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Pojo's Pokémon Card of the Day
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Pinsir #1
Next Destinies
Date Reviewed:
March 12, 2012
Ratings
& Reviews Summary
Modified: 2.15
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
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Combos With:
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Baby Mario
2010 UK
National
Seniors
Champion |
Pinsir
Hello and welcome to a new week of
reviews on Pojo’s
CotD. We’ve
done the Top 10 from Next Destinies, and
we’ve done the near-misses, but that
still leaves us with a lot of card of
varying quality, including today’s
offering.
We kick off the week with
Pinsir, a
Pokémon who looks very intimidating,
thanks to the great card art. Will your
opponent be intimated when you flip this
card over at the start of a game though?
Ummm . . .
no, they won’t.
Pinsir is an
unevolving Basic with a low 80
HP. Its Fire Weakness is all but
irrelevant seeing as most attackers can
do 80 damage
very swiftly these days (notably
Tornadus and
Thundurus).
The Retreat cost of two isn’t helping
Pinsir’s
case much either.
The first attack, Power Pinch, can be
powered up by a Double Colourless
Energy. It does no damage whatsoever,
but does give you two coin flips and for
each heads you can discard
an Energy
from the Defending Pokémon. Although
Energy removal can be a nice tactic to
buy some turns (Durant uses it very
effectively with Crushing Hammer and
Lost Remover), here it’s just a
worthless gimmick on a weak Pokémon:
flippy
(which means unreliable), and of no use
at all against the very popular decks
that recycle discarded Energy using
Typhlosion
Prime or Eelektrik NV. Yes, you could
supplement it with Crushing Hammer
and/or Lost Remover, but if you are
using them, why would you even need
Pinsir? Why
not use something that actually does
some damage?
Of course, with its second attack, Grip
and Squeeze(!)
Pinsir
can do damage . . . but it’s not
very good at it. The fairly steep cost
of [G][G][C]
gets you just 70 damage and prevents the
Defending Pokémon from Retreating. The
Retreat Lock can be disruptive, but
putting three Energy on a frail Basic
Pokémon in order to use it is not a
viable strategy. Meanwhile the damage
output is below par . . . especially if
you consider that, apart from
Terrakion
NV, there aren’t really any playable
Pokémon that will be hit for Weakness.
The best thing you can say about
Pinsir is
that Power Pinch is at least a bit more
interesting than the weak generic
attacks we usually get on filler Basics
like this. Other than that, this card
doesn’t have anything to recommend it.
Rating
Modified: 1.5 (It’s not frightening
anyone)
Limited: 2.25 (the Energy removal could
set an opponent back a couple of turns I
guess and at least
the attack cost is Colourless)
|
Mad Mattezhion
Professor Bathurst League Australia |
Pinsir (Next Destinies)
Hello folks, we're beginning a new week here on Pojo
with a largely overlooked Bug Poke'mon. I'm talking
about Pinsir!
Now this mean looking critter is yet another prehistoric
throwback that would make me scream like a little girl
if I ever got jumped by one in the garden, but it seems
that in the world of Poke'mon noone suffers from a fear
of creepy-crawlies and the reaction is to try stuffing
it into a Poke'ball. Which is quite different from what
I would do after I finished screaming (my response would
involve heavy ordnance and lots of fire!).
This version of the facehugger is a Rare card, which
usually for a Grass type non-evolving Basic means that
it is a terrible card. Fortunately, there are redeeming
examples like Shaymin UL, Illumise TM and Virizion NV so
Pinsir may be in with a chance.
To round out the stats, Pinsir has 80 HP, Fire Weakness,
a retreat cost of 2 and two attacks. While the Weakness
is music to the ears of any Reshiram user, it can be
removed by Metapod HGSS or Leavanny NV. The relatively
low HP cannot be fixed however, so Pinsir won't get more
than a single turn in battle if your opponent has an
attacker ready to roll.
A short life expectancy is rather common amoung Poke'mon
today, so Pinisr could still make the grade if it has
something to offer that is worth the loss of a Prize.
Being a Basic helps a great deal with all of the fun
cards like Revive and Prism Energy helping to tip the
scales. But what saves Pinsir from obscurity is its
first attack.
Power Pinch costs [c][c] and makes you flip two coins.
For each Heads, dsicard an Energy attached to the
Defending Poke'mon.
Since the attack cost is Colourless you can happily run
Pinsir in an off-type deck and we have Fliptini to
improve the odds of discarding many of those Special
Energy that our opponents depend on. Since Vileplume/Vanilluxe
decks already use both cards, Pinsir makes a natural fit
here to add to the destructive disruption. If you can't
keep the enemy paralysed, destroy all of their energy
instead!
Grip and Squeeze is the second attack, which has an
unforgiving cost of [g][g][c] and deals 70 damage while
leaving the Defending Poke'mon unable to retreat. This
is great for hitting an energy-deprived Poke'mon while
your opponent's are having their Items locked in their
hands by Vileplume, but it does lack oomph as a main
attack if your opponent has manged to get ahead of you.
Also, risking 2 Prism energy on the same Poke'mon is
dangerous so you'll have to tech in some [g] energy to
get consistent use out of it. That isn't actually a bad
idea though, as it gives you an excuse to run Virizion
NV as your opener and Virizion DOES have ommph!
Pinsir is a niche card that will probably be ignored by
most players, but if you happent to be building a
Vanilluxe/Vilplume/Victoni deck (3 V's, oh my!), you
would do well to add a copy or 2 of Pinsir as a backup
plan.
Modified: 3.25 (Pinsir looks like a junk rare at first,
but due to a fortuitous mixture of other cards in the
format it will have an impact in any decks that both run
DCE and Victini, expecially if they also run Vileplume
to stop an opponent dropping Switch to escape)
Limited: 4 (80 HP Basic Poke'mon are always a strong
choice here, and removing that all-important energy from
play will cripple an attacker. If you haven't got much
[g] energy though, you won't be able to counterattack
with Pinsir itself so you should be mindful that in most
cases you will end up sacrificing Pinsir after removing
the energy from that big Poke'mon EX monster and using
another Poke'mon to actually finish the job)
Combos with: Double Colourless Energy, Fliptini,
Vileplume UD, Vanilluxe ND
|
Otaku |
We begin the week by taking a look at
Pinsir,
the Stag Beetle Pokémon that TPC seems
to have forgotten. I began my Pokémon
video game journey with Pokémon Blue,
which had
Pinsir and not perennial
fan-favorite Scyther. As such I
have long noticed that while Scyther
regularly got great cards before
Scizor came out, and still got some
good cards afterwards,
Pinsir
is always getting short-changed,
especially after we got Heracross
and Pinsir
got even less attention.
Stats
Pinsir
is a Basic Pokémon, but quite frankly it
should be a Stage 1. No, not because it
is so powerful, but because it is a
Basic that didn't
Evolve back in Gen 1 and still
doesn't Evolve now! It even looks like
its halfway from an attempt at making a
"cute" insect and halfway to the
fierce/formidable looking "cool" Stage 2
form at least I would desire.
Still, as a Basic Pokémon it does enjoy
the fundamental advantages they have
always enjoyed: minimal deck space and
ease of entering play. This format also
allows it to tap significant sources of
Basic only support: Dual Ball,
Eviolite, Pokémon Collector,
Prism Energy, and
Skyarrow
Bridge.
Of course, not all of those are going to
be especially helpful or see optimal use
with Pinsir.
Being a Grass-Type is both a blessing
and a curse. The bad news is that most
Grass-Type Pokémon struggle to see play,
in part because no currently legal
Grass-Type Pokémon has proven worthy of
seeing major play, except those
that either don't lend themselves to a
Grass-Type deck, or at least have shown
they are more effective off-type. Plus
the two Types most likely to be Weak to
Grass-Type Pokémon (Fighting and Water)
have similarly been struggling (Water
for the whole format). The good news is
this does indeed create a void to be
filled; hitting
Terrakion for double damage is at
least moderately useful.
80 HP would have been great on so many
past Pinsir,
but is a minor handicap in the current
format: few decks will fail to do that
in a turn, though part of this is due to
the overpowered nature of the famous
Zekrom, who can open for 120 in its
own decks and Reshiram, who can
easily keep a steady 120 barrage turn
after turn where it is most often used.
Even disregarding that, just to keep up
with power creep,
Pinsir
deserved 90 to 100 HP. TCG HP is a
combination of factors (since there is
no direct equivalent to the Defense and
Special Defense stats of the video
games). At least at 90, an Eviolite
would require most decks resort to a
Pokémon EX or one of the Dragons.
Fire Weakness is to be expected and only
hurts when a Fire-Type is able to OHKO
Pinsir
with a less resource intensive attack,
such as Reshiram having two
Fire Energy cards attached from the
discard by Typhlosion Prime's
Afterburner, then scoring
a OHKO with
just Outrage, instead of having to
discard for Blue Flare. The lack of
Resistance is disappointing: given how
historically weak and underplayed
Pinsir
is, it really couldn't have hurt to give
it at least a token Resistance to
something.
The Retreat Cost is bitter; CC is a bit
big for a Basic Pokémon but manageable
since a Double Colorless Energy
can pay for it as a single Energy
attachment. Normally you wouldn't want
to use a Double Colorless Energy
just for this, so running Switch
would be a good idea. What
makes this
Retreat Cost worse than it looks are
missed combo opportunities. You can
still use
Skyarrow
Bridge
to knock it down to an easy to manage
single Energy Retreat Cost, but if
Pinsir
had cost one less to Retreat like all
but the 90 HP version of
Pinsir,
then it could have had a versatile free
Retreat Cost. If you include
Giovanni’s
Pinsir, yes technically two
versions have a two Energy Retreat Cost…
but still even the other 80 HP
Pinsir just needs a single Energy
Retreat to retreat.
Effects
Pinsir
has two attacks. The first, Power Pinch,
requires (CC), so with a Double
Colorless Energy it could be used
first turn. You get to flip two coins
and discard an Energy card attached to
the Defending Pokémon for each result of
"heads". I believe this is overpriced;
you do no damage with the attack,
so you have to attach two Energy and
probably give up a Prize for the
results.
Power Pinch needs pumping up.
Not to turn this into a
“Create-a-Card” session, but for what
you’re giving up, you need reliable
Energy discards, more Energy discards,
some damage, and probably some
combination of all three.
This is also a format with a lot
of Energy acceleration, where the
discards will just be an annoyance; not
only can many decks replace the lost
Energy, but some even recycle it from
the discard pile!
Even if you hit Special Energy, you have
to ask why you didn't just use a better
attacker and run Lost Remover or
Crushing Hammer alongside said
attacker.
Rushing Power Pinch is
counterproductive unless your opponent
had a fantastic opening turn; there will
be no Energy to discard if you go first!
While Item blocking effects would
stop it, I’d rather take my chances with
Items supplementing a useful attack.
Grip and Squeeze unfortunately can't
make good use of Double Colorless
Energy, clashing with Power Pinch.
Still (GGC) is reasonable to meet for a
"big attack" on a Basic Pokémon, even
one that doesn’t
Evolve. You pay for 40 points of
damage and get 70 points (30 points
extra) and a potentially useful effect:
the Defending Pokémon you hit with this
attack can't Retreat during the next
turn. On its own Grip and Squeeze is a
somewhat good attack.
Together the two attacks would have some
synergy: strip something of Energy, and
then trap it up front while it is
helpless. Unfortunately the Energy
involved and likelihood it will be KOed
in a single shot mean that the attacks
leave much to be desired.
Had one of the (G) Energy
requirements on the second attack been
Colorless, it would have greatly
improved the synergy, but still probably
wouldn’t be enough to make it worth
playing.
Usage
If you absolutely just want to run a
Pinsir,
there is another version (HS:
Undaunted 32/90) to consider for
Modified. It has 10 less HP but a single
Energy Retreat Cost and better "small"
attack; for (G) it does 10, plus another
20 if you get "heads" on a mandatory
coin toss. Given the format the 80 HP of
today's version isn't going to last any
longer than the 70 of the slightly older
version.
If you can come up with some sort of
Special Condition combo to work with it,
maybe Grip and Squeeze could actually
justify including
Pinsir.
There are numerous cards that can
inflict Special Conditions from the
Bench, so if you really wanted to,
packing
Pinsir up with them and
Vileplume (HS: Undaunted
24/90) to block Trainers. It'd be an
inferior version of a more serious
strategy, but it could at least be a
"fun Pinsir
deck".
Power Pinch might be more useful
if the Item blocking is preventing a
full deck set-up for your opponent,
slowing down his/her Energy
acceleration.
Unlimited is even less kind to
Pinsir: decks that win first turn
make removing Energy from an attack even
less useful than you'd expect in a
format with cards like Energy Removal
and Super Energy Removal, and you
can get a lot more damage on a lot
better stats than
Pinsir
delivers.
In Limited you can at last enjoy
Pinsir.
You can use it in any deck to strip away
an opponent's Energy, turn after turn,
you can power up your "real" attacker.
In a Grass Energy using deck,
that would be
Pinsir itself! If your
opponent is careless or you're lucky,
you may be able to discard enough Energy
they won't be able to attack with
anything worthwhile.
Ratings
Unlimited:
1/5
Modified:
1.6/5
Limited:
3.5/5
Summary
Pinsir
is a Pokémon that seems to be a good
idea with poor execution and even worse
timing. Too small
and too low of damage to hang with the
current Big Basic Pokémon, and removing
Energy isn't worth a Prize (as it won't
protect from being OHKOed in this
format).
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.
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