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Pojo's Pokémon Card of the Day
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Sigilyph #41
Emerging Powers
Date Reviewed:
October 5, 2011
Ratings
& Reviews Summary
Modified: 2.33
Limited: 4.25
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
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Combos With: See Below
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Baby Mario
2010 UK
National
Seniors
Champion |
Sigilyph
41/98 (Emerging Powers)
The Emerging Powers set brought us two
Sigilyph,
which has to be one of the weirdest
looking Pokémon ever designed.
Apparently it’s based on spooky
Nazca Lines
and has an Unown
for a head . . . all I know is that it
makes Drifloon
seem completely normal.
Sigilyph
is an unevolving
Basic with 90 HP (a number which used to
seem halfway decent until the
Unova
Dragons came along). It has an
unfortunate Lightning Weakness, a pretty
useful Fighting Resistance, and a
manageable Retreat cost of one.
There’s
no Abilities to talk about here, so
let’s move straight on to the attacks.
Reflect is a move that should be
familiar to anyone who has played the
video games. It’s a non-damaging move
which raises the user’s Defence . . .
and that’s pretty much what it does on
the card. For a single Psychic Energy it
reduces the damage it takes on the
opponent’s next turn by 40, effectively
requiring them to do
130 damage next turn to OHKO
Sigilyph.
This is an adequate defensive but by no
means infallible. Doing
130 damage is
most definitely not beyond the reach of
most decks.
Reshiram can do it with a
PlusPower,
and Zekrom
doesn’t even need that, thanks to
Weakness. For other decks, there is
always Pokémon Catcher to just drag out
something else for the KO.
Sigilyph’s
second attack, Telekinesis isn’t
terrible either. It’s fairly easy to pay
for with a Psychic and a Double
Colourless, and its ability to hit
anything on the opponent’s side of the
Field for 50 is pretty useful too:
Babies and a lot of Basic Pokémon can be
sniped in one hit with this attack. It
seems like a reasonable alternative to
Mandibuzz
BW, whose 50 snipe attack is much
cheaper, but needs pre-existing damage
in order to work. The real drawback to
the attack is that it doesn’t apply
Weakness or Resistance against the
active. Being one of
the few Psychic Pokémon without a
Weakness to its own Type could
have earned
Sigilyph a niche as an
anti-Psychic tech at some point . . .
however the fact that it can’t hit for
double damage effectively rules that
out.
In fact, although
Sigilyph is by no means a bad
card, it is extremely hard to find any
kind of niche for it.
Yanmega is a
more efficient Baby killer (that came
out wrong), Reflect is easily played
around or just ignored, and the old
suggestion of using its Fighting
Resistance to combat
Donphan
Prime (take a couple of hits while
sniping around it) seems irrelevant now
that we have
Tornadus to trade blows with the
elephant-esque
Pokémon.
Maybe I’m missing something, but to me
this card comes close to being extremely
useful, only to fall short of what would
be needed.
Rating
Modified: 2.25 (a decent card with no
real role in the current
metagame)
Limited: 4 (you could spend several
turns setting up behind it, then snipe
yourself a Prize or two)
|
virusyosh |
Happy midweek, Pojo readers! Today we continue our
reviews of new cards from Emerging Powers by reviewing
one of the new Sigilyphs in the set. Today's Card of the
Day is Sigilyph (#41).
Sigilyph is a Basic Psychic Pokemon. As I've said
earlier in the week in the Whirlipede and Scolipede
reviews, Psychic is only commonly seen in Modified as
Gothitelle and Mew, so any Psychic Pokemon will be
compared to them. Sigilyph has a decent 90 HP, which is
fairly good for a Basic (though sadly many heavy hitters
still OHKO). Lightning Weakness is a problem against
Magnezone and Zekrom, but also allows Sigilyph to hit
Gothitelle and Mew without fear of them hitting back for
Weakness. Fighting Resistance is good against Donphan,
but not much else. Finally, a Retreat Cost of 1 is
decent, and easily paid if necessary.
This iteration of the Avianoid Pokemon has two attacks,
Reflect and Telekinesis. Reflect is your basic defensive
attack, giving Sigilyph 40 points of damage reduction
during your opponent's next turn for a single Psychic
Energy. This attack works well in the Modified early
game and even better in Limited, as it allows Sigilyph
to stall until you can Telekinesis. However, it is
important to note that many heavy hitters will still
significantly damage Sigilyph even with the damage
reduction: For example, anything doing over 100 damage
will still significantly dent it (and that's most of the
current meta).
Telekinesis, Sigilyph's form of offense, allows it to
snipe 50 damage anywhere on the board for a Psychic and
two Colorless, but without applying Weakness and
Resistance. 50 damage anywhere on the board is fairly
nice, as it will probably pick off weakened opponents.
It is unfortunate that Weakness and Resistance isn't
applied for the Active Pokemon though, as Sigilyph loses
a few important OHKOs due to this. Even still, three
Energy is a bit too expensive for this attack to see a
lot of play in Modified, but it can still surprise
people. In Limited, Telekinesis is amazing, allowing you
to take out your opponent's low HP bench sitters for
easy prizes.
Modified: 1.75/5 Sigilyph isn't horrible, but the format
really isn't that kind to it right now. Telekinesis can
do quite a bit of snipe damage, but it's simply
outclassed: Reshiram and Zekrom can do a ton of damage
for the same Energy cost. Additionally, snipe is largely
dead in this format, as Pokemon Catcher removes the
necessity to snipe. This relegates Sigilyph to maybe
seeing use as an anti-Gothitelle tech, but even then,
you're probably just better off using Mew Prime.
Limited: 4/5 Sigilyph is awesome in Limited. Good HP for
a Basic, a stalling attack, and sniping all make
Sigilyph great to use here. Telekinesis will easily get
you a few KOs, and Reflect will allow you to stall out a
weaker opponent until either your opponent can deal with
it or until you have Telekinesis powered up. Sigilyph
also has the benefit of being a Psychic-type without a
Psychic Weakness, so it can easily counter other
Psychics in the set, including the aforementioned
Gothitelle line.
|
Mad Mattezhion
Professor Bathurst League Australia |
Sigilyph 41/98 (Emerging Powers)
Hey Pojo fans, today we are reviewing one of the
wierdest looking Poke'mon since the Unowns were
released. Put your hands together for Sigilyph!
Aside from looking like a cross between a totem pole and
a scrubbing brush, Sigilyph is a Psychic type
non-evolving Basic with 90 HP, Lightning Weakness,
Fighting Resistance, a retreat cost of 1 and two
attacks.
Sigilyph has decent enough stats to keep it around for a
turn or two, although it is still at a massive
disadvantage against Legendary Poke'mon, especially the
Lightning variety.
Reflect helps to increase that survivability by
preventing 40 damage from your opponent's next attack.
The cost of [p] is very reasonable and the blocking is
more substantial than most attacks of the same variety
that I have seen. Unfortunately, Reflect is easily
countered by Poke'mon Cathcer and other similar effects.
The real problem though is that Reflect is passive in
nature, so unless you have Kingdra Prime in play to
provide an offensive edge you are certain to fall behind
when you opponent builds up to a higher damage attack.
However, all is not lost. Telekinesis costs [p][c][c]
(ah, the joys of Double Colourless Energy) and deals 50
damage to any one of your opponent's Poke'mon. In
Modified we have much cheaper options (Yanmega Prime) as
well as more powerful options (Entei & Raikou Legend,
Blastoise UL) so I don't expect anyone to get excited,
but in Limited a Basic Poke'mon that can absorb damage
and then begin some heavy sniping without much need for
specific energy is a must-run. The only reasons not to
use Sigilyph at the prerelease would be too many types
in your deck or an overabundance of Lightning.
the Tao Dragons provide a much more effective wall with
their Outrage attack and massive HP, but this Sigilyph
was very close to being something special. Keep your
eyes peeled for an attacker that combines sniping and
damage reduction in the same attack!
Modified: 3 (it's splashable and relatively cheap to
power up, but it is heavily outgunned. So close and yet
so far...)
Limited: 4.75 (if you can run Psychic energy then you
have every reason to use this Poke'mon!)
Combos with: some metapmorphic process that combines
both of Sigilyph's attacks into one, along with a boost
to 110 HP for a better chance at survivng the early
turns long enough to power up
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