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Pojo's Pokemon Card of the Day
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Sawsbuck #14
Black & White
Date Reviewed:
May 18, 2011
Ratings
& Reviews Summary
Modified: 2.40
Limited: 3.33
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 |
Sawsbuck
#14/114 (Black and White)
Today’s card isn’t a Maractus,
but it’s pretty similar if you ask me. Not to look at,
obviously, Maractus is a
cheerful Mariachi cactus, while
Sawsbuck is one of the more ‘realistic’ Pokémon
in Generation V.
Unlike Maractus, it’s a
Stage 1, but it
is a 90 HP Grass type with the same nasty Fire
Weakness and maybe-useful Water Resistance. Like its
fellow Grass Pokémon that we looked at earlier in the
week it has both a cheap attack and a healing attack.
Taking the cheap one first, Nature Power costs only one
Colourless Energy to do a bargain but
usually ineffectual 20 damage.
But wait . . . see that + sign by
the 20? For every Grass Energy in play (yes, that
includes Rainbow), the attack does another 10 damage! If
only Grass Pokémon had some kind of massive acceleration
like Fire does with Emboar
or Water with Feraligatr
Prime . . . as it is, you either have to manually attach
a ton of Energy to your Pokémon to get decent damage or
hope your opponent is playing Grass. Of course, if you
do manage to
get as much as three Energy
on Sawsbuck, you would be
better off using Horn Leech anyway. For [G][C][C]
(hooray for being Double Colourless compatible!) you get
to do 60 damage and heal 20 from
Sawsbuck.
Obviously, the same goes for
Sawsbuck as it does for
Maractus: healing strategies involving relatively
low HP Pokémon (especially ones that are Fire-Weak) are
not going to work in Modified.
Couple that with a fairly low damage output and you have
a card which shouldn’t see any play outside of a
Prerelease, where it can be
a very effective card.
Rating
Modified (HGSS-on): 1.75 (You have much better options
for healing . . . try Ability
Serperior if you must)
Limited: 3.25 (quick, relatively durable and does decent
damage for this format)
|
conical
Deck
Garage |
5/18/11: Sawsbuck(Black & White)
Fun fact about the Pokemon portrayed in today's card:
the 'saws' part is an abbreviation for the four seasons,
starting with summer. Just a little tidbit of
information.
Today is the 3rd card this week with a healing attack.
There have been 3 cards reviewed this week. This isn't a
complaint about the order in which we review cards, it's
a sort of curiosity of how many cards in this set have
healing attacks. Not even counting this week, there's
been Galvantula, both Serperiors, Lilligant, and
probably another 20 Grass-types, each with various forms
of healing. Sawsbuck only has 90 HP, so you can probably
guess how well the healing works. Nature Power is pretty
interesting, though, even though Grass-types get this
sort of attack every few sets. Conceivably, you could
combine this with Meganium Prime to get energy switched
around fast enough for it to be useful. Or you could use
Meganium Prime by itself, since it has 60 more HP, and
its attack will do more damage than Sawsbuck with any
realistic amount of energy attached to it. It does count
your opponent's Pokemon, so this could be used as a
counter to decks with heavy Grass energy counts(or maybe
they reprint Scramble Energy or something), but even
then, it's a stretch.
Modified: 2.5/5
Limited: 2.75/5
Combos With: Meganium Prime
|
Otaku |
Sawsbuck
is the new deer inspired Pokémon.
Think
Stantler are jealous?
It is the third Grass-Type
Pokémon we have looked at this week, and
it still holds true that
Grass-Type Pokémon have some great
support in the current format, but even
with it not a lot of Grass-decks see
play.
Once those are gone, so are some
of the best support cards.
Sawsbuck is a Stage 1 Pokémon, so it
will ideally be a little slower but
stronger than a Basic, but be faster and
take less space than a Stage 2 Pokémon.
It Evolves from
Deerling, and the one we got in
Black & White (and only one I
currently am aware of) is a Grass-Type
Basic Pokémon (naturally), with 60 HP
(low since it only Evolves once), Fire
Weakness (appropriate but potentially
fatal next format), Water Resistance
(potentially useful next format), and
single Energy Retreat cost (easy to pay,
but very common for Basic Pokémon).
Its first attack requires (C) and
gives you two coin tosses for 10 points
of damage per “heads” while the second
attack for (GC) does 20 damage and heals
10 points of damage from
Deerling.
It isn’t really “good”, but its
shortcomings are minor and thus not too
detrimental.
Sawsbuck
itself has 90 HP, and while that’s an
extra 30 over
Deerling (what it Evolves from) it
still is within OHKO range for many
decks, especially if said decks have a
means of boosting damage or placing
damage counters before attacking.
At least most decks will need to
use their main attacker’s “big” attack,
but Fire decks can get by with weaker
attacks whether they are on the main
attacker or a supporting Pokémon due to
Sawsbuck being Fire Weak.
It does retain the Water
Resistance we see on
Deerling, and again that can come in
quite handy.
Also carried is a single Energy
Retreat Cost; low enough to be fairly
easy to pay, though with just 90 HP they
might have gotten away with dropping it
entirely.
The attacks look pretty good.
Nature Power requires only (C)
and does 20 damage plus 10 more for each
Grass Energy attached to both player’s
Pokémon.
So with just one
Grass Energy attached to
Sawsbuck itself to pay the cost of
the attack, it still does a decent 30
points of damage.
What makes this attack nice is
that you can use it to good effect while
powering up a
different Pokémon.
If you happen to face another
Grass deck, it can get real big real
fast!
Horn Leech demonstrates the
fundamental synergy desired between
attacks on a card: the first attack
needs (G) and the second (GCC), allowing
you to use the first attack then drop a
Double Colorless Energy next turn
and move onto the second.
Horn Leech does a decent 60
points of damage for the Energy
invested, while healing 20 points of
damage from
Sawsbuck.
I’d rather it simply did 70 or 80
points of damage, but I’ll take what I
can get!
If this card were bigger, the
healing would matter more.
All in all, this looks like a good
secondary line for a Grass deck that is
good about getting its Energy into play.
Load up everything else but then
let
Sawsbuck do the work.
The hard part is finding a Grass
deck that can load Energy quickly
without requiring something be Active
and/or attacking.
As such this will probably shine
brightest in Limited play, where as long
as you can run at least a few Grass
Energy you can enjoy both attacks.
If you run almost all Grass
Energy, the first attack will often be
amazing.
Ratings
Modified (MD-On):
3/5 – It actually can do quite a bit in
this format, but will require a deck
full of support to do it, and that makes
it prone to the many individual types of
control decks, be they Trainer denial or
shutting off one or both of Poké-Powers
and Poké-Bodies.
Modified (HGSS-On):
3/5 – I just am not seeing anything in
the current card pool for this format
that can build-up Grass Energy fast
enough to be worth it, and without the
support it had in the previous format,
it just breaks even losing all the
competition it once had as well.
Limited:
4/5 – An excellent pull you should only
skip for the standard reasons: no Basic,
can’t justify even a few
Grass Energy, or the improbable
pulling of too many other cards that are
as good or better.
Summary
Pity
Sawsbuck appears to be “going Stag”
next format.
The only forms of Grass Energy
acceleration carrying over to next
format look to be a bit unwieldy to
combine with
Sawsbuck, and this card doesn’t have
the HP to sit up front and grow stronger
from manual Energy attachments.
It isn’t bad card, but either I
missed the ideal partner or it isn’t out
yet.
Check out my
eBay auctions, but remember that
Pojo.com is in no way responsible for
any transactions.
|
virusyosh |
Happy midweek, Pojo readers! Today's Card of the Day
is Sawsbuck, a new Grass-type Pokemon whose appearance
changes based on the seasons in the video games. Will it
see play in the card game?
Sawsbuck is a Stage 1 Grass Pokemon. Being such, it will
likely have a tough time in Modified with all of the
many Fire-types running around as of late. 90 HP is
decent for a Stage 1, but we are still unfortunately
transitioning into a format of big hitters with even
bigger HP, so Sawsbuck will likely struggle unless it
has distinguishing abilities or attacks. Fire Weakness
and Water Resistance are to be expected for a
Grass-type, and a Retreat Cost of 1 is also passable:
you can pay for it quite easily.
Sawsbuck's two attacks, Nature Power and Horn Leech, are
basically what you would expect for a Grass-type from
Black and White. Nature Power starts at a decent 20
damage for a Colorless Energy, but deals 10 more damage
for each Grass Energy in play (both yours and your
opponent's)! This works very nicely in a mirror match,
but unfortunately, most Grass decks don't use a whole
lot of Energy, meaning that this attack will probably do
50 or 60 damage maximum (although that's still really
good for starting at one Energy). This attack is just
begging to be broken somehow, but it really is
unfortunate that it specifically requires Grass Energy,
otherwise Sawsbuck would be an amazing tech. Electrode
Prime might be an interesting combo piece, being able to
attach a lot of Grass Energy quickly to your Pokemon,
but this is strictly theory, and who knows how well this
will actually do.
Horn Leech deals 60 damage for a Grass Energy and two
Colorless, while healing Sawsbuck by 20. This attack is
great in Limited, since it allows Sawsbuck to heal while
doing solid damage, though it's a bit weak for Modified.
Modified: 2/5 I think that despite Sawsbuck's low HP,
Nature Power really has a chance to be exploited in a
deck somewhere. Of course, Fire Weakness really hurts.
Limited: 3.5/5 Nature Power is great in a dedicated
Grass deck (or even a deck with mostly Grass), and Horn
Leech is even great here too. Again, just look out for
the high-powered Fire-types in this format
Combos With: Electrode Prime
|
Mad Mattezhion
Professor Bathurst League Australia |
Sawsbuck (Black & White)
Hello Pojo readers, here's another nature-loving Grass
card up for review. Introducing Sawsbuck!
The giant deer that looks sort of like Bambi's dad is a
Grass/Normal dual type in the video games, which is only
the third Normal dual type to appear that isn't
Normal/Flying (the other two are Girafarig which is
Normal/Psychic and Bibarel which is Normal/Water). Maybe
more will apear in the future?
Sawsbuck is a Grass type non-evolving Stage 1 with 90
HP, Fire Weakness, Water Resistance, a retreat cost of 1
and two attacks.
Based on the HP Sawsbuck isn't going to survive many
hits, but the resistance is helpful (it seems Water
resistance is going to become standard for Grass
Poke'mon rather than the hit-and-miss resistance we have
seen the last few years). The Fire weakness is terrible
with Ninetales and Reshiram running around, but the
retreat cost is easily manageable.
With that mixture of stats, Sawsbuck stands a good
chance of fitting in to a revived Grass deck if the
attacks are good. Sadly, they lack the punch we like in
deck (low damage is never any fun).
Nature Power is the first attack, and on the surface it
seems to be the better one. For the cost of [c], you
deal 20 damage plus 10 more damage for every [g] energy
in play (including you opponent's energy). If Grass
decks were a major presence In the game then this card
would be in every flowery build (at least as a 1-1 line)
but as it stands you will have to attach all of the [g]
energy yourself to harness the power of Nature. If Grass
had some depndable energy acceleration then this buck
would still be a good pick but as it stands the poor
Bambi lookalike is out in the cold. Maybe future seasons
will bring a powerful partner into the game?
Horn Leech does more or less what it says on the tin.
Sawsbuch deals 60 damage for [g][c][c] and heals itself
to the tune of 20 damage, which is fair for the cost but
not overly helpful based on the number of big hitters
out there that really don't give a damn how much you
heal yourself. It also turns out that deer don't like
Fire, which between Ninetales HGSS and FanBoar is a
serious problem.
Sawsbuck just doesn't make the cut in the current card
pool and probably won't enter the fray in any way until
future release after the rotation (maybe?) provide a
combo. Until and unless that fateful day arrives, stick
it in the binder.
Modified: 2.5 (Nature Power has possibilities, but
Sawsbuck is just going to have to wait for that all
important call to battle)
Limited: 3 (Stage 1 Poke'mon with healing powers tend to
rock in this format, and if your opponent is using Grass
without Sawsbuck in play you will dominate. Sadly,
Reshiram and Zekrom rule here so you aren't guaranteed a
win by a long shot)
Combos with: [g] energy acceleration, if it ever
appears.
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