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Pojo's Pokémon Card of the Day
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Musharna #59
Next Destinies
Date Reviewed:
Feb. 28, 2012
Ratings
& Reviews Summary
Modified: 2.75
Limited: 4.80
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: See Below
|
Baby Mario
2010 UK
National
Seniors
Champion |
Musharna
Although some people hate them because end up being
universally included in decks, I
love
Pokémon-based draw engines. They actually make for
more
diversity in the game, not less, as players are free to
run more techs and more evolution lines, safe in the
knowledge that they will be able to draw into them. Yes,
when Claydol GE, and then
Uxie LA got rotated, I
missed them a lot. Relying on shuffle-draw Supporters
like Professor Oak’s New Theory just feels clunky and
luck-based by comparison.
So . . . as you can imagine, I was pretty interested
when Musharna came along
with its Uxie LV X-style
Ability. Forewarn is pretty similar to
Uxie’s Trade Off: you look
at the top two cards of your deck and choose one to put
into your hand. Where it differs is that with
Uxie, you put the other one
to the bottom of your deck, and with
Musharna, it goes back on
top. Overall, I prefer the Uxie
version as it enables you to bury a card you don’t
really want, whereas with Musharna
it will be your next draw. Of course in situations where
you want both the cards, Musharna
would be preferable, but in the majority of cases, Trade
Off’s effect is better.
So, what you have here is a nice little draw engine that
is clearly superior to something like
Noctowl HGSS (draw one card)
and, unlike Ninetales
HGSS/CL (needs Fire Energy to discard), it can be fitted
into pretty much any deck. Does it do enough to justify
devoting deck or bench space to it though? I have to
say, I am doubtful on that one.
You see, Uxie LV X was
played because it had so much more going for it: the
fantastic burst draw from the Basic, the
more-than-useful attack, and the ability to recycle
itself back to the deck if required by using Psychic
Restore. Musharna has none
of those things. The most useful thing any of the
available Munna can do is
inflict Sleep, while Musharna
itself has a useless attack (two Psychic Energy for 40
damage and then
it sends itself to sleep!), and a horrible retreat
cost of three. That last fact is especially damaging to
Musharna’s chances of being
played: it’s an obvious Pokémon Catcher target for an
easy KO (100 HP on a Stage 1 won’t save it), and even
just dragging it active can buy an opponent some
valuable turns to set up while the
Musharna player tries to draw into Switch or,
even worse, waste their Energy attachments on it.
It’s a shame really, because this card comes quite close
to being the draw engine that the format needs. If only
it had a single retreat cost, a Basic that draws cards,
or an improved Ability (let’s face it, this is no
Claydol), I think it would
see play. As things stand, I don’t see the benefits
outweighing the costs of putting
Musharna in your lists.
Rating
Modified: 2.5 (good Ability, undermined by the fact that
everything else about the card is utter rubbish)
Limited: 4.5 (no Catche
|
virusyosh |
Greetings, Pojo viewers! Today we're reviewing a new
Psychic-type Pokemon that got a bit of hype when Next
Destinies was first spoiled, but hasn't really caught on
in terms of competitive play just yet (though it may in
the future). Today's Card of the Day is Musharna from
Next Destinies.
Musharna is a Stage 1 Psychic Pokemon. Mewtwo-EX is the
most common Psychic Pokemon in Modified right now, with
Mew Prime and Chandelure seeing a bit of play outside of
the genetic cat, however, Psychics are generally avoided
as a whole due to most of them having a Weakness to
Mewtwo. Musharna has a solid 100 HP, which should allow
it to take a weak hit or two (although the dragons and
most EXs still sadly OHKO). Psychic Weakness is one
again a problem against the aforementioned Mewtwo; no
Resistance is no Resistance; and a Retreat Cost of 3 is
rather unfortunate, so you'll want to use something like
Switch in order to move Musharna from the Active
Position.
Musharna has an Ability and a single attack. Forewarn
allows you to look at the top two cards of your deck,
choose one, and put it into your hand, while putting the
other back on top of your deck. Card draw in any form is
very good, and Musharna is no exception. When first
spoiled, many people thought Forewarn was a copy of Uxie
Lv. X's Trade Off, which was very good in that it cycled
through your deck as well as drawing cards.
Unfortunately, Forewarn puts the card back on top of the
deck, making the Ability somewhat less effective than it
could be. However, in decks requiring steady, Pokemon-based
draw (Trainer lock decks, perhaps?), Musharna can make a
considerable impact.
Musharna's only attack, Fluffy Dream, deals 40 damage
for two Psychic Energy with the effect of putting
Musharna to sleep. 40 for 2 is just about average, and
average doesn't cut it in today's Modified metagame.
Even worse, putting yourself to sleep is generally
counterproductive, so therefore you'll want to use
Musharna as a bench sitter for Forewarn.
Modified: 2.75/5 Musharna's Ability-based draw is
something we don't have a lot of in Modified right now,
but there are some things to consider before simply
throwing it into any deck. First, Musharna's huge
Retreat Cost and Psychic Weakness make it a huge
liability in a format dominated by Pokemon Catcher and
Mewtwo-EX, as both of these things will often lead to a
quick KO on the Drowsing Pokemon. Therefore, Musharna
fits best into a deck utilizing Vileplume UD, as Trainer
Lock conditions will guarantee that Musharna stays on
the Bench while you keep your lock going. Musharna also
gives these decks a value asset in Ability-based draw,
as well as allowing for a little bit of cycling. Another
consideration with running Musharna is deck space -
often times you may find that you don't have the space
to run Musharna over other less demanding solutions,
such as hand refreshing Supporters. Overall, Musharna
can be a decent draw engine if given the right niche,
but Claydol GE (or even Uxie Lv. X) this is not.
Limited: 5/5 Musharna is fantastic in Limited for its
Ability alone. Fluffy Dream isn't even that good by
Limited standards, but Forewarn is great in any deck, as
card draw wins games. Therefore, if you're able to get a
Munna and Musharna, they will be worth running
regardless of your deck's Energy types, simply because
Forewarn is that good in this format.
|
Otaku |
The next runner up we look at is
Musharna (BW: Next Destinies
59/99), or as I like to think of it “Not
Hypno”.
Is this something we’ll soon be
seeing at tournaments, something to
experiment with at League, or something
to quickly trade to whomever had it on
his list?
Do you dare to dream?
Stats
Musharna
is a Stage 1 Psychic-Type Pokémon.
Being a Stage 1 is not fun this
format: you have to compete against
Basic Pokémon that are often as strong
as you are, but a turn faster!
Even the strongest Stage 1
Pokémon suffer because of that speed
advantage, since it usually translates
into an extra Prize taken against the
deck that isn’t opening with such Basic
Pokémon.
If you have a strong enough
opening Pokémon (or a more important
target for your opponent), you might not
lose the
Munna you need to Evolve into
Musharna, but if it is the most
strategic target, expect to drop two
Munna while only one survives.
You’ll be able to tap a small
about of Psychic-Type support thanks to
the type, but only one piece of it –
Gardevoir (BW: Next Destinies
57/99) shows much potential.
Musharna
has 100 HP, which should be the minimum
we see on a fully Evolved Stage 1,
unless it’s blatant compensation on a
Pokémon that is known to be low on HP
and Defense or Special Defense in the
video games.
At least that’s about what I’d
require if the format lacked such a
strong, aggressive Basic Pokémon
presence (or the Trainers needed to
support such a strategy).
Most decks will be able to OHKO
Musharna, and many with their basic
attack strategy.
The card’s Psychic Weakness does
it no favors:
Mewtwo EX is already showing up
frequently, and is expected to be in
virtually all competitive decks that can
afford them.
The Weakness drops the Energy
requirement for a OHKO from X-Ball down
from five to just three between the two
Pokémon.
The lack of Resistance is unfortunate,
as it usually is, so I will move on.
The Retreat Cost of three is very
high and seems a bit much for the card,
unless the effects are anticipated to be
quite potent by the developers.
You will rarely be able or want
to pay this, as that is a huge amount to
be set-back.
Seek some form of Retreat aid or
replacement, though as the card is apt
to be OHKOed that may not be a huge
issue.
There is a silver-lining to this,
though, and that is
Musharna is a legal target to fetch
from the deck via
Heavy Ball.
Effects
Musharna
has an Ability and an attack.
The Ability is Forewarn, and it
allows you to (once per turn per copy of
Musharna) look at the top two cards
of your deck, select one and add it to
your hand, and at last return the card
you did not pick to the top of your
deck.
You get one piece of instant card
advantage (the one you add to your
hand), and some important knowledge (the
top card of your deck).
Of course, if all you’re using
Musharna for is this effect then it
actually will take just two turns to get
ahead (one extra draw each turn to
compensate for the two invested to get
Musharna out, with the actual
advantage generated being knowing the
top card of your deck, twice).
There are some combos that can
optimize this effect, and it could make
Musharna somewhat useful as a
combination set-up and distraction
Pokémon.
You see, the effect is good but
not great.
If you’ve got a
Musharna on your Bench beside (as an
example) set-mate
Gardevoir,
Gardevoir is probably the more
important target.
Musharna might help set-up a
replacement
Gardevoir, but if a replacement
doesn’t show up by the next turn, you’ve
halved the effective amount of basic
Psychic Energy in play (since it was
being doubled by the Ability of
Gardevoir, Psychic Mirage).
It is an odd niche, but a skilled
player may indeed be able to exploit it.
The attack is Fluffy Dream, which does
40 points of damage for (PP), and then
puts
Musharna
itself to Sleep.
For a Stage 1 Pokémon, especially
one that has a single attack, you’d
expect better for a single (P)
requirement: this attack is clearly
intended as something better than
nothing, but intentionally nerfed to
keep the card from being too powerful.
I think it could have been just a
bit better without endangering the “too
useful to ignore completely, not good
enough to prioritize” nature I just
outlined when describing Forewarn.
Looking at the two effects together, its
underwhelming, but the right combos
could still salvage it.
Let’s see if we can find them.
Usage
Before we address the combos, since
Musharna has to Evolve from
Munna, let use quickly evaluate our
options there, as well as see if the
other
Musharna helps, hinders, or just
doesn’t matter to use of today’s
version.
There are three versions of
Munna, all of which are Basic
Psychic-Type Pokémon with Psychic
Weakness and no Resistance.
McDonald's 2011 7/12 has
60 HP, a single Energy Retreat Cost, and
for (P) automatically inflicts Sleep on
the Defending Pokémon.
The remaining two both have 70 HP
and Retreat Costs of two.
Black & White 48/114 can
automatically inflict Sleep for (C), and
for (PP) can do 60 points of damage, but
only if the Defending Pokémon is still
Asleep.
BW: Next Destinies 58/99
can do 20 for (CC), and that’s it.
Unless your deck has good reason
to run
Skyarrow
Bridge,
the McDonald's 2011 version is
clearly inferior, with an overpriced
attack and lower HP.
Even with
Skyarrow
Bridge,
it’s probably going to take playtesting
to reveal if retreating one you got
stuck with as your opening Basic is
worth it.
The Black & White version
seems preferable to me, since it can
inflict Sleep for one of any Energy, and
that gives it overall the best odds of
survival if stuck Active.
Plus if you get quite lucky, you
can actually risk a bit of offense.
The only other
Musharna we have is Black & White
49/114.
It has the same stats as today’s
version, save 10 less HP.
For (P) it can do 20 with
automatic Sleep, and if the Defending
Pokémon is Asleep when you attack, you
can use the second attack for (PP) to do
a quick 90.
Unless you’re building a deck
built around putting the Defending
Pokémon to Sleep via a Poké-Power or
Ability, I’d steer clear of this
version.
For the record, I don’t think I’d
build such a deck outside of having some
fun at Pokémon League.
Now that we know what
Munna and
Musharna we are using, I can see
only two real uses for this card.
The first is as implied above:
bait!
Successfully using it as bait
will require capitalizing on the
Ability.
If you have an effect that
searches or discards the top card(s) of
your deck (especially if said card’s
type is important to the effect), you
have a mildly useful combo. Even by
simply knowing which is more beneficial,
using a “straight draw” card or a
“shuffle and draw” card, you can slowly
but steadily generate advantage.
Good Rod, while you don’t know
exactly which you’ll be top-decking, add
either a Pokémon or Trainer (coin flip
based; “heads” for a Pokémon, “tails”
for a Trainer) to the top of your deck,
which
Musharna could then draw.
These kinds of combos are
unlikely to be enough to make
Musharna critical to your deck, but
enough to justify its inclusion and make
your opponent struggle deciding if it
could be important enough.
Maybe, just maybe if you can find
the perfect combination to back up a
deck built around massive amounts of
Trainers,
Celebi and
Mewtwo EX you can actually improve
that deck’s performance.
This seems unlikely but there
might be that perfect ratio that doesn’t
just slow it down.
Regigigas EX might work as an
alternate build.
The second use I find questionable, but
it might simply be from a lack of
experience.
If you have a deck that protects
Musharna from being forced Active,
namely a
Gothitelle (BW: Emerging Powers
47/98) or
Vileplume (HS: Undaunted
24/90), you gain a bit of synergy. In
the case of
Gothitelle decks, you’re trading
deck and Bench space
hopefully to ultimately improve deck
reliability: you won’t fit as many
useful cards in but if you reliably set
up
Musharna, you’ll have them faster.
I’ll be honest, I am none too
confident that this is a good idea,
because space is already at a premium in
such a deck, and adding yet another
Pokémon-line is more likely to make it
harder, not easier, when setting up a
fast
Gothitelle (or whatever form of
Energy acceleration you combine with
it).
I’ve not had a chance to test out
the popular
Vileplume builds, but I get the
impression they too are crowded.
Still, since you’ll have no
working Item cards to improve draws once
Vileplume hits the field; it might
behoove you to have
Musharna streamlining the process.
Something that looks quite fun but
hardly tournament worthy would be to use
Musharna to aid in a
Kyogre & Groudon LEGEND (HS:
Undaunted 87/90 and 88/90).
Here it would be useful bait
while streamlining the attack process
for
Kyogre & Groudon LEGEND, which has
two attacks that discard cards from the
deck.
The first discards 5 cards from
the top of your opponent’s deck and can
do between zero and 150 points of damage
to all of your opponent’s Benched
Pokémon (30 points per Energy card
discarded through the card’s effect).
The second attack discards five
cards from your own deck, but does 100
points of damage per Energy card
discarded to the Defending Pokémon.
Here
Musharna can help by getting the
many desperately needed supporting cards
ready to go: I assume a deck with a lot
of Energy and
Electrode (HS: Triumphant
93/102) “Prime”.
It also lets you know your top
card: if it isn’t an Energy card, you
have a better idea of which attack to
use.
Of course, given that we are
dealing with a Pokémon
LEGEND with a double Weakness of
Grass and Lightning, plus requiring
(WWCC) for the Bench hitting attack and
(FFCC) for the attack that hits the
Defending Pokémon, like I said, a fun
Pokémon League deck.
I’ll give it one last shot with another
deck that might at least be fun for
Pokémon League; swarming today’s
Musharna with
Noctowl (HeartGold/SoulSilver
8/123) and/or
Slowking (HS: Undaunted
85/90) “Prime”.
This
Noctowl has a Poké-Power that is
simple: draw a card.
Slowking has a Poké-Power that is a
big more complex: reveal the top two
cards of your deck to your opponent;
they pick one and the other is placed on
the bottom of your deck.
The idea is pretty simple: you’re
going to load the deck with a
significantly large amount of Items that
frustrate your opponent (like
Crushing Hammer), as well as some
key Supporters to synch up your hand
size so
Noctowl can do 80 for (CCC).
Slowking can do 60 for (PCC).
If you successfully fill your
Bench with a combined total of six of
these Pokémon, you’ll always be able to
draw seven cards per turn (your normal
draw plus one for each of these
Pokémon).
If you play it smart and either
synch your hand size up with a Supporter
like
Copycat or just smart usage of their
Poké-Powers/Ability, you can also match
your hand size.
I’ll be honest though, all three
are almost certainly overkill in the
same deck.
In Unlimited, such a subtle Ability is
unlikely to be important outside of some
very specific combo decks, and I don’t
believe any contribute to a first turn
win, so I can’t see a use for it here.
In Limited, though, the card is a
must run unless you lack a
Munna.
Even as a 1-1 line, the source of
draw power (and knowing what you’re
getting for your next draw) is hugely
important.
If you can attack with it, it
becomes adequate, but its true strength
is the Ability, so don’t attack unless
it’s for game (either winning or
avoiding losing).
Ratings
Unlimited:
1.25/5
Modified:
2/5
Limited:
5/5
Summary
Yesterday’s CotD,
Kyurem EX (BW: Next Destinies
38/99, 96/99) didn’t make my list, and
neither did
Musharna, but I did include some
honorable mentions after my 10 to act as
“tie breakers” in case there were some
close calls.
After all, my list was a bit
unusual, patterned after my uncommon
method of thinking.
I am desperately struggling to
find a good use for
Musharna, but all I can find is
streamlining fun decks not meant for
serious competition, because I am not
seeing how it can provide enough
advantage to offset the space and effort
of running it, even if you do expect it
to act as bait the next turn.
It only scores as high as it does
because it does just enough that a deck
can still function while running it, and
sometimes in very specific aspects
function even better, but the overall
package is weaker than a competent build
without it.
Still, at least keep an eye on
it; I’d love to be wrong.
Please check out my eBay sales by
clicking
here.
It’s me whittling away at about
two decades worth of attempted
collecting, spanning action figures,
comic books, TCGs, and video games.
Exactly what is up is a bit
random.
Pojo.com is in no way responsible
for any transactions; Pojo is merely
doing me a favor by letting me link at
the end of my reviews.
|
conical |
2/28/12: Musharna(Next Destinies)
Musharna would have been pretty good 2 formats ago.
That's because there was already a card with this
ability in Uxie Lv. X. Although the Level X mechanic
was, in many ways, essentially a different means of
evolving, I think many people would have liked to have
Uxie X's Power on something that didn't need to be
active first. However, as usual, context is everything,
and something that might have lasted on the bench for a
while* now must fear the threat of Pokemon Catcher. And
given that Musharna has 3 retreat and a mostly unusable
attack, it fears Catcher a lot.
*Unless you were playing against a Luxray deck. Which
you probably were.
I like the card, and I think that there might be a deck
that could really use this. For example, perhaps you
could try running this as a draw engine for some sort of
Metagross UL deck, where the retreat will be less of an
issue. If nothing else, run it in Limited, because draw
power is draw power is draw power. But the threat of
Catcher probably means this won't see much play.
Modified: 3.25/5
Limited: 4.5/5
Combos With: Metagross UL |
Mad Mattezhion
Professor Bathurst League Australia |
Musharna (Next Destinies)
Here is a card that did make my personal list, mostly
because it is such a drastic improvement over its
predecessor. Introducing Musharna!
This squishy purple-and-pink puffball is a non-evolving
Stage 1 member of the Psychic type (which is pretty much
manadatory, with the only other typing alowable for
purple Poke'mon being Poison). This is currently a
double edged sword, as Psychcis have some great support
and truly evil attackers to serve as frontmen, but at
the nasty cost of having so many Psychic-on-Psychic
beatdowns that I can't tell if the purple is the natural
colour or the bruises (damn the mirror match nightmare
that is Psychic Weakness!).
To round out the stats we have a retreat cost of 3 (a
significant handicap but at least Heavy Ball becomes
feasible) and a HP score of 100 (which is healthy enough
to avoid most snipers) as well as an Ability and an
attack. For a Bench siiter, Musharna is perfect but you
had best play either Gothitelle EP or Vileplume UD if
you want to keep it alive because that retreat cost is a
killer when the Poke'mon Catcher comes calling.
Forewarn is the Ability and the reason I put Musharna on
my list. Once during your turn, you can look at the top
2 cards of your deck and then put one into your hand
while putting the other back on top of your deck. Rinse
and repeat for each Musharna you have in play to get an
extra card you may need and know what card you are going
to draw at the start of your turn.
This Ability is rather like the popular Trade Off
Poke-power possessed by Uxie Lv X, letting you cherry
pick the better card from the top of your deck but
trading thinning power for foreknowledge of what your
next move should be. Unfortunately, there isn't a Munna
card that is even close to approaching the level of
awesomeness that Uxie LA had, but you can't have
everything.
The attack, Fluffy Dream, reminds of quite a different
Poke'mon. For the cost of [p][p], Musharna deal 40
damage and puts itself to sleep, which is quite simply a
terrible attack meant to balavne the strategic benefit
of the Ability. Much the same treatment was give to
Claydol GE, which was universally loved for the draw
power it provided depsite the terrible stats it possesed.
But is Musharna in the same league of demanding deck
space and resources that Uxie and Claydol were 2 seasons
ago? Despite my liking for the card, I'm not entirely
sure.
You see, Musharna is weaker than both of the legendary
draw techs I just mentioned, and despite having some
statistical advantages it has a lot more competition
than Uxie or Claydol ever faced. Professor Juniper and
Sage's Training are both much more likely to net you the
cards you need and aren't going to be blocked or KOed by
your opponent, while Magnezone Prime remains an
attacking force in its own right as well as a draw
engine.
A niche does exist in the new Psychic archetype arising
from the symbiosis between Mewtwo EX and Gardevoir ND.
Since that build is also likely to run Gothitelle EP,
having Musharna on the bench wouldn't be as danagerous
with your opponent unable to use Poke'mon Catcher or
Pluspower and a source of repeatble draw would be great
to keep the energy flowing. Juniper and Sage are stil
strongl competitors since the ability to discard energy
for draw power and then replay it quickly with a mixture
of Jirachi UL and either Mismagius UL or Shaymin UL is
great for Gothitelle and Mewtwo alike, but I can see
Musharna at least getting a trial.
A more likely place to use Musharna would be in any deck
relying on Vileplume, since they are usually hurting for
a little draw power because the regular methods work
best when you can play out your hand (which is very
difficult if you aren't able to play any Items). I don't
know if they can spare the deck space, but players using
The Truth style decks (I don't actually know what they
are except that they contain Vileplume and Reuinclus BW)
should try a 2-2 line of Musharna.
I loved Musharna during the prerelease, but I don't feel
it has a solid home yet in Modified. All of the Item
denial decks are tight lists where Bench space is
precious, so Musharna will be more of a powerful luxury
than a staple in lock decks. Maybe there will come a
future time when Musharna moves into the light, so keep
a copy or two in the binder. You never know when it will
prove to be an in-demand trade or the missing piece of
your rogue build!
Modified: 3.75 (I want to give a higher score, but with
so much competition I expect Musharna will be mostly
overlooked)
Limited: 5 (it's repeatable card draw that doesn't cost
you an attack or anything else, so the only problem
worth noting is the small deck size leading you to run
out of cards)
Combos with: any build where the usual Professor
Juniper/Sage's Training/Bianca engine for large draws
isn't viable.
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