little help (or a poor set-up on the 
										opponent’s shot) you’ve probably got a 
										turn, maybe two from it, unless you’re 
										facing the card’s Weakness or 
										Resistance. 
										 
										 
										
										The Lightning-Type Weakness is a big 
										problem.
										
										
										Zekrom was already going to OHKO it 
										with Bolt Strike, so the real issue 
										comes from making it easier for all the 
										other Lightning-Type Pokémon to take 
										down (as well as allowing the top 
										Lightning-Type attackers to save their 
										“A” game for later).
										Unlike many recent cards,
										
										Tornadus enjoys having a Resistance, 
										and at least when it came out it was a 
										useful one: Fighting Resistance -20.
										Doesn’t sound like this is really 
										a major concern right now, but maybe I 
										just was blinded by the latest deck 
										buzz. 
										 
										 
										
										Finishing off the card’s stats we come 
										to its Retreat Cost; a single Energy 
										Retreat Cost is great, especially on top 
										of the high HP score.
										This is low enough you should 
										almost always be able to pay it with 
										little difficulty, though obviously it 
										pales next to a free Retreat Cost.
										Plus since there are some decks 
										that just won’t let you Retreat, you’ll 
										need to make room for some copies of
										
										Switch anyway (or some other Retreat 
										alternative), which is a bit of a 
										killjoy. 
										 
										 
										
										
										
										Effects 
										
										Two attacks, but it much of the time it 
										might as well be just one.
										The first attack is Energy Wheel 
										for (C), and all it does is allow you to 
										move an Energy from one of your Benched 
										Pokémon to
										
										Tornadus.
										The second attack, Hurricane, is 
										what you’ll use most: for (CCC) you hit 
										for 80 points of damage with a mild 
										drawback that might be more of an 
										enhancement: Hurricane also forces you 
										to move a basic Energy attached to
										
										Tornadus to one of your Benched 
										Pokémon.
										If you have only Special Energy 
										attached, this clause does nothing.
										If you have at least one Basic 
										Energy card attached, you have to move 
										it but with the nature of the game, half 
										the time that just saves the Energy from 
										being discarded when
										
										Tornadus gets KOed (and the other 
										half it will rarely matter that you need 
										to attach a single Energy the next 
										turn). 
										 
										 
										
										The all Colorless attack costs are 
										great: besides allowing you to fuel the 
										second attack with
										
										Double Colorless Energy plus one 
										other Energy card, it makes
										
										Tornadus universally easy to splash. 
										The first attack does have some synergy 
										with the second, but in a good build I 
										would expect to have
										
										Tornadus attacking with
										
										Hurricane by the second turn… thanks 
										to
										
										Double Colorless Energy, not somehow 
										getting a second Basic Energy into play.
										By the time you set-up for Energy 
										Wheel, you might as well have gone all 
										the way and add
										
										Shaymin to shift the Energy right 
										away so you can attack with Hurricane 
										first turn, except that by now you 
										realize “I might as well be running
										
										Zekrom or the like instead.” unless 
										you’re running it in addition to
										
										Zekrom. 
										 
										 
										
										
										
										Usage 
										
										As touched upon in the effects, you 
										could run this like a little
										
										Zekrom or
										
										Reshiram and in fact it makes a 
										solid back-up for
										
										Zekrom decks since it is Fighting 
										Resistant, while
										
										Pachirisu and
										
										Zekrom are Fighting Weak.
										
										
										Tornadus can be used as an alternate 
										opener, cleaner, or middle attacker, and 
										thanks to the effect of Hurricane you’ll 
										have a good chance of having another
										
										Tornadus or
										
										Zekrom prepped when the current one 
										falls.
										Any deck that needs to harass 
										Fighting Pokémon has great incentive to 
										run this card, at least in Modified. 
										 
										 
										
										In Unlimited, I haven’t been exposed to 
										any major shifting of the decks so as 
										far as I know, you still have to fear 
										First Turn Win decks, and aside from 
										that it is mostly a matter of who sets 
										up their Trainer denial first to back-up 
										an otherwise strong attacker.
										
										
										Tornadus would be able to make use 
										of many older Special Energy cards that 
										were Colorless, but
										
										Recycle Energy is probably the only 
										one worthwhile.
										
										
										Tornadus wouldn’t be especially good 
										or bad here: expect some decks to hit 
										your Weakness (when it matters), but you 
										do Resistance annoyances like the 
										classic Neo Discovery
										
										Tyrogue (even if 10 points of damage 
										would go through on a successful Smash 
										Punch).
										Hurricane would OHKO many 
										attackers, since this format sees some 
										of the vicious-but-lower-HP older 
										Pokémon.
										Basically, it becomes a great 
										card amongst the “broken” phenomenal 
										cards of the past… and in a format where 
										speed is key.
										Normally that works in a Basic 
										Pokémon’s favor, but not when you’re 
										probably already running
										
										Broken Time-Space so you can get 
										Neo Genesis
										
										Slowking into play in a single turn, 
										will have access (barring hand 
										disruption or Trainer denial) to the 
										most potent draw/search engine in the 
										history of the game, and are going to be 
										relying on Pokémon that just need less 
										Energy to do as much.
										After all, we are including 
										Evolutions as competition for a Basic 
										here.
										I will bump its score up from my 
										previous review though, since Evolutions 
										still eat up more card slots, and that 
										might be exactly the space you need for 
										vital Trainer TecH. 
										 
										 
										
										In Modified I’d think this would be a 
										top pick. Pretty much everything about 
										this card becomes better, and the first 
										attack might even come in useful 
										(Retreating an injured Pokémon being a 
										common strategy in Limited).
										With no specific Energy-Type 
										requirements, this should be run in any 
										deck that pulls it. 
										 
										 
										
										
										
										Ratings 
										 
										 
										
										
										Unlimited: 
										3.25/5 
										 
										 
										
										
										Modified: 
										4.25/5 
										 
										 
										
										
										Limited: 
										5/5 
										 
										 
										
										
										
										Summary 
										 
										 
										
										I can see why
										
										Tornadus made the Top 10 of 2011 
										list.
										I had my reasons for not 
										including it, mainly because the deck it 
										seems to be most influential in is also 
										the one where it is riding the coattails 
										of a card I did include in my list. |  |