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Pojo's Pokemon Card of the Day
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Top 10 New Pokémon Cards
of 2010
#2 Seeker
HS Triumphant
Date Reviewed:
Jan. 13, 2011
Ratings
& Reviews Summary
Modified: 4.25
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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Baby Mario
2010 UK
National
Seniors
Champion |
#2 Seeker (Triumphant)
Sometimes when you get to review a card there isn’t
really a lot to say about them. Maybe it’s a Pokémon
with useless vanilla attacks, or a Trainer with a very
simple effect. Our runner up for Card of the Year is the
opposite of that: it’s so amazingly versatile that the
list of ways it can be used goes on forever (slight
exaggeration).
The effect of Seeker is deceptively simple: you get to
pick up one of your benched Pokémon, and then your
opponent has to do the same. So, why is this so good,
and why does this card deserve its #2 slot? Because of
the huge number of ways you can play it as both an
offensive and a defensive weapon. With a Seeker in your
hand you can . . .
1. Free up Bench space to play another Pokémon
2. Scoop up a retreated, damaged attacker, and then
re-play it (using Broken Time-Space if necessary)
3. Deny your opponent a cheap Prize from a weak Benched
Pokémon
4. Re-use coming-into-play Powers like
Uxie’s Set Up and
Mesprit’s Psychic Bind
5. Re-use once-per-turn Powers like
Magnezone Prime’s Magnetic Draw (with BTS)
6. Put Pokémon in your opponent’s hand to send to the
Lost Zone with Gengar
Prime’s Hurl into Darkness attack
7. Remove a lone Pokémon from your opponent’s Bench,
then KO their active for the
win.
8. Return already-used Warp and Cyclone Energy to your
hand for re-use
I’m sure there are other ways of using Seeker that I’ve
missed, but you get the idea. I’m also sure that players
will keep discovering other things to do with it as
well. It takes a bit of thought and skill to use
properly (remember, it IS your Supporter for the turn),
but it’s a great tech Supporter to run in virtually any
deck, and some decks positively need it to function (Uxie
Donk, Lost World . . . if we
get it).
Yet another card that every player needs to learn to use
and abuse . . . as well as prepare to face.
Rating
Modified: 4.25 (A great skill card with multiple uses)
Limited: 3.25 (Prize denial can be key in unlimited, but
your opponent will never mind picking up a Basic)
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virusyosh |
Happy Thursday, Pojo viewers! Today we have reached
#2 in our Top 10 cards of 2010. Our #2 card on the list
is a Supporter card from the new HS Triumphant
expansion, but has already found its way into nearly
every deck, and it has many uses. Today's Card of the
Day is Seeker.
Seeker has a simple effect: Each player returns one of
his or her Benched Pokemon to his or her hand along with
all cards attached, and the player that played the card
chooses first. The utility that this card provides is
nearly unparalleled. Have a heavy damaged Gyarados on
the bench? Use Seeker to pick it back up, and then drop
it down immediately again with Broken Time-Space. Would
you like to reuse Time Walk, Psychic Bind, or Set Up?
Just bounce a pixie and then drop it down again
immediately. Even SP decks can get a benefit from
Seeker, as the card wlll be able to get a fading
Garchomp C Lv. X or Luxray GL Lv. X and use their
Poke-Powers again. Additionally, Seeker can be used on
the offensive as well, to remove your opponent's final
Benched Pokemon and then swing at their remaining active
for the KO. However, like many other cards, this one has
a potential problems that need to be played around.
First of all, you can't bounce your Active Pokemon with
it, which can be problematic if you are stuck with a
high-retreat cost Pokemon. Another potential problem is
that Seeker is in fact a Supporter, which will them
limit the number of other Supporters that you can play
per turn. However, since this card is generally worth
it, you can probably get away with (and should) run a
few copies in each of your deck, because even if you
don't think Seeker will be that useful at first glance,
a situation will surely arise where you wish you could
have used it.
Modified: 4.5/5 This card is currently run in nearly
every top deck, and with very good reason. Being a
Supporter and only being able to pick up Benched Pokemon
mean that it isn't perfect, but even still, Seeker's
utility is absolutely amazing. It can be used
offensively or defensively, but almost always with great
effect. Just make sure to not misplay it, as you will
probably set yourself back a few turns and waste your
Supporter drop for the turn. But even still, the ability
to pick up one of your Pokemon and disrupt the opponent
is absolutely phenomenal.
Limited: 5/5 Being able to pick up a damaged Benched
Pokemon here is great, as is the ability to potentially
disrupt the opponent. Plus it's a Trainer in Limited,
what's not to like?
|
Mad Mattezhion
Professor Bathurst League Australia |
Seeker (HS Triumphant)
This, unlike Judge, is a disruption card that I
absolutely adore. I have been using Super Scoop Up for a
while because I love my coming-into-play Poke-powers (Uxie
LA, Azelf LA, Jirachi UL, Spiritomb LA, Crobat G, others
too numerous to mention). By extension I love Poke turn
more than any other SP card. So having Seeker with its
guaranteed return and awesome artwork makes my day!
Basically, you get to return a benched Pokémon to your
hand with all cards attached to it, and then your
opponent chooses one of their benched Pokémon to return
to their hand with all cards attached to it.
There are essentially 2 ways to play Seeker: to ‘bounce’
(return) your own Pokémon in order to deny a prize/reuse
a coming-into-play Poke-power or to force your opponent
to reduce their bench/remove a tech. Like playing Warp
Point, you will generally try to do both at once though
there are times you have to be satisfied with achieving
one or the other.
For returning one of your own Pokémon, generally you
will want to get another shot at using Azelf LA or Uxie
LA. The other use is to remove a heavily damaged
tech/attacker that you have just benched and then play
it back down with Broken Time space (any main attacker
or Stage 2 tech is a good candidate for this move), thus
denying a prize to your opponent and wasting the damage
your opponent just inflicted.
For the disruption side, you best bet is to play Seeker
when your opponent has only one benched Pokémon,
especially if you’re in a position to take out the
Active Pokémon and so win the game because your opponent
has no Pokémon left in play. Otherwise, playing Seeker
when your opponent has only a couple of Pokémon on the
bench that they definitely do not want to return is
acceptable. An example is when your opponent has down a
pair of evolved techs and Broke Time Space is not in
play (CharPhlosion decks usually have this with getting
multiple Typhlosion Primes and Ninetales HGSS into play
being a priority). No matter which they pick, you have
slowed down the opponent’s game (unless they were just
waiting for a situation like this because they have
Broken Time Space in their hand, or they have a
Spiritomb PA in the Active slot).
Strangely for a Top 10 card, Seeker isn’t all that
devastating in a gameplay sense. You can do a lot of
cool things with a well-played Seeker and , but I think
the real reason that the card is popular is because it
is fun to play and brings a surprise to the game
whenever it hits the table. Unlike Judge, Seeker isn’t
so much about disruption as changing the table and the
fun factor, more than anything else, is why I don’t like
Judge. Call me biased, call me inconsistent (even I like
a good excuse for yelling “Judgement!”) but that is just
the way I see the game.
Seeker, like Judge, is a double-edged sword and takes
practise to play, but it is possible to make both sides
of the card work to your advantage with a little
foresight (unlike Judge, which will always have that
unpredictable element that makes it more dangerous to
both you and your opponents). And the slightly eerie guy
in the cloak is just such an awesome picture to go with
this card.
Modified: 4 (not for every deck, and not for every
occasion, but it is so much fun to play!)
Limited: 4 (you’ll run it because it is a Supporter than
you can play anytime in this particularly support-less
set, and if you can get your opponent out early by
removing their bench then so much the better)
Combos with: Broken Time Space (or not, depending on the
occasion), Uxie LA |
conical |
1/13/11: Seeker(Triumphant)-#2 Card, 2010
Now here's my favorite Supporter from Triumphant!
At...number 2? That seems really high to me, but
whatever.
The main draw of Seeker is that it has two effects,
which can both be beneficial at the right times.
Returning any Pokemon on your Bench can help heal things
on the Bench, or it could let you re-use any coming into
play Powers, such as Uxie or Mesprit LA. The other side
of the ability lets your opponent pick up any Pokemon on
his Bench. This effect has far less clearer benefits,
but at the right time, it could be devastating. The most
common example is when your opponent has a lone benched
Pokemon, and their active is capable of being KO'd in
one turn. Just Seeker up his/her benched Pokemon, then
KO the active for the win.
Another scenario, albeit less common, can occur with
two benched Pokemon, one of which is meant to stay on
the Bench, such as yesterday's card, Vileplume UD. Play
Seeker at the right time, and they will generally pick
the other Pokemon, lest you break out of Trainer lock.
Then, when you KO their active, they have no choice but
to promote the Vileplume as their new active. As I wrote
earlier, it's not a likely scenario, nor is it
foolproof(Warp Energy resets the situation rather well),
but it goes to show the tactical advantages the card can
grant. Just be careful when you use it.
Modified: 4.25/5
Limited: 2.5/5(Not really sure what this does for you in
Limited. Whatever I said last time applies here.)
Combos With: Mesprit LA
|
Otaku |
Number two of the top 10 of 2010, the
second best card released last year, is
the supporter from the aptly named HS –
Triumphant:
Seeker!
Besides the normal Supporter
text, the actual effect reads “Each
player returns 1 of his or her Benched
Pokémon and all cards attached to it to
his or her hand.
(You return your Pokémon first.)”
This is most interesting indeed.
Nothing like taking something
you’ve tanked out with
Expert Belt that is just barely
hanging on, Benching it then bouncing it
back to hand.
We even have
Broken Time Space so you don’t
have to have your lower Stages
already set-up and in play.
This card is even better than I
originally predicted.
There are ample coming into play
or once-per-turn Poké-Powers that can be
abused, and even without fully tanking
out many of the largest Stage 1 and 2
Pokémon can survive one hit and rapidly
re-energize in the current format
(thanks to low cost attacks and/or
Double Colorless Energy).
You do need to be careful since your
opponent gets the same benefit: don’t
give them a free, guaranteed
Super Scoop-Up when they’d
desperately need one.
The person who plays
Seeker must go first, which is in
and of itself a slight disadvantage:
your opponent can adjust their choice
based on your actions.
Still, the fact that your
opponent has to bounce a Pokémon is
often a benefit.
The most basic use is to get rid
of your opponent’s only Benched Pokémon
so that you can KO the active and win
the game right then and there.
Lock decks both love and hate
this card.
If your opponent only has
Vileplume on their Bench, trying for
an early Trainer lock, bounce it and
play out the Trainers in your hand.
Of course,
Vileplume players (or something with
a similar, non-discriminatory global
effect) can be bounced to the hand with
Seeker, saving them if they are
injured and more importantly, letting
the
Vileplume player consider running
some key Trainers that would otherwise
be dead draws 90% of the time.
Even though it becomes more risky, this
is (not surprisingly) a must run for
Limited play.
Be cautious since it is much more
common for both players to retreat an
injured Pokémon to the Bench, but even
if you help an opponent out by rescuing
their big hitter, strategic use will
allow you to generate significant
advantage… like when you can bounce an
Evolved Pokémon to hand while you have
an energized and legal-to-Evolve copy if
its predecessor ready to go.
Ratings
Modified:
4.25/5
Limited:
3.75/5
Combos with:
Broken Time Space
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