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					Pojo's Pokémon Card of the Day 
					
					
                        
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							Jumpluff #3 
							 Dragons Exalted 
							
							Date Reviewed: 
							Sept. 17, 2012 
                            
							
							Ratings
                            & Reviews Summary 
							 
							Modified: 1.50 
							Limited: 2.75  
							
							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 | 
              
						
										
										
										
										
										Jumpluff 
										(Dragons Exalted) 
										
										 
										 
										
										
										Hello and welcome to another week of 
										Dragon’s Exalted reviews here on
										Pojo’s
										CotD. We 
										seem to have covered most of the ‘big’ 
										cards by now, but let’s see if we can 
										unearth some hidden gems. 
										
										 
										 
										
										
										We kick off the week with
										Jumpluff, a 
										Pokémon that will always have a special 
										place in my heart because I won my 
										Nationals with it back in 2010. I will 
										do my best to love this version, but it 
										doesn’t make things easy for me . . . 
										the free Retreat is nice, the Fire 
										Weakness irrelevant, and the Water 
										Resistance an ok bonus, I suppose . .
										.but that 90 
										HP on a Stage 2 . . . that’s terrifying 
										in the current format where hitting that 
										kind of output is a matter of routine 
										for virtually any competitive deck. 
										
										 
										 
										
										
										
										Jumpluff 
										does have a 
										interesting Ability though – Leave It to 
										the Wind. This states that once per turn 
										you can return 
										Jumpluff and all cards attached 
										to it to your hand. So . . . why would 
										you want to do this? To save
										Jumpluff 
										from a KO is one 
										reason, another might be because 
										you wish to promote another attacker. A 
										third reason is to re-use any resources 
										attached to 
										Jumpluff (such as Energy or a 
										Tool card). All 
										useful in theory, no doubt, but just how 
										practical? As mentioned before,
										Jumpluff is 
										easy OHKO material, so saving a damaged 
										one isn’t very likely. As for promoting 
										another attacker, well, the card has 
										free Retreat anyway. Moving resources?
										Jumpluff’s 
										attack only needs a single Energy, so 
										you won’t be conserving much. 
										
										 
										 
										
										
										Speaking of 
										Jumpluff’s attack, Acrobatics is 
										pretty poor stuff. Yes it’s cheap, but 
										it’s also flippy 
										and the damage output is a long way from 
										being great, especially considering it’s 
										a Stage 2. For a single Grass Energy, it 
										will do 20 damage 
										and then you get to flip two coins and 
										get an extra 30 for each heads. Even 
										with maximum luck (and/or Victory Star
										Victini) 
										this will still only do 80: good value, 
										yes, but not much of a threat to a big 
										EX or a even 
										a 140 HP Stage 2. 
										
										 
										 
										
										
										Leave It to the Wind is a fantastically 
										named Ability that screams ‘combo me!!!’. 
										The trouble is that I really can’t think 
										of any combo that would be effective. 
										With the BLW-on Rare Candy errata and 
										the lack of Broken Time-Space in the 
										format, it’s not even as if you could 
										instantly replace the ‘Pluff 
										anyway: you are going to have at least a 
										turn with a 30 HP 
										Hoppip on the Bench just asking 
										for Darkrai 
										to Night Spear it straight into the 
										Discard pile. Maybe if ‘Pluff 
										was a better attacker, he could do a job 
										and then get the heck out of there while 
										you promote another Pokémon to tank for 
										a bit while you got your next one ready 
										to roll. But no . . . Acrobatics is a 
										low damage attack and you would be 
										relying on double heads even to KO one 
										of the few playable Pokémon that have 
										Grass Weakness (Terrakion 
										NVI). Sorry 
										Jumpluff, I do still love you, 
										but you just aren’t doing it for me 
										anymore. 
										
										 
										 
										
										
										Rating 
										
										 
										 
										
										
										Modified: 1.5 (exploitable Ability that 
										cannot be exploited) 
										
										
										Limited: 2 (low damage isn’t such a 
										problem, but the effort required to get 
										a Stage 2 into play will not be repaid) 
						 
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              | 
          virusyosh | 
              
						 Welcome back, Pojo readers! We're continuing our 
						Dragons Exalted reviews, and this week we're looking at 
						some of the Grass-types the set has to offer. We'll kick 
						things off by reviewing Jumpluff.  
						Jumpluff is a Stage 2 Grass Pokemon. Grass Pokemon 
						are virtually non-existent in the Modified metagame; you 
						may occasionally see a Virizion NVI, but aside from 
						that, they type is among the rarest in the format. 90 HP 
						on a Stage 2 is absolutely awful, and Jumpluff had 
						better have an amazing attack or Ability, if not both, 
						in order to justify seeing play. Fire Weakness is a 
						mixed bag right now, as Ho-Oh-EX is becoming much more 
						popular, but aside from Ho-Oh, Fire is also a very rare 
						type. Water Resistance is nice to have but largely 
						irrelevant right now (but may be more important in the 
						future). Finally, free Retreat is the best you can have, 
						and is easily one of the stronger points of the card.
						 
						Jumpluff has an Ability and a single attack. Leave It 
						to the Wind allows you to bounce Jumpluff and all cards 
						attached to it to your hand once during your turn before 
						you attack. This Ability will occasionally see some use 
						in Limited, as you can bounce a heavily damaged Jumpluff 
						to avoid getting Knocked Out, but the Ability will 
						rarely come into play in Modified due to the 
						hard-hitting nature of the format (mostly due to the 
						fact that most common decks should be able to easily 
						OHKO a 90 HP Stage 2).  
						Jumpluff's offensive maneuver is Acrobatics, starting 
						off at 20 damage for a single Grass Energy, as well as 
						flipping two coins, dealing 30 more damage for each 
						heads. A maximum of 80 damage for a single Energy is 
						good in any format, but the flippy nature of the attack, 
						combined with bad typing and low HP, will keep Jumpluff 
						relegated to Limited.  
						Modified: 1.5/5 Jumpluff has a cool Ability and free 
						Retreat, but terrible HP, lackluster typing, and low 
						damage output means you should probably steer clear.  
						Limited: 3.5/5 Leave It to the Wind is pretty cool 
						here, as are free Retreat and a cheap attack. 90 HP is 
						still really low for a Stage 2, though, so be sure to 
						keep Jumpluff away from any of your opponent's major 
						threats. 
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              | 
          Jebulous | 
              
						 Jumpluff 
						  
						Jumpluff is a Stage 2 Grass Pokemon with 90 HP.  It 
						has a weakness to Fire, resistance to Water, and a free 
						retreat cost.  It is searchable by Level Ball. 
						  
						'Leave it to the Wind' is an ability that lets you 
						return this Pokemon and all cards attached to it back to 
						your hand.  Yeah... So it's like a Super Scoop Up 
						with no flip and only for this Pokemon.  In most 
						cases you would do this to either get rid a "lot" of 
						damage or get it out of the active spot if you've used 
						your retreat already. 
						  
						'Acrobatics' costs 1 Grass energy and does 20 damage.  
						Flip 2 coins and it adds 30 more for each heads.  
						Maximum of 80, minimum of 20, and average of 50.  
						Not spectacular in the least. 
						  
						So usually Pokemon with abilities are looked for first 
						in order to see if that ability is good enough to help 
						with whatever strategy you are going for.  Energy 
						acceleration and drawing abilities help lots of decks 
						out, so those see more use.  This ability though... 
						it doesn't seem great to me, let alone good.  
						Jumpluff is a Stage 2, so when you use the ability, you 
						have to rebuild it up again.  In the current 
						metagame, this thing will most likely be OHKOed, so the 
						ability will not be used too often (maybe if someone 
						spreads some small damage to it...). 
						  
						If it is active and is asleep or paralyzed, you could 
						use the ability. 
						 That would help against decks with status lock.  
						But there is no way I'm going to run a Stage 2 line to 
						counter a status lock deck that is not being widely 
						played.  I'll take my chances with drawing my 
						Switches. 
						  
						Now if it was a Basic with this ability and some more 
						HP, it'd be a better card.  That way it could tank 
						(with Eviolite), use the ability, and then be played 
						down again.  "If 'ifs' and 'buts' were candy and 
						nuts", right? 
						  
						Modified: 1/5 
						Limited:2/5 
						Combo's With:  ... 
						  
						Questions, comments, concerns:
						
						jebulousthemighty@yahoo.com 
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