Today we are looking at
										
										Magmortar (BW: Dragons Exalted 
										21/124); you got good summary of what it 
										was like in my review of its Basic 
										counterpart yesterday,
										
										Magmar (BW: Dragons Exalted 
										20/124), but I’ll lay it out again with 
										a touch more detail.
										
										 
										
										
										
										At least I remembered an intro this 
										time, instead of just having the place 
										holder “Intro” text from my template.
										I am just so professional, aren’t 
										I? 
										
										 
										
										
										
										
										
										Stats
										
										
										
										Magmortar 
										is a Fire-Type Pokémon.
										This isn’t very useful right now; 
										they’ve got no real Type support, only 
										some Energy Support that doesn’t see 
										much play or works best in decks that 
										can’t fit a Stage 1 Pokémon.
										The good news is you can hit most 
										Grass-Type and all Fire-Type Pokémon I 
										am aware of for double damage… the bad 
										news is that those are two of the least 
										played Types right now, pretty much 
										beaten only by Fire-Types; in a word, 
										“ouch”.
										
										 
										
										
										
										Being a Stage 1 Pokémon is just a little 
										easier than being a Stage 2; generally 
										speaking the speed is the same (most 
										Stage 2 decks will liberally use
										
										Rare Candy) but they always need one 
										more card; said
										
										Rare Candy and sometimes the 
										relevant Stage 1 form.
										Unfortunately in a format where 
										the best attackers are almost all Basic 
										Pokémon, that still makes it a tad slow.
										
										 
										
										
										
										120 HP is 10 less than a Stage 1 really 
										needs right now; cards like
										
										Zekrom (Black & White 47/114 
										and multiple other printings) may not be 
										the premier attackers of BW-On, but the 
										120 damage in a single shot they 
										delivered is still approximately the 
										threshold for survivability; if a 
										Pokémon can take a Bolt Strike and hang 
										on, even if only just, it’s in good 
										shape.
										If not, most decks will have to 
										work to hit for 120 in one shot, but 
										they have the capacity, and they 
										certainly can strike that hard over the 
										course of two shots.
										Still, I do have to acknowledge 
										that
										
										Magmortar isn’t known for its HP, 
										Defense, or Special Defense in the video 
										games, and so 120 HP isn’t bad from that 
										perspective.
										
										 
										
										
										
										Water Weakness matters more on
										
										Magmortar than it did on
										
										Magmar because the Water-Type 
										Pokémon that see play will actually want 
										and need that double damage.
										
										
										Empoleon (BW: Dark Explorers 
										29/108) normally needs both players to 
										fill their respective Benches in order 
										for Attack Command to score 120, but now 
										the
										
										Empoleon player does not even have 
										to completely fill his or her own for 
										the OHKO.
										
										
										Kyurem (BW: Noble Victories 
										34/101) just needs to have 40 points of 
										damage on it for Outrage to score the KO 
										in one hit, and Glaciate can always 
										score a 2HKO; it isn’t good when 
										Weakness allows a spread attack to hit 
										your Active hard.
										Despite these concerns, this is 
										the logical Weakness for it and the 
										other reasonable choices (based on 
										Typing) would have been worse.
										
										 
										
										
										
										No Resistance is still the worst 
										Resistance, but is also the most common 
										to have so it isn’t so much hurting
										
										Magmortar as a missed opportunity: 
										based on the video game Resistances 
										available, Fire, Grass, and Metal might 
										not have been overly useful right now, 
										but would have been interesting.
										Moving onto the next and final 
										Stage is a Retreat Cost of three; far 
										too high to pay manually unless 
										desperate, and even then you might not 
										be able to afford it.
										Slight benefit in that it makes
										
										Magmortar a legal target for
										
										Heavy Ball, but especially with
										
										Magmar not also being a legal 
										target, that doesn’t help nearly enough.
										Make sure you’ve got something to 
										aid with or bypass manually Retreating.
										
										 
										
										
										
										
										
										Effects
										
										
										
										Magmortar 
										has two attacks, and the Energy “spread” 
										for them looks good.
										What I mean is the first attack, 
										Flame Screen, only requires (R) to use 
										while the second attack, Flamethrower, 
										just needs (RCC); the first attack can 
										be handled easily without any Energy 
										acceleration, while almost every 
										currently legal form of Energy 
										acceleration is compatible with the 
										second, even something as simple as 
										dropping a
										
										Double Colorless Energy.
										
										 
										
										
										
										What do the attacks actually do, though?
										Flame Screen delivers a 
										reasonable 40 points of damage while 
										reducing the damage
										
										Magmortar takes by 20 (after 
										Weakness, of course) during the next 
										turn.
										The good news is that is just 
										enough (when not being hit for Weakness) 
										to keep a fully healthy
										
										Magmortar from being KOed except by 
										the biggest attacks, those hitting for 
										140 or more damage.
										The bad news is those attacks are 
										very uncommon but not truly rare in this 
										format, and most decks will have ways of 
										wiping the effect from play (like
										
										Pokémon Catcher).
										
										 
										
										
										
										Flamethrower is so close to being a 
										solid attack.
										The good news is that two shots 
										will take out anything unprotected based 
										on “natural” HP scores, except the now 
										infamous
										
										Wailord (BW: Dragons Exalted 
										26/124); 90 points of damage is an 
										important number to hit.
										You will need to discard an 
										Energy from
										
										Magmortar with each use, and that is 
										where you can see the real cost; if you 
										find a way to make
										
										Magmortar last, you basically will 
										need four total Energy (at least one 
										providing (R)) to get off those two 
										attacks.
										
										 
										
										
										
										The first attack doesn’t hit quite hard 
										enough to set-up for an almost 
										guaranteed KO from the second attack; 
										the larger Evolutions, Pokémon-EX, and 
										even the biggest Basic Pokémon that 
										aren’t Pokémon EX can survive, though 
										the last two will be relying on
										
										Eviolite or (much less likely)
										
										Giant Cape.
										In a format of mostly OHKOs for 
										anything that doesn’t exceed 120 HP
										
										before “help”, that becomes an 
										issue.
										
										 
										
										
										
										Looking purely at Energy-to-damage, both 
										attacks are good, close but not quite 
										“great” levels.
										Looking at the investment as a 
										whole, and the fact that a Stage 1 
										Pokémon
										
										will require effort and isn’t a good 
										candidate for splashing into another 
										deck, and we see that
										
										Magmortar probably needed something 
										even less expensive (and thus faster) 
										for its “big” attack, or something a 
										little pricier but bringing the big 
										damage.
										
										 
										
										
										
										
										
										Usage
										
										
										The good news is that if you love
										
										Magmortar, you should be able to 
										create a functional deck with this card.
										“Functional” in this case means 
										if your opponent doesn’t have a great 
										open (or is running Water), you should 
										be able to put up a fight, with the deck 
										actually setting itself up even if it 
										doesn’t win.
										The big problems are the usual; 
										many decks can use
										
										Max Potion quite effectively, so the 
										2HKO strategy isn’t reliable enough, 
										plus as already stated once the opposing 
										deck gets going,
										
										Magmortar is doing good to remain a 
										2HKO itself.
										
										 
										
										
										
										Most (if not all) of what you can 
										effectively back
										
										Magmortar with are better used with 
										other cards.
										Sticking to the most generic will 
										give you a shot at winning, but the odds 
										will be against the deck, barring some 
										very key match-ups (which may favor
										
										Magmortar, or give it little chance 
										of winning).
										When I look at how close
										
										Magmortar comes, I really have to 
										focus on…
										
										Magmar.
										
										 
										
										
										
										If you didn’t read the CotD for
										
										Magmar (BW: Dragons Exalted 
										20/124), I’ll explain what I just wrote:
										
										Magmar contributes nothing to
										
										Magmortar save having the slightly 
										above average “once Evolving Basic 
										Pokémon” HP score of 80.
										It has the same Type, Weakness, 
										and lack of Resistance, but its 
										technically better Retreat of two is 
										disappointing as it means
										
										Magmar can’t be searched out via
										
										Heavy Ball but still isn’t easy to 
										Retreat.
										Worst of all, not only does
										
										Magmar have vanilla attacks that are 
										boring and a little overpriced, since 
										they are vanilla they do
										
										nothing to truly help
										
										Magmortar.
										
										 
										
										
										
										This is a huge area where card design 
										seems to be failing, and why it is so 
										hard for the designers to balance the 
										various Stages of Evolution; Evolving is 
										purely a penalty, which goes against the 
										“flavor” of Pokémon while also wasting a 
										potential balancing factor.
										“Evolving” Pokémon need to 
										protect themselves, accelerate set-up, 
										or disrupt the opponent; doing more than 
										one of those things is fine.
										
										 
										
										
										
										So while it isn’t a total waste, I can’t 
										recommend
										
										Magmortar for Modified.
										If Unlimited were a tad slower, 
										it might have some potential there, but 
										because of
										
										Magmar (Fossil 39/62) and its 
										Smokescreen attack, with
										
										both
										
										Magmar and
										
										Magmortar being backed by Trainer 
										denial and hopefully with an equipped
										
										Focus Band.
										It would still just be 
										“functional”, but that beats being 
										worthless… unfortunately that was if 
										Unlimited didn’t have decks that 
										reliably won so long as they went first, 
										or effectively won by initiating some 
										kind of “lock”.
										
										 
										
										
										
										So Modified is the place where
										
										Magmortar can burn brightly.
										
										
										Magmortar is nearly a must run; if 
										you only pulled one
										
										Magmortar and one
										
										Magmar, as long as you had room for 
										three to five
										
										Fire Energy in your deck, I still 
										say
										
										run it!
										As usual, HP scores and average 
										damage output are lower with so many 
										Evolutions being pulled without adequate 
										support.
										For
										
										Magmortar, this means Flame screen 
										can protect it almost completely from 
										lesser attacks, 2HKOing most of what you 
										face, while Flamethrower scores OHKOs.
										Plus the Energy requirements are 
										very friendly to splashing into other 
										decks;
										
										Magmar may not be that great, but
										
										Magmortar needs just one
										
										Fire Energy to start doing its 
										thing!
										
										 
										
										
										
										
										
										Ratings
										
										 
										
										
										
										
										Unlimited: 
										1.5/5
										
										 
										
										
										
										
										Modified: 
										1.75/5
										
										 
										
										
										
										
										Limited: 
										4.25/5
										
										 
										
										
										 
										
										
										
										
										
										Summary
										
										
										
										Magmortar 
										is a near miss, which is always bitter 
										sweet.
										Most of what it does, other cards 
										can do better with the kind of support 
										it demands, and the Basic it Evolves 
										from is almost pure filler, though at it 
										isn’t intentionally horrible like some 
										Pokémon lines receive.
										I would actually keep an eye on 
										this card; it could be some simple combo 
										away from being a decent card, despite 
										the low score I am giving it now.
										
										 
										
										
										
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										random.
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