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Pojo's Pokemon Card of the Day
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Swanna #37
Black & White
Date Reviewed:
June 1, 2011
Ratings
& Reviews Summary
Modified: 2.67
Limited: 3.25
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
|
Baby Mario
2010 UK
National
Seniors
Champion |
Swanna
#37/114 (Black and White)
Hello and welcome to a short week of reviews here on
Pojo’s
CotD. I hope you enjoyed your holiday weekend (if
you happen to live in a country that had one).
We kick off with Swanna this
week, one of the more ‘realistic’ looking Pokémon in my
opinion.
At first glance, things don’t seem too promising: a 90
HP Stage 1 with Lightning Weakness? Since when were they
playable? Well, not with Luxray
around obviously, but even once that’s rotated, then it
will have to worry about Zekrom
and Magnezone Prime . . . or
will it? While it’s pretty obvious that
Swanna will never be able to
function as a main attacker. That doesn’t mean you
should dismiss it completely though as it may well find
a niche as an anti-Donphan
tech in the HGSS-BW format.
Swanna’s
first attack, Feather Dance, costs
one Energy and will boost its next attack by 40
damage. That may seem like a waste of time as the second
attack, Aqua Ring, does 40 damage itself for [W][C],
so why not just use Aqua Ring twice? Well, there are a
couple of situations where Feather Dance could be an
option. One is if you are having
to wait a turn for the second Energy you need, and the
other is if you want to do 80 damage with
Swanna without having to
promote and retreat another Pokémon between attacks.
That’s because Aqua Ring is a Punch-and-Run attack which
automatically switches Swanna
to the bench after attacking. This can actually be
pretty useful: a tech that benches
itself after attacking and saves you from wasting Energy
or switching cards to Retreat it is a good thing. Sure,
the damage output is low, but it has the potential to
cause anyone playing Water Weak Pokémon some issues
(Remember Quagsire GL? No?
Oh well, it did see
some play, I
promise).
As I mentioned earlier, this card is most likely to see
some play as a Donphan
counter. Thanks to Swanna’s
Fighting Resistance, it can take a couple of hits from
Donphan and get the KO
itself. Donphan is predicted
to be a very common card in the HGSS-on
metagame and right now we
are lacking some solid, cheap answers to it. Until
Beartic shows up outside of
Japan, Swanna, though not
exactly brilliant, is one of the best options we have.
If you run a deck that struggles against the Armour
Pokémon, this is an overlooked tech that could help you
out.
Rating
Modified (HGSS-on): 2.25 (On the face of it, a pretty
mediocre stage 1 but one that may have tech potential)
Limited: 3.5 (A Stage 1 with cheap attacks that can get
itself out of trouble? I’ll take it)
|
Mad Mattezhion
Professor Bathurst League Australia |
Hello Bill, I hope the college move went well. If it
didn't, here's hoping the aches will fade quickly!
Swanna (Black & White)
This is going to be a short week of Water Poke'mon, I'm
pretty sure we'll have covered all of the Water Poke'mon
in the set by the end of it.
Swanna is today's card and it looks quite elegant, which
is expected for a swan Poke'mon. Sadly that doesn't
translate to being a good card.
Swanna is a Water type non-evolving Stage 1 with 90 HP,
Lightning weakness, Fighting resistance, a retreat cost
of 1 and two attacks.
The HP is below the minimum I would want for an
attacking Stage 1 but the resistance helps take some of
the sting out of that, forcing Donphan Prime to waste
three Earthquake attacks (or 2 with either a Pluspower
or a Ruins of Alph in play) to take a KO. The weakness
hurts since Zekrom won't need many damage counters to
Outrage for the KO and Magnezone Prime will only need to
burn a single energy. The retreat cost is easily managed
but in the end this Poke'mon is too fragile for the top
end of the game.
The first attack is Feather Dance, which boosts the
damage of Swanna's next attack by 40 points for the cost
of [c]. While this damage boost is awesome and the cost
is cheap, there is a decent chance that you will never
get to use that boosted attack power because Swanna will
either be forced to switch, or more likely KOed
outright.
What really rains on Swanna's parade though is Aqua
Ring, which costs [w][c] to deal 40 damage and force you
to switch Swanna with one of your benched Poke'mon.
While the cost is fair and adding the damage from
Feather Dance makes it a powerful hit, being forced to
switch is very counterproductive. Add this to the fact
you are still only dealing 80 damage every 2 turns and
you know that Swanna is nothing but binder fodder.
For newer players who buy the Blue Assault theme deck
this card will be a fun introduction to the hit-and-run
technique but experienced players will all steer clear
of Swanna.
Modified: 3 (below average HP with above average damage
puts this bird in the middle of the road... where it is
hit by a truck representing all of the tournament viable
cards)
Limited: 3 (Zekrom eats you up and Reshiram won't have
too much trouble either but at least you will hit for
weakness)
Combos with: the binder.
|
Otaku |
Swanna
disappoints me, but primarily because I
was hoping it was a crane and not a swan
(before seeing the name), and that it'd
be a Fighting/Flying Type. Have we ever
gotten one of those yet?
Swanna is a Stage 1 Water-Type
Pokémon. This is a solid start as we
have some Stage 2 Water Pokémon (like
Feraligatr Prime) looking for
partners, and being a Stage 1 makes it a
little easier to work in than another
Stage 2. 90 HP seems to be the high end
of "low": too many decks are good at
dealing a reliable 70 to 90 points of
damage. Of course two of those three
amounts aren't OHKOs but with
PlusPower and (before the rotation)
damage counter placement options, or
even the basic fact the Basic form of
this Pokémon (Duckett) might take
damage before it can Evolve means the
following reasonable combinations of
damage can take this card down in two
turns or less: 0/90, 10/80, 20/70,
30/60, and 40/50. The first is obvious,
and the second a bit of a pun, and the
last one should be unlikely unless your
opponent's deck is geared towards FTKOs
and it chokes or they actually run the
underutilized Black Belt. The
middle two actually look like a lot of
solid decks, and is why I jumped my
"minimum" Stage 1 HP up to 100.
Lightning Weakness wrecks this in the
current format and will barely be any
better next: good ol' Luxray GL
Lv.X decks were big because of the
Gust of Wind like effect, and we'll
be getting what amounts to a reprint of
Gust of Wind (but with a new
name, Pokémon Catcher) soon
enough... so all Lightning-Type
decks will essentially have that power,
but as the more easily blocked Trainer
Item. Fighting Resistance is
appreciated, but the low HP combined
with Fighting-Type Pokémon being known
for raw brute force attacks (or the
ability to simply bypass Resistance
anyway) means it will only be helpful
the first turn or two. Still, quite
happy to see it and this just
underscores how it needed another 10 or
20 HP. I find the single Energy Retreat
cost to almost be insulting: this is a
Stage 1 Pokémon that was a Flying-Type
in the video games, which used to be
good enough for a Free Retreat cost.
Swanna has two attacks. The first
is Feather Dance exists for two reasons,
and they aren't good reasons. It only
needs (C) so it can be used with a
single of any Energy, unlike the second
attack. When we get to the second
attack, we'll see it has a mandatory
effect you might not want to trip, so
this might let you avoid the drawback
for a turn. Assuming your opponent
doesn't cheat you out of the effect
(like by forcing Swanna to the
Bench), Feather Dance simply increases
the damage done by 40 points when
Swanna attacks, but I am assuming
that only applies to an attack that
already does damage. Since it is a Stage
1 and its Basic will have to be in play
for a turn anyway, that makes the next
attack your go to move: Aqua Ring does
40 points of damage for (WC) and forces
you to change out Swanna with one
of your other Pokémon. This is a solid
attack though I think it does suffer a
little for lacking a good "meat shield"
Pokémon. Something to come up and take
the hits, be it having a sizable HP and
easy method of returning to the Bench, a
defensive Ability that lets it reduce or
rapidly heal the damage it takes, or an
offensive attack or Ability that makes
having something else take the damage an
advantage.
Swanna Evolves from Duckett,
and the only Duckett we have is a
sad, 60 HP Basic (should be more like 70
HP since it only Evolves once), has the
same Weakness, Resistance, and Retreat
Cost as Swanna, but can only do
10 damage for (W). That's it. This poor
start means Swanna (assuming no
Duckett released while this
Swanna is legal will intentionally
be made better) should have been given
even better stats or effects to
compensate.
In Limited play Swanna can be
great or it can backfire horribly. Did
you pull Reshiram or Zekrom
or some other Pokémon that does more
damage while it is injured? Then you
have a good combo going. If your deck is
already mostly Water, you might as well.
Just be careful you aren't forced to
skip attacks (or at least burn them on
non-stacking, repeated uses of Feather
Dance) because everything you have on
your Bench needs to stay on your Bench.
Interestingly enough, I'd say that
Unlimited is where this card is the
best. Why? It taps into a classic build
of the early Modified formats that was
solid enough to warrant using in
Unlimited, the Baby-Porter. "Porter"
decks existed before Baby Pokémon, but
"Baby-Porter" decks have been the most
successful version. They are decks that
have something attack that can force
itself to the Bench then promote a Neo
or e-Card era Baby Pokémon, which is one
protected by the Baby Rule. When this is
combined with Focus Band and Neo
Genesis
Slowking for Mind Games, it is
incredibly hard to KO a Baby in one
attack and you won’t have a lot of luck
hitting the Bench (or forcing Pokémon up
from the Bench). I don't know if
Swanna is the best option for such a
deck, but in Unlimited it could
use Broken Time Space to Evolve
first turn and Double Rainbow Energy
to still attack. You'll only do 30
points of damage a pop, but since it is
a stall/control deck that is still
enough. You always have the option of
powering up another Swanna
manually while doing this or using
Holon's Electrode or Holon's
Magnemite the next turn to bounce
the Double Rainbow Energy to hand
while still meeting the Energy
requirements for Aqua Ring. It won't be
a brilliant deck, but it would be a
functional (and irritating to face)
deck.
Ratings
Unlimited: 3/5
Modified (MD-On): 2/5
Modified (HGSS-On): 2/5
Limited: 2.75/5
Summary
The main problem is that the second
attack's effect is mandatory and the
card just doesn't have a good dance
partner for a Porter deck, barring cards
that work better elsewhere like
Reshiram or Zekrom. At least
the tactic makes the slightly low HP
largely irrelevant.
This is one of several recent
cards I’ve noticed seem better for
Unlimited
play, what a shock!
Check out my auctions on eBay
here, but remember Pojo.com is
merely kind enough to let me link to
them and is in no way responsible for
any transactions. ;)
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