Welcome to a new week of Card of the Days, dear readers.
We begin with
Audino (BW:
Boundaries Crossed 126/149).
You know, the only Black & White-era set
lacking a version is BW: Dark Explorers… well,
and now BW: Plasma Storm but it isn’t street
legal yet.
Soon, though.
Stats
Type:
Audino is a
Colorless-Type Pokémon.
Nothing legal is Weak or Resistant and there is
support available in the form if
Aspertia City Gym;
+20 HP isn’t huge but the difference it makes in some
decks is!
All in all, a solid Type to be right now.
Stage:
Being a Basic is the best right now, and if you’re
actually playing the game you already knew that.
The format is too fast for most Evolutions to
stand a chance, so even a weak Basic is better off than
all but the strongest Evolutions.
Basic Pokémon even have support just for them.
Hit Points:
80 HP is within OHKO range of most attacks, but as a
Basic Pokémon that (peaking ahead) isn’t something we
actually want in play, 80 isn’t horrible; at least if
you are stuck opening with
Audino it
shouldn’t be taken down in one hit first turn without at
least a minor combo boosting the aforementioned
attacker.
Weakness:
Again, Weakness isn’t as important because this isn’t a
Pokémon we actually want to put into play even when we
run it.
That being said, Fighting is a dangerous Weakness to
have right now and in particular
Landorus EX (BW:
Boundaries Crossed 89/149, 144/149) has a chance of
a OHKO because of it (though a
PlusPower is
also required).
Most other Fighting-Types would score a OHKO even
before Weakness with their usual attacks.
Resistance:
No Resistance is the worst Resistance, but it is both
understandable:
Audino is a Normal-Type in the video games, and as I
have come to grudgingly accept the only appropriate
Resistance (Ghost) includes two other Types right now
(Psychic and Poison) in the form of the TCG
Psychic-Type.
So few Pokémon are Resistant that it is at worst
a missed opportunity, and yet again this card shouldn’t
actually hit the field much even if it sees play.
Retreat:
A Retreat of two is roughly average, in that it is still
low enough you’ll often both be capable of meeting it
and without crippling your field.
Skyarrow
Bridge can reduce this to a single Energy as well,
which is much better.
You may want an alternative like
Switch as
well, for effects that block manually retreating, and
not for the last time… even if you run this card, you
don’t want it in play so most of the time the Retreat
doesn’t matter.
Effects
Ability:
At last, we come to Busybody, the Ability on
Audino.
Its effect allows you to reveal an
Audino in
your hand, then heal 10 points of damage and remove a
Special Condition from your Active Pokémon.
My main gripe is that it is only 10 points of
damage and a single Special Condition on the Active; all
Special Conditions and allowing you to use it just for
healing damage on the Bench would obviously have been
better, and the limitation does hurt this card.
Attack:
For the last time, if you do for some reason have to put
Audino into
play, the attack isn’t great, but it isn’t without
merit, either: for (CC) you hit for 30 and if your
opponent can’t shake the effect, the Defending Pokémon
has to pass a coin flip check in order for its attack to
actually do anything.
Since you would probably be desperate attacking
with Audino,
it is a fitting attack.
Usage
Card Family:
Audino may be
a Basic Pokémon that doesn’t Evolve (or have a “Baby”
form), but so far we’ve seen six releases of it:
Black & White 87/114, McDonald’s 2011 12/12,
BW: Emerging Powers 83/98, BW: Noble Victories
85/101, BW: Dragons Exalted 108/124 and today’s
version.
Black & White 87/114 and McDonald’s 2011
12/12 are just different releases of the same card, so
there are only four distinct versions apart from today’s
review. All
are Basic, Colorless Pokémon with Fighting Weakness, no
Resistance, and the same Retreat of two.
None but today’s have an Ability.
Black & White
87/114 and McDonald’s 2011 12/12 has 80 HP and
for (CC) allows you to flip two coins, doing 30 points
of damage per “heads”.
Slight “donk” potential, but other versions have
it beat.
The other three versions also enjoy having 90 HP.
For (C) the BW: Emerging Powers 83/98 version
allows you to flip one coin per Energy attached, scoring
40 points of damage per “heads”.
For (CCC) it allows you to heal 50 points of
damage from one of your Pokémon; no I don’t know what
the designers were thinking – even if every other
worthwhile attack didn’t exist, this
Audino would
make do too much damage to make such healing worthwhile.
BW: Noble Victories
85/101 sports a version of “Do The Wave”; (CC) to use
and it does 10 points of damager for each of your
Benched Pokémon.
BW: Dragons Exalted 108/124 can hit for 40
while Removing all Special Conditions from the Defending
Pokémon (yes, the Defending Pokémon) for the same price,
and for (CCC) it hits for 60 while healing 30.
A reliable, self-contained 40 again provides donk
potential.
After all that, I’ve got to say none really compliment
today’s version, and you aren’t really out anything by
choosing to run today’s
Audino; you
had little to no reason to run these other versions.
Modified:
So should you run today’s
Audino and if
so, why?
Currently, I would say you should skip it; but I would
keep it in mind.
It can be easy to forget given recent cards, but
Items are typically harder to search and recycle than
Basic Pokémon.
Instead of burning a
Skyla or
Computer Search,
Audino allows
you to drop a
Level Ball or
Ultra Ball and search it out.
BW: Plasma Storm
officially brings
Hypnotoxic Laser to the world outside of Japan, and
it is expected to see a lot of play.
A lot of decks will be able to deal with its
effects (guaranteed Poison and a flip to inflict Sleep)
via Switch,
Escape Rope
(also in BW: Plasma Storm), or the popular
combination of “Rush In” via
Keldeo EX (BW:
Boundaries Crossed 49/149, 142/149) and Dark Cloak
via Darkrai EX
(BW: Dark Explorers 63/108, 107/108; BW Promo
BW46).
For those decks that either can’t or don’t want to use
the above options,
Audino works.
If a deck already uses
Level Ball, a
single copy (or even two) is an easy fit.
The main drawback is off course the potential for
Audino
starts. It
might be a small niche, but it is there.
If avoiding actually changing out your Active
becomes a bigger deal, then
Audino would
become more useful as well.
Just remember that
Audino only
treats one Special Condition.
Unlimited:
Shaking Special Conditions is not really an issue for
decks in Unlimited.
Obviously decks that win first turn aren’t going
to need to worry about it at all (or the deck losing to
them), and if you encounter a deck trying a more
traditional approach to winning, free Retreat scores are
common.
Still, some might prefer this to the other options that
would get by Trainer-blocking effects (Heal
Energy and
Warp Energy).
Limited:
Audino is a
top pick here; 80 HP is good, attacking for any Energy
Type is good, and even defensive effects that are coin
flip based are good.
The Ability also improves, because any healing is
unexpected and Special Conditions are more formidable
here (and thus more likely to see play).
Unless you are doing the 39 Energy plus big Basic
Pokémon trick, this is a must run.
Ratings
Unlimited:
2/5
Modified:
2/5
Limited:
5/5
Summary
Audino
is only a must-run card in Limited, but doesn’t quite do
enough to justify use in constructed.
As soon as
Hypnotoxic Laser is street legal, this card should
get at least a small bump in usefulness.
I wouldn’t go out of your way to secure a play
set, but you probably won’t have to so still get a few.
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