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Pojo's Pokemon Card of the Day
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Unown CURE
Triumphant
Date Reviewed:
July 15, 2011
Ratings
& Reviews Summary
Modified: 1.40
Limited: 4.50
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 |
Unown
CURE (Triumphant)
All this week I’ve been going on about
how players should make sure they know
the errata. Well, in this case I’m
afraid I’m guilty of not knowing it
myself. In fact until I did this review
I was only vaguely aware that
Unown CURE
even existed.
Errata
Unknown's "CURE" Poke-POWER should read,
"Once during your turn, when you put
Unown from
your hand onto your Bench, you may
remove all Special Conditions from your
Active Pokémon." Use of this Poke-POWER
is optional.
Why was it changed?
I can only assume it was to bring it in
line with the exact text/intention of
original Japanese card. I mean, now if
you play this card, you are not FORCED
to remove Special Conditions . . . wow,
thanks a lot . . . I’m sure that will
come in handy.
What effect will it have?
None whatsoever.
I tried and tried to think of situations
where you wouldn’t want to remove Poison
from your active (something to do with
Seviper CL
maybe?), but in every case the simple
answer is that, if you didn’t, why would
you even Bench this Pokémon in the first
place?
Ok, maybe if it was the ONLY Pokémon in
your hand, your opponent had just
Poisoned your active
Seviper for
you, and you needed to play down
something to avoid being Benched next
turn . . . in that case you would
exercise your option not to use the
Power. (Obviously, that’s ridiculously
obscure).
Aside from the errata,
Unown CURE
isn’t terribly useful at the moment.
Maybe if Special Condition + Trainer
Lock decks become playable somewhere
down the line this could be worth
teching in.
(The recently revealed
Vanilluxe
run with Vileplume?).
I suppose you could also use it to wake
a Sleeping Baby for Retreat/attack
purposes, but really Switch is the
higher utility option that doesn’t take
up Bench space. Either way, the errata
remains irrelevant.
Rating
Modified: 1.75 (not really worth the
deckspace at
the moment, but who know? One day it
could be an
important tech)
|
Otaku |
We end Errata Week with
Unown (HS: Triumphant
51/102).
Its correction is slight, but
we’ve never reviewed it before so if not
now, when?
So the correction to this
Unown is as follows: Once during
your turn, when you put
Unown from your hand onto your
Bench, you may remove all Special
Conditions from your Active Pokémon.
This makes use of this Poké-Power
optional.
Thinking about it there is only
one circumstance where I figure this
would matter.
Some Pokémon do want to be
afflicted with a Special Condition, and
being able to get rid of it without
resorting to a Trainer can be useful.
Since this Poké-Power only
triggers when you play
Unown from your hand to your Bench,
the only reason you’d do that when you
wanted your Active Pokémon to remain
afflicted would be because you had no
other Pokémon in play and feared your
lone Active would be KO’d and you’d
lose!
The rest of the card is pretty
forgettable, a Basic Psychic Pokémon
with just 50 HP and an overpriced attack
that does 10 damage for (P).
Being a Basic Pokémon is a good
thing given that you’ll be running it
just for the Poké-Power (if you run it
at all), as this makes it easier to
search from the deck, Bench, and bounce
back to hand to re-use later than any
other Stage.
Being a Psychic Type is really no
help at all right now.
50 HP is low for a Basic that
can’t further Evolve, though the
Unown weren’t very big in terms of
HP in the video games, either.
The attack is just pathetic.
You know, I think I would rather this
had been a Stage 1 but with a re-useable
effect, namely something like
Wigglytuff (FireRed/LeafGreen
52/112).
That changes the instant we get
Pokémon Catcher, but for now it
would be better to just have a
re-useable Bench-sitter.
Unown will require something to get
it back into your hand, because even
without
Pokémon Catcher it is just to
vulnerable on the Bench.
When we do get
Pokémon Catcher then I’d just want a
better version of that
Wigglytuff, something that removed
all Special Conditions and had better
stats and a better attack, or was a
Basic Pokémon no worse than that
Wigglytuff… because while
Unown is safe hiding in your hand,
how is it going to get back there after
being played?
You’ll be burning your Supporter
for
Seeker or hoping for “heads” on
Super Scoop Up.
In fact, as
Unown has nothing making it worth
staying in play as a Pokémon, the only
reason to run it is because you yourself
are running Trainer-lock and can’t just
use
Full Heal.
So for Modified or Unlimited,
there is a small, tiny niche for running
this
Unown, but most of the time there
are better options: Pokémon with
re-usable effects or just a Trainer that
does the same thing.
If you have a Pokémon with a free
Retreat Score on your Bench,
Switch becomes the better option.
In Unlimited, you can even use
Full Heal Energy or
Heal Energy.
Of course none of this holds true in
Limited play, where even if you pull
another Special Condition removing
option, you’ll want another: in a format
where Special Conditions are hard to
shake because manually retreating is the
only reliable cure, you’ll need
something.
After all, Limited uses only four
Prizes instead of six, meaning less
overall damage needs to be done to win
the game.
Then you factor in the lower
average HP scores and damage yields (due
to many cards lacking enough support to
be worth playing) and that extra damage
counter from Poison or shot at two extra
from Burn is equivalent to two or four
in Limited, perhaps even more.
Paralysis and Sleep become mighty
defensive shields that can also be
devastating offensive weapons if you’re
doing damage alongside them, as you’ll
have a helpless opponent to steadily
chip away at.
Even Confusion, considered by
many to be the weakest Special
Condition, becomes useful: if your
opponent is lucky it might do nothing
more than shut down Abilities/Poké-Powers,
but when it works it both blocks damage
and places damage counters on them…
Yeah, Special Conditions are extremely
nasty in Limited play.
For me this CotD was almost worth
it just for that little spiel: what can
I say I enjoy Special Conditions
actually being useful. Since they are so
strong in Limited play and there is no
other option I can see in this set,
Unown becomes great TecH, and almost
a must run.
The fact that it might show up in
your opening hand as your only Basic
hurts it, as well as the fact you might
be forced to Bench it prematurely to
prevent loss via running out of Pokémon
in play.
Being a card from a set that came
out in the previous (but still legal)
block of sets odds of you getting to use
those boosters for Limited play is low,
but if you do it becomes more likely
that it’d be an event where you were
pulling boosters from
multiple sets, so my earlier comment
still holds true: its usefulness doesn’t
appreciably go down even if you’re
culling from packs that would have a
Full Heal or similar option
available.
Ratings
Unlimited:
1.05/5
Modified:
1.5/5
Limited:
4.5/5
Summary
A somewhat depressing note to end the
week on, but at least it wasn’t a
re-review.
Unown is a card that just doesn’t
seem that useful, but I will take
advantage of this closing to point out
you should still hold onto at least a
copy or two.
If we get an excellent Special
Condition inflicting Pokémon that truly
works well with current or future
Trainer denial, or we get a more
effective means of recycling Benched
Pokémon (even something that sent them
to the deck instead of the hand), this
card suddenly finds its place.
Of course I am still selling my former
possessions on eBay
here. Pojo.com is not responsible
for any transactions.
|
Mad Mattezhion
Professor Bathurst League Australia |
Unown CURE (HS Triumphant)
Hello, here we have the last card of the week and an
extremely short review, due to the nature of the
erratum.
Unown CURE, like all of the HS block Unown cards, has
a picture of the Unown that spell out its Poke-power.
Also, it does not include CURE as part of the name so it
is just a plain Unown like all of the Unown cards
printed prior to Diamond & Pearl. Chaning the name (and
thus the limit on the number of Unown you can play in
your deck) is a move that disappoints me, mainly because
Unown are always support cards with an ability that,
while not usually playable, is at least interesting. By
cutting both the number you can use in a deck and the
variety of abilities (due to only printing one per set),
coupled with reversing the changes to Hidden Power (the
only attack any Unown ever has, which became both
entertaining and useful in the D&P era), Poke'mon have
made these alphabet Poke'mon go back to being boring and
almost completely unplayable.
Now that I'm finished my rant, Unown CURE has almost
nothing to reccomend it aside form the coming-into-play
Poke-power. The 50 HP is barely adequate for a
bench-sitting Basic, the type isn't a help or a
hindrance and the Psychic weakness is nearly irrelevant
due to the HP. At least the retreat cost is cheap at a
single energy, and the Hidden Power attack is the same
as it costs [p] for 10 damage. Sadly, if you are using
either of thos actions you are probably in deep trouble.
The Poke-power, named CURE, is essentially a Full
Heal because it removes all Special Conditions from your
Active Poke'mon when you play Unown from your hand onto
your bench. The errata changes that text to make using
the CURE Poke-power optional instead of mandatory, so
you can play Unown down without removing any Special
Conditions.
The only situation I can think of where that change
would actually make a difference is if you had a
Poke'mon like Mightyena PT that actually benefitted from
being affected by a Special Condition and you needed to
put a Basic on your empty/nearly empty bench to avoid
being wiped out by a surprise move. However, aside from
Seviper CL and Baby Poke'mon, no cards in the current
card pool benefit in any way by being affected by
Special Conditions. Besides, Seviper removes the Poison
from itself and Sleep can be removed by a coin flip so
you probably wouldn't combine Unown CURE with any of the
above anyway.
Although the errata makes no difference at all, the
effect is pretty decent. While Full Heal and Life Herb
can do the same job without chewing up bench space, they
don't work when Vileplume UD and other Item-lock cards
are in play. To add to the utility, Unown can be
searched out by Poke'mon Collector and other much-loved
search cards while Item cards are much harder to pull
out of your deck.
At this point in time, however, I expect that most
players will stick with Full Heal/Life Herb, because
Vileplume is somewhat uncommon due to the loss of
Spiritomb PA in the rotation. Also, the Ultimate Item
aka Junk Arm allows you to turn one card into multiple
uses with relative ease while returning Unown CURE to
your hand for a second shot is a little more involved.
It comes down to personal preference but if Item-lock
becomes more prevalent like it was in the last format,
Unown CURE could well find a home in a few decks.
Modified: 3.25 (in this format Special Conditions are
a little more useful with the loss of cards like Warp
Point and Poke Turn but if you really are worried about
getting hit you could just run Full Heal)
Limited: 5 (This set had next to no support so the
ability to remove Special Conditions without wasting
your energy on a manual retreat is very powerful)
Combos with: Poke'mon Collector
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