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Pojo's Pokemon Card of the Day
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Spiritomb Lv. 39
Arceus
Date Reviewed:
March 28, 2011
Ratings
& Reviews Summary
Modified: 4.33
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
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Combos With:
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Baby Mario
2010 UK
National
Seniors
Champion |
Spiritomb (Arceus)
Hello and welcome to a
new week of Pojo’s CotD.
Yes, we are STILL
waiting for the new set,
so we are having another
theme week. This time we
are looking at starters:
those cards that you
play in your deck which
have the purpose of
getting you set up.
Obviously, they are
cards that you want to
have in your opening
hand and use on your
very first turn . . .
that’s why they are
called ‘starters’.
Back in ye olde days of
complex uber-combo decks
that liked to have
multiple Pokémon lines
in play, starters were
seen everywhere.
Long-time players will
remember great starter
Pokémon like Jirachi
from Deoxys with its
Wishing Star Power, and
Holon’s Castform with
its Delta Draw attack.
Others will recall
Pachirisu GE’s Call for
Family or Absol SW
(which is an exception
as it worked by
disrupting opponents,
and not by directly
aiding set up). For the
past couple of years
though, the format has
been dominated by SP
rush decks (Luxchomp,
Luxape) and single
Energy attackers like
Kingdra LA and Machamp
SF. Faced with all this
speed, the starter
almost disappeared. The
ones that see play now
only survive because
they are extremely
powerful cards. Let’s
take a look at the first
one shall we?
We kick of the week with
Spiritomb from the
Arceus set. This is
probably the most
commonly seen of all the
starter Pokémon, and
with good reason: it
helps out slower
evolution decks in two
ways. Firstly, its
Keystone Seal PokeBody
prevents both players
from using Trainers when
Spiritomb is active. The
Spiritomb player can
prepare for this by
running Supporters and
minimal Trainers,
meanwhile, those speedy
decks I mentioned
earlier have a real
problem: it’s hard for
an SP deck to set up
fast without key
Trainers like Poke Turn
and SP Radar, and those
non-SP single Energy
attackers are often
dependent on cards like
Rare Candy and Pokémon
Communication for a
quick start.
But that’s not all
Spiritomb has to offer
evolution decks. Its
Darkness Grace attack
costs no Energy to use
and allows you to search
your deck for a Pokémon
that evolves from a
Pokémon on your bench
and put it on to that
Pokémon. So, not only do
you get to slow down
your opponent with
Trainer Lock, you also
get speeded-up
search-and-evolve for
yourself. See what I
mean about playable
starters having to be
incredibly good?
Of course, even
Spiritomb has its
downsides. With only 60
HP, it’s not hard to KO
(although that can lead
to the Spiritomb player
being able to use
Twins), it can be locked
active for an entire
game with Chatot MD (but
that is very rarely seen
these days), the Trainer
lock is negated by
Dialga G LV X, and its
attack is completely
useless if you are not
able to bench any
basics. Nevertheless,
for slower evolution
decks and decks which
work by locking out
Trainers for the whole
game (use it to evolve a
Vileplume UD on your
bench!), Spiritomb is a
great card . . . one
that gives them at least
a fighting chance
against the likes of
Luxchomp.
Rating
Modified: 4.25 (one of
the most overpowered
starters ever printed .
. . and it needs to be
that way)
|
Mad Mattezhion
Professor Bathurst League Australia |
Spiritomb (Platinum Arceus)
We have a new theme for you as we simmer with impatience
while waiting for the English release of Black and
White. This week we are doing 'starters', which in
gaming terms means the card you want to start your game
with in order to get the best setup. I'm going to guess
that this was Virusyosh's idea since evry other current
member of the review crew has already picked a theme. A
good pick!
There are 2 kinds of starters: quasi-starters which do
an okay job of setting up until they can be turned into
something else later in the game (in Poke'mon TCG that
means evolving), and dedicated starters which do their
job until they are removed/discarded from play.
Typically dedicated starters do a much better job of
setting up a deck to make up for the fact that they are
dead weight later in the game. Quasi-starters are
inferior in terms of setup but they are great to have in
a deck since they provide support for their evolved
forms and are a backup to your dedicated starter,
allowing you to run fewer dedicated starters as support
Poke'mon and/or have a greater chance of getting a good
start to a game. If an evolved Poke'mon you want to use
has a Basic/Stage 1 pokemon with some kind of support
attack/Poke-power/Poke-body then that is definitely the
version you are going to use.
This week, however, we are going to be reviewing the
dedicated starters currently in circulation and today's
subject is Spiritomb PA.
Spiritomb is a Dark type Basic with 60 HP, no weakness,
Colourless resistance, a retreat cost of 1, a Poke-body
and 2 attacks. Spiritomb isn't going to survive a single
turn against any main attacker but that useful
resistance and brilliant weakness will keep Spiritomb
alive if it is facing any minor Poke'mon. The 60 HP
isn't much especially since Spiritomb damages itself but
it is high enough to avoid a donk win from Sableye SF,
it's main rival.
The Poke'body is the second best part of this card, but
like the main attack it is a double-edged sword.
Keystone Seal stops both players from playing Trainer
cards from their hands (whether it is on their turn or
their opponent's turn, so it stops Power Spray) while
Spiritomb is Active. The main benefit of this abiltiy is
that opponents who like to use a lot of Trainer cards
are slowed by Keystone seal, while you will have built
you deck to work around this handicap so you won't be
majorly affected (you will need more Supporter and
Stadium cards as they are unaffected by Keystone Seal,
but the same is true for your opponent!). Best of all,
Keystone Seal can be deactivated by retreating Spiritomb
or by just letting it get Knocked Out by your opponent
and/or repeat use of Darkness Grace, so you don't have
to go completely without Trainer cards in your own deck.
If you are going to Bench Spiritomb rather than let it
get KOed, you can use Unown Q to reduce the single
energy retreat cost to nothing (it won't help much if
your opponent uses Victreebel TM to trap your Spitiomb
in the Active slot but it is otherwise great). This is
particularly useful if you are going to use an attack
that allows you to switch your own Active out (Gengar PA
[Curse] and Gastly SF come to mind) so that you can
block your opponent's Trainer cards and then retreat to
attack again. Sadly this strategy has fallen out of use
with the release of Vileplume UD, but it is still a
useful option to have.
Speaking of Vileplume UD, it has a similar ability to
block Trainer cards (except it lasts as long as
Vileplume is in play) so Spiritomb is a natural partner
if you are willing to go completely without Trainer
cards. Since Gengar SF likes Trainer blocking
(Poltergeist for the win!) there is already one deck
build where Spiritomb and Vileplume fit perfectly, and
several others involving lots of Special Conditions (Victreebel
TM and Leafeon UD seem to be the main contenders) have
been tried and found effective even if they aren't as
popular.
That's enough about Keystone Seal, the other major
advantage Spiritomb has is its attacks. Will-o'-the-wisp
[sic] is a complex and historic name for the completely
vanilla second attack, which just deals 10 damage for
[d]. Admittedly you can use Special Dark energy to boost
the damage, but between the low HP of Spiritomb and the
fact that the first attack is so brilliant you won't
want to use Will-o'-the-wisp even in an emergency
situation (unless you are only 10 damage away from
taking the win and don't have any other options, which
will be incredibly rare).
No, the beating heart of Spiritomb (bear with me, I know
Spiritomb is heartless but it looks so good in print) is
the first attack, Darkness Grace. The effect of this
energy-free attack (I really wish that mechanic had
continued into the HGSS cards on more Poke'mon than just
the unused 'baby' cards) is to search your deck for a
card that evolves from one of your Benched Poke'mon and
place it on that Poke'mon (it counts as evolving that
Poke'mon, yadda yadda yadda). Then place a damage
counter on Spiritomb.
The brilliance of this attack is how well it fits in
with the overall design and gaming environment of the
card, since you can boost normally slow evolution decks
with this free attack while slowing your opponent down
by denying them the use of their Trainer cards. If
Spiritomb had either one of these abilities on its own
then it would have been worth a look even if it didn't
get played, but together Keystone Seal and Darkness
Grace make Spiritomb awesome without being broken
because of the low-but-not-too low 60 HP (made better by
the excellent bottom stats) and the damage counter
penalty of Darkness Grace.
On the subject of the self-damage, there are now ways to
turn that loss into an advantage. Aside from using it to
KO Spiritomb a little faster so you don't have to pay to
retreat cost, you can use the loss of a Prize to play
Twins and finish your setup by grabbing some of those
difficult-to-search-cards, like Special energy and
Stadiums. Finally, the most over-looked benefit of being
able to force Spiritomb to be KOed early in the game
(but hopefully not before you are well set for the game
ahead) is that you get the bench space back for another
card. Even if you do retreat, you can achieve a similar
effect by sending Spiritomb up as a sacrifice after one
of your other Poke'mon gets removed from play (it may
even by you some time with another evolution from your
deck).
Another option is to pair Spiritomb with Nidoqueen RR so
that the damage counter is removed. Admittedly the
healing won't help Spiritomb much if your opponent can
attack but if you have locked your opponent down because
they cannot live without their Trainer cards (especially
if you threw down a Judge to really hammer the point
home) and you are running Nidoqueen in your deck (the
blue mother dinosaur does very well in VileGar builds)
then you might as well benefit from Maternal Instinct
sooner rather than later.
So far I have been singing Spiritomb's praises, but it
does have some issues. The first is that Spiritomb
becomes a lot less useful in a mirror match against
another Spiritomb and suffers quite heavily against an
opposing Sableye SF which can use Overconfident to limit
you to only one turn using Darkness Grace (or just take
a First Turn Knock Out if they also play Crobat G and
have one in their starting hand alongside a Special Dark
energy). As such, Spiritomb is likely to take a beating
with the new rule change coming with Black and White
making Sableye very effective (if it remains in the
format) though the importance of blocking Trainer cards
right from the first turn and a possible ban/errata on
Sableye if it gets too powerful will help keep Spiritomb
in circulation.
The other common game situation that makes Spiritomb
damned near useless is having Spiritomb as a lone start.
Keystone Seal may buy you some time but if you don't
have Poke'mon to evolve then Spiritomb is dead in the
water and easy to KO. Poke'mon Collector is your best
friend in this case, and it's also helpful if you have a
bad start so you can search out and switch out for
Spiritomb to get back on track.
I have the utmost respect for the design team who made
this card because it is that truly rare mixture of
eye-catching (full marks to Aya Kusube), intriguing and
playable without breaking the balance of the game as a
whole, and it is a card you learn to love as you
discover more ways to utilise it effectively (when I
first saw this card I had no idea how good it was or how
much I would grow to love it). Spiritomb may not be the
most popular starter in the game but it is a shining
example of why we all choose to play the Poke'mon TCG.
Modified: 4.75 (Spiritomb isn't perfect but it is a
brilliant card and truly earned its place in the Top 10
Cards for 2009)
Limited: 4 (Great for finding those evolutions but
Keystone Seal isn't nearly as good here and there is no
way to turn that damage counter penalty into a
significant advantage like there is in Modified)
Combos with: Vileplume UD, Unown Q, Twins, Judge,
Poke'mon Collector
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conical |
3/28/11: Spiritomb (Arceus)
This week is Starter week at Pojo. A lot of these cards
have been reviewed already, some of them multiple times,
but it's always nice to remember cards that not only
share a common theme, but are also usable in a
competitive environment. Like Unown Week! Or...Magnezone
Week. Magnezone Week's probably the better example.
We start with Spiritomb, who probably has one of the
higher usability of the card/number of cards printed
based on the Pokemon ratios, if people actually paid
attention to that sort of thing. This Spiritomb is
definitely the most playable, but both Spiritomb LA and
Spiritomb TRI have had their uses.
And what does make Spiritomb so good, both as a starter
and in general? Could it be the massive boost to
evolution decks it gives with Darkness Grace? Is it the
Trainer-locking Body, which, in addition to slowing down
Trainer-heavy decks at the start of the game, also has
been used in combination with Gliscor Lv. X, or Gengar
AR, or Magnezone SF, to keep a continuous Trainer lock,
while being able to play Trainers yourself?
Nah, it's probably Will-o'-the-wisp. What a great
attack.
Modified: 4/5
Limited: 4/5
Combos With: Evolution decks
|
virusyosh |
Welcome back, everyone! This week we are going to be
review cards that are commonly used in Modified to set
up in the game's early turns, making them great
starters. We kick off Starter Week by reviewing
Spiritomb from Arceus.
Spiritomb is a Basic Darkness-type Pokemon. Dark types
aren't commonly seen aside from the random Honchkrow or
Weavile G tech in SP builds, but the presence of this
Spiritomb can't be ignored. 60 HP is a bit below average
for a non-evolving Basic, but after it has done its job,
you probably will want it gone quickly anyway. No
Weakness is amazing, meaning that your opponent probably
won't have a way to OHKO Spiritomb unless they are
totally built up. Colorless Resistance is great against
the Garchomp Cs running rampant around the metagame,
although Dragon Rush still sadly OHKOs. Finally, a
Retreat Cost of 1 is thoroughly decent, and easily
payable.
Spiritomb has a Poke-Body and two attacks. The Body,
Keystone Seal, prevents Trainer cards from being played
from the hand by both players while Spiritomb is active.
This is great for the beginning of the game, as it slows
your opponent down, allowing you more time to build up
using Darkness Grace.
Speaking of Darkness Grace, it is a free attack that
allows you to search your deck for a card that evolves
from one of your Pokemon, perform the evolution, and
then put a damage counter on Spiritomb. This is
excellent in many Stage 2 decks, as it makes sure that
you get your Stage 2s up and running quickly. In fact,
many VileGar players (or other decks that use Vileplume)
often will use Spiritomb to start the Trainer lock,
build up to Vileplume (and Gengar) with Darkness Grace,
then allow the opponent to get rid of Spiritomb,
allowing the use of Twins and having two built-up
Pokemon with persistent Trainer lock. In decks not
running Vileplume, Spiritomb is still worth considering,
especially if you don't mind about not playing too many
trainers.
Spiritomb's other attack, Will-o'-the-wisp, does 10
damage for a single Darkness Energy. Not really ever
going to be used, because of how good Darkness Grace is.
Modified: 4/5 Spiritomb is a great set-up Pokemon for
Stage 2 decks. Being able to slow your opponent's
Trainer usage is great, as well as the ability to search
out Evolution cards and evolve directly with very little
drawback. Sure, it doesn't belong in every deck and
chances are your opponent will end up taking the first
prize by Knocking Out Spiritomb, but the speed that it
allows Stage 2 decks is great.
Limited: 3.5/5 Not quite as good here, only because
there are fewer Prizes, fewer Trainers, and the odds of
you getting many Evolutions aren't well-defined. Even
still, chances are you will run at least one Stage 2
line (or many Stage 1 lines), and this makes Spiritomb
very nice. Keystone Seal can also come in handy to block
your opponent's Expert Belts or even Beginning Door.
It's not a great offensive attacker, but the use of
Spiritomb will lead to you getting your big attackers
out, so you should still run it if you pull one.
Combos With: Stage 2s, Vileplume UD (for persistent
Trainer lock), Twins (to complete your set-up after it
is KOed)
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