Pokemon Home
Pokedex
Price Guide Set List
Message Board
Pokemon GO Tips
Pokemon News
Featured Articles
Trading Card Game
- Price Guide
- Price Guide
- Card of the Day
- Professional Grading
- Killer Deck Reports
- Deck Garage
- William Hung
- Jason Klaczynski
- Jeremy's Deck Garage
- Johnny Blaze's Banter
- TCG Strategies
- Rulings Help
- Apprentice & Patch
- Apprentice League
- Spoilers & Translations
- Official Rules
- Featured Event Reports
- Top of the World
- An X-Act Science
- Error Cards
- Printable Checklist
- Places to Play
Nintendo Tips
- Red/Blue
- Yellow
- Gold & Silver
- Crystal
- Ruby & Sapphire
- Fire Red & Leaf Green
- Emerald
- SNAP
- Pinball
- TCG cart
- Stadium
- PuPuzzle League
- Pinball: Ruby/Sapphire
- Pokemon Coliseum
- Pokemon Box
- Pokemon Channel
GameBoy Help
- ClownMasters Fixes
- Groudon's Den
- Pokemon of the Week
E-Card Reader FAQ's
- Expedition
- Aquapolis
- Skyridge
- Construction Action Function
- EON Ticket Manual
Deck Garage
- Pokemaster's Pit Stop
- Kyle's Garage
- Ghostly Gengar
Cartoon/Anime
- Episode Listing
- Character Bios
- Movies & Videos
- What's a Pokemon?
- Video List
- DVD List
Featured Articles
Pojo's Toy Box
Books & Videos
Downloads
Advertise With Us
- Sponsors
- Links
Chat
About Us
Contact Us
Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
|
|
Pojo's Pokémon Card of the Day
|
|
Archeops #67
Noble Victories
Date Reviewed:
Feb. 10, 2012
Ratings
& Reviews Summary
Modified: 2.50
Limited: 3.00
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
|
Combos With:
|
Baby Mario
2010 UK
National
Seniors
Champion |
Archeops
67/101 (Noble Victories)
We finish the week with by far the best of the new
Fossil cards, and basically the only one to get any hype
at all: Archeops.
Ok, so we all know by now that getting
Archeops into play involves
working with a poor Stage 1 and an abysmal mechanic, but
let’s try to forget that for a moment and see what he
offers.
The 130 HP isn’t anything special for what is
effectively a Stage 2, and the Retreat cost of two seems
a bit much for a bird, even a 70lb bird like
Archeops. The Grass Weakness
is ok though, with only Virizion
NV and Shaymin-EX likely to
be the only attacking Grass Pokémon to see play.
As for the attack? Nothing
special here either: 60 damage to the active plus 10 to
two Benched Pokémon is decent I guess, but not really
enough for a Stage 2, especially considering the cost of
[F][F][C].
But that’s ok because Archeops
isn’t really meant to attack. Instead he’s there to sit
on the Bench and use his Ability, Ancient Power, to
prevent either player from evolving their Pokémon. Yep,
older players will recognise this as being a return for
Aerodactyl from the old
Fossil set, but in one respect it’s actually better, as
it has been ruled that Rare Candy
does not get
around Ancient Power.
Stopping evolution is obviously a very powerful weapon
to have. There are still plenty of decks being played
that rely heavily on being able to evolve their Pokémon
(Magnezone decks,
Chandelure, anything wanting
to use Eelektrik, Typhlosion
Prime, or Emboar), and
Archeops has the Ability to
shut them down completely . . . as long as it gets out
quickly enough.
And that’s at least half the problem with
Archeops. Ideally you want
it (and Vileplume UD) on the
Field well within the first few turns, and that presents
problems due to the awkward Restored Pokémon mechanic
and the fact that a lot of resources are required to do
so. If you miss the early Archeops
and only get it out when your opponent has evolved a few
attackers . . . well then he is a bit of a waste of
space. The other issue is that there are a lot of decks
out there right now (and will be in future) that simply
do not care about Archeops
and his Ability: Mewtwo-EX/Celebi,
Six Corners, Zekrom/Pachirisu/Shaymin,
Durant . . . all of these simply laugh at the poor old
Archeops that you devoted so
much deck space to.
Will it always be so bad for
Archeops? Who knows? Twist Mountain Stadium
(whenever we get it) will make it easier to get into
play for sure, but it really needs a format where
Evolution decks rule. With all the powerful Basics and
Basics support (Prism Energy,
Eviolite) that have come out recently, it doesn’t
look as though Pokémon want to move in that direction
for the foreseeable future. I’d still hold on to a
couple of copies though . . . you never can tell what
will happen in Pokémon.
Rating
Modified: 2 (it may have it’s time to shine, but that
time is not right now)
Limited: 1.75 (is it really worth all that effort to
stop evolutions in this format? Not really)
|
virusyosh |
Happy Friday, Pojo! Today we end our COTD week with
the evolution of yesterday's card. Today's Card of the
Day is Archeops from Noble Victories.
Archeops is a Stage 1 Fighting Pokemon. The only common
Fighting Pokemon right now are Terrakion and Donphan
Prime due to their cheap and powerful attacks, mostly
because Fighting lacks good Energy acceleration.
Therefore, in order to see play, Archeops has to either
have strong attacks for cheap or have a game-breaking
effect. Fortunately, it has the latter in some
situations. 130 HP is good for a Stage 1, but keep in
mind that since Archen must come into play as a Revived
Pokemon, we'd expect a higher score than average. Grass
Weakness is great, as Virizion and Shaymin-EX are your
two most common threats (and Shaymin would OHKO most of
the time anyway). Additionally, Archeops has no
Resistance, and a rather average Retreat Cost of 2. You
can pay it if you must, but it's definitely worth
avoiding if you can.
Archeops has an Ability and a single attack. Ancient
Power, the Ability, prevents Evolutions from being
played from players' hands, hearkening back to the days
of Fossil Aerodactyl's Prehistoric Power. It is
important to note that attacks that evolve are still
usable, and Rare Candy will NOT block Ancient Power's
effect, despite earlier rulings. While Ancient Power is
definitely powerful in the right metagame, there are a
few things that will keep Archeops from seeing a lot of
play. First of all, getting out an Evolution of a
Revived Pokemon is difficult, even if you have your deck
built around it. That may change in a few sets with
Twist Mountain (a new Stadium dedicated to Revived
Pokemon), but until then, you'll have to rely on the
unreliable Fossils to get the lower forms out. Second,
Ancient Power simply isn't that relevant in today's
Modified metagame. Many important decks are build around
big Basics with even bigger attacks, making the need for
something like Archeops unnecessary. However, many decks
revolving around big Basics still run support Pokemon
that evolve (Eelektrik, Typhlosion, Vileplume, Electrode
Prime, etc.), so Archeops does still have a niche in
blocking those Pokemon from coming into play.
Additionally, if evolution decks become popular again,
Archeops could make a comeback as well.
Rock Slide, Archeops' only attack, deals 60 damage for
two Fighting and a Colorless, while also doing 10 damage
to two of your opponent's Benched Pokemon. The attack
isn't terrible, but for the effort required to get
Archeops out, it could do a bit more damage.
Fortunately, if your opponent is playing an Evolution
deck and you get an early Archeops, 60 damage may be
enough to get the necessary KOs anyway.
Modified: 2.5/5 Archeops isn't bad, but it isn't great
either. Ancient Power has the potential to be
game-changing, however the format is incredibly unkind
to Archeops right now given all of the big Basics. As
previously stated, getting Revived Pokemon out isn't as
easy as it should be yet, either. All in all, Archeops
could be a great combo piece or lock Pokemon in the
right deck with the right metagame, or it could be
easily underwhelming when surrounded by the big dragons,
musketeers, and Pokemon-EX.
Limited: 3.25/5 Archeops is amazing in Limited - if you
can get it out. Ancient Power is absolutely devastating
here unless your opponent pulls a musketeer trio member
or a Kyurem, and this First Bird has fairly good HP to
boot. Rock Slide isn't the most powerful attack in the
world, but will be more than serviceable if your
opponent is unable to evolve. Archeops should win you
the game if you can get it out, but getting out is quite
a challenge.
|
Mad Mattezhion
Professor Bathurst League Australia |
Archeops (Noble Victories)
Today is the review of the only Fossil Poke'mon in Noble
Victories that actually has a chance of seeing play. Say
hello to a worm's worst nightmare, Archeops!
Being the earliest bird there is, Archeops isn't much
into flying which explains the lack of Fighting
Resistance. On the plus side though is the Grass
Weakness (again, only Virizion, a Shaymin or two and the
near extinct Jumpluff can take advantage) and the
healthy 130 HP. If it wasn't for the setup delays caused
by the new Restored Poke'mon mechanic, it would be easy
to keep Archeops alive on the Bench but alas, the
opponent will likely be decently set up when the bald
parrot finally hits the table, so prepare to face
Poke'mon Catcher followed by oblivion.
But all is not lost, because Archeops has something to
make all of the effort worthwhile. Rock Slide isn't what
I'm talking about, since an attack costing [f][c][c]
needs to do more than 60 damage and a pair of 10 damage
snipes to the Bench. No, what has me excited is the
Ability.
Ancient Power is a powerful effect that prevents both
players from playing Evolutions out of their hand onto
their Poke'mon. Obviously this is a double edged sword
so you had best have all of your own evolutions in play
before evolving Archen, but the capacity to counter
popular behemoths like Typhlosion Prime, Magnezone
Prime, Vilplume UD and Feraligatr Prime is too powerful
to be missed.
Sadly, common sense has to rain on our parade by
pointing out some glaring flaws. By necessity, Archeops
won't get into play until your own setup is complete so
if your opponent can evolve faster than you Archeops is
just dead weight. You could slow your opponent down with
Vileplume UD but that will only work once Twist Mountain
has been released to get around using Plume Fossil and
will eat up deck and Bench space very quickly.
To make matters worse, there are plenty of brutal Basic
Poke'mon who won't care if you seal off any Evolution
cards (Haymaker and Zekrom Rush don't even run
Evolutions). Unlike Vileplume UD, which is a major pain
to any opponent and can be built around to minimise the
drawbacks, Archeops is too much of a niche card.
But I believe I have found a home for Archeops anyway!
Picture this possible new Psychic build: the latest
Gardevoir card has a beautiful Ability to double any [p]
energy attached to your Psychic Poke'mon, which is bound
to be popular in conjunction with Mewtwo EX and Magic
Room Gothitelle (both of which will give your opponent
too many headaches for them to worry about Archeops).
Supporting from the Bench will be Mismagius UL and
Jirachi UL which give the necessary energy acceleration
to power Gothitelle and Mewtwo to victory, which is when
Archeops comes in. Jirachi has an attack called Time
Hollow that has the effect of devolving as many of your
opponent's Poke'mon as Jirachi has [p] energy, which now
thanks to Archeops are trapped as dead cards in your
opponent's hand, leaving their evolving Basics and Stage
1 Poke'mon open for a beatdown!
Admittedly this means your opponent gets a turn without
Gothitelle's Item lock bringing them down, so be
prepared to lose the Archeops to a Poke'mon Catcher and
Pluspower-fuelled Dragon assault. But they won't be able
to play the Evolutions until Archeops is gone, which
gives you time to drop a Judge to scramble their hand
and then smash your way to victory before they can
rebuild their team. This move would cripple so many
decks, since Rain Dance is nothing with Feraligatr and
ditto the ReshiPhlosion deck without Typhlosion. The
same goes for any Lightning deck without Eelektrik, and
anyone who relies on Vileplume and Reuniclus would be
sinking faster than a lead balloon!
I admit that this theory won't be tested until Twist
Mountain is released and even then there are plenty of
big Legendary Poke'mon who won't be too bothered by
Ancient Power, but I personally wnat to try this out
even if it winds up being nothing more than a League
deck. Completely and peramanetly devolving the opposing
team sounds like too much fun to miss!
Modified: 3 (I'm cautiously optimistic about someone
being able to pull this trick off now that Mewtwo and
Gardevoir will bring Gothitelle back into the spotlight,
but I can't help feeling that crowding with other TecHs
like Leavanny NV and Metagross UL will mean Archeops
never gets to shine like it should)
Limited: 3.75 (if you actually manage to get Archeops
out in the first few turns your opponent will just scoop
then and there because no Evolutions means no hope, but
aside from that Archeops is still a solid attacker for
Limited)
Combos with: Jirachi UL, Twist Mountain, Gothitelle EP
(Magic Room)
|
Otaku |
We end the week with
Archeops, which seems somewhat
ironic… or maybe not given how misused
the word is (I don’t trust myself to use
it anymore).
Oh well, we are ending the week
with a prehistoric Pokémon that
technically would have predated most
other Pokémon (thus “beginning”
Pokémon).
Stats
Archeops
is a Fighting Type, which is handy in
terms of exploiting Weakness but lousy
in terms of actual Type support.
It is a Stage 1, but a Stage 1
that Evolves from a “Revived” Pokémon, a
non-Evolved Pokémon that can only be
played through the effect of a specific
Trainer.
In short, this makes it about as
hard to play as a Stage 2, or at least
harder than your average Stage 1
Pokémon, and will be judged accordingly.
The HP score is 130, which I consider
good, but only just.
Even before we had Pokémon EX
skewing things, we had abnormally large
Basic Pokémon dominating the format.
So while 150 HP is the maximum
for a non-Pokémon EX in the current
format and thus being 20 less than that
should be great, even for a pseudo Stage
2 Pokémon, we still have Basic Pokémon
that are not Pokémon EX that have just
as much HP and just need a
PlusPower to OHKO
Archeops.
Grass Weakness is okay to have: there
are far worse forms of Weakness to have
right now (though not necessarily
logical for the Typing on this card),
but it isn’t safe either, due to cards
like
Virizion from BW: Noble Victories
and (possibly) the upcoming
Shaymin EX.
The lack of Resistance is
irritating, both because it always feels
like a copout to me when cards lack it
and the fact that with 130 HP, reducing
damage taken by 20 could have been quite
important.
The Retreat Cost of two is more
or less average: in a well built deck
you can afford to pay it but usually
won’t want to.
Again it also feels wrong, given
that
Archeops in the video games is part
Flying and known for being adept at
running; even if it was a bad flyer
you’d think that would qualify for less.
Effects
Archeops
has the Ability “Ancient Power”, the
latest form of Evolution denial.
While
Archeops is in play, neither player
may play Evolution cards from their
hands, including using
Rare Candy to Evolve the Pokémon,
since the Evolution is still coming from
the hand.
An effect that pulls the
Evolution card from someplace else (most
likely the player’s deck) will function
as normal.
Given the speed of the game,
focus on Basic Pokémon, and fact that
Ancient Power affects both players, it
isn’t especially good.
Neither is it bad in and of
itself, though placing it on an
Evolution was a clearly intentional
attempt at “nerfing” it: I believe it is
impossible to get multiple
Archeops in play with the current
card pool, since it is an Evolution
itself and thus blocks other copies.
Being on an Evolution further impedes
it, and if that wasn’t enough it is on
an Evolution that requires successful
use of
Plume Fossil.
So you must get a
Plume Fossil to work on your first
turn, and then be able to Evolve
Archen into
Archeops on your next turn to
completely stop an opponent from
Evolving.
With the current pace, this is of
dubious usefulness.
Rock Slide is underwhelming.
First it requires (FFC) to use,
meaning three turns to power up unless
you use some risky or complicated
combos, as opposed to if this card
required one of the many types that have
Energy acceleration.
If one of the Fighting Energy
requirements was a Colorless Energy
requirement instead, it would have
helped since obviously
Double Colorless Energy would have
allowed both
Archen to use its better attack
right away and then Evolve and use Rock
Slide the next turn.
Rock Slide is not only slow, but weak.
To put this into perspective,
Donphan Prime, and easier to play
“normal” Stage 1 Pokémon can do 60
points of damage for a single Fighting
Energy, though it hits its own Bench
when doing so.
Donphan Prime has comparable stats
to
Archeops and both a Poké-Body and
second attack.
So basically, the additional
Fighting Energy requirement and
Colorless Energy requirement are just
enough to stop self damage, and to let
you peck two opposing Pokémon on the
Bench.
This ignores the utility of
having a single Energy attack and the
fact that
Donphan Prime had a second attack as
well.
In short, this is overpriced.
I can see the intended combo: block your
opponent from Evolving, and then pick
off the smaller Basic Pokémon, with the
spread damage building over time.
It was a good idea, but too weak,
even if this wasn’t a Basic friendly
format of amazing speed.
Usage
Archeops
needs to be the focus of its own deck,
which hurts.
There is only one
Archen and one
Plume Fossil, so you have to use
them.
It would be tempting to go for a
double lock on Items and Evolutions by
combining this with
Vileplume, but they also clash since
Archeops needs an Item to eventually
get into play, and
Vileplume of course is an Evolution,
and as I keep saying, Evolutions just
aren’t important enough to several
decks.
Blocking them certainly hurts a
lot of decks, but only a few (some of
which are already on shaky ground)
actually will be crippled by
Archeops coming into play quickly.
If you really want to use it, I’d
basically focus on running it with many
big, Basic Pokémon, so that your
opponent has to choose between taking
out serious threats and the inconvenient
Bench-sitter blocking Evolutions.
In Unlimited, it is useless because you
need to block Evolutions as soon as
possible.
As such I’d rather use Fossil
Aerodactyl: there are some nice
tricks to get it into play fast,
including first turn (though I believe
all require a successful coin toss).
Keep in mind, this would be a
niche strategy anyway.
Limited is where this card could shine…
if it didn’t Evolve from a Revived
Pokémon.
That almost totally kills it for
me.
Otherwise Evolutions are more
powerful here and while decks struggle
to run them, they are power cards even
if in Constructed formats they’d never
see play.
Also Bench damage adds up more
quickly here, and retreating an injured
Pokémon to deny an opponent a Prize
actually works in Limited, so Rock Slide
is also much more useful.
The risk of being completely
unable to play this means I’d avoid it
unless you pulled at least two each of
Plume Fossil and
Archen.
Ratings
Unlimited:
1/5
Modified:
1.5/5
Limited:
1.5/5
Summary
Denying the ability to Evolve,
especially to both players, isn’t very
useful in a format focused on Basic
Pokémon.
A lackluster attack and odd
Evolution pattern for itself mean
Archeops will likely have to hope
for a lucky break the next format, or
that there is even more support coming
for it than I’ve seen in some spoilers.
Click
here and check out what I have up
for bids on eBay, but remember that
Pojo.com is in no way responsible for
the transaction, merely kind enough to
let me link to them.
|
|