  
			aroramage | 
              
						 I dunno if Gen IV was the most "original" in terms of 
						Pokemon, but they did give us some interesting ones to 
						say the least. For instance, who would've thought that a 
						Bug/Poison type would suddenly evolve into a Poison/Dark 
						type? Sure messed with me battling Aaron of the Elite 
						Four! Welcome back to today's card of the day, Drapion! 
						  
						Drapion is a Stage 1 Dark-type, with two attacks on very 
						different ends of the spectrum. First, we've got the 
						1-for-20 Venoshock, which deals 60 on a Poisoned 
						Pokemon. Could make for an easy combo with Hypnotoxic 
						Laser, and that's probably the best partner for it. 
						Sure, you've got stuff like Victreebel from last week, 
						but let's be honest, you'd rather just run Hypnotoxic 
						Laser for this attack. Not that 60's a whole lot, but 
						combine that with Muscle Band and Virbank Gym, and 
						you've got around 110 damage prior to any weakness. Not 
						too shabby! 
						  
						But then you hit his second attack Venomous Fang, which 
						costs 4 Energy for 80 (really?) and...Poisons the Active 
						Pokemon. Wait, was I supposed to combo this with 
						Venoshock? So over the course of 2 turns I can deal 160 
						damage prior to Muscle Band? Sounds a bit backwards to 
						charge 4 Energy for an attack that sets up your cheaper 
						one, doesn't it? And that's why Drapion here just 
						doesn't cut it. 
						  
						If he were better, maybe his Venoshock would cost a 
						little more (2-3), do more damage (60), and THEN plus 
						out of Poison (+40) while Venomous Fang would be MUCH 
						cheaper (1-2), do MUCH less damage (20-40), but still 
						Poison. As he is, though, Drapion just feels mixed-up; 
						why should I attach 4 Energies to a Pokemon that could 
						just as easily benefit from having a Muscle Band and an 
						Item that Poisons for 1? Sure, the damage output is 
						appropriate, but when Pokemon-EX can deal upwards of 
						120-200 damage for 4 Energy, it feels a bit cheap that 
						Stage 1s and Stage 2s continue to get cheated out like 
						this. Yeah yeah, they're not supposed to be as powerful 
						as EX, but it's hard to justify playing them to begin 
						with when this sort of thing comes up. 
						  
						Drapion is a cool Pokemon with cool Typing, but his 
						attacks work against each other rather than compliment 
						each other because the more expensive attack leads up to 
						the cheaper attack rather than it being the other way 
						around. Because of this, even with all the benefits he 
						could gain, he's just not good. 
						  
						Rating 
						  
						Standard: 1.5/5 (sorry, there's just no good reason to 
						run him) 
						  
						Expanded: 1.5/5 (no amount of Dark support can justify a 
						bad card) 
						  
						Limited: 2/5 (as much as I'd imagine the Poison aspect 
						to be useful, I still can't say that he's better here 
						because again, his 4-Energy attack sets up his 1-Energy 
						attack, and that's no good here) 
						  
						Arora Notealus: The "ogre scorpion" Pokemon is really 
						brutal according to the data entry. Even when he can 
						tear opponents apart, he chooses to use his poison 
						instead. It'd be so noble if it wasn't a choice between 
						"death" and "dying". Also, where's my Drapion-EX? Come 
						on, you know you wanna see this guy as an EX! Not with 
						these attacks, of course... 
						  
						Next Time: Now where did I put the key to that safe... 
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			Otaku | 
              
						 
						Drapion (XY: Furious Fists 65/111) is a Darkness-Type; from the 
						release of BW: Dark Explorers May 9th, 2012 until 
						the rotation September 3rd of this year, the 
						Darkness-Type was one of if not the best supported 
						Pokémon-Type.  With the rotation to BCR-On and XY: 
						Furious Fists becoming legal Darkness-Types took a 
						huge hit as as they lost Dark Patch (plus a few 
						other things) while Fighting-Types gained a lot of 
						direct and indirect Type support; coupled with 
						Fire-Types already having been bolstered by XY: 
						Flashfire, I would now put it as about the third 
						best Type in terms of support and that is primarily 
						based on the indirect support from having some amazing 
						Darkness-Type [D] Energy using attackers and/or 
						triggered Abilities.  The actual, direct support left in 
						Standard appears to be just Zoroark (BW: Dark 
						Explorers 71/108; BW: Legendary Treasures 
						90/113) - because it does damage based on the amount of 
						Darkness-Type Pokémon in play - and that is it.  Even 
						Shadow Circle is “indirect” support as it works with 
						any Pokémon with a source of [D] Energy attached.  
						
						In terms of hitting Weakness Darkness-Types aren’t actually that 
						good; just some Psychic-Types that correspond to the 
						Ghost-Type in the video games, even though both Ghost- 
						and Psychic-Type Pokémon take double damage from 
						Dark-Type attacks.  In the TCG, currently only few such 
						Pokémon see serious, competitive play; mainly just 
						Dusknoir (BW: Boundaries Crossed 63/149; 
						BW: Plasma Blast 104/101.  Darkness Resistance is 
						common to all the new Fairy-Type Pokémon barring an 
						error on my part, though thankfully only Xerneas 
						(XY: 96/146) and Xerneas-EX currently see 
						substantial play.  There are actually four counter-cards 
						for this Type: Cobalion (BW Promos BW72),
						Terrakion (BW Promo BW71), and Virizion 
						(BW Promo BW70).  I don’t mean that these cards 
						are useful against Darkness-Types for the usual reasons 
						(like exploiting Weakness), but all have the Ability 
						“Justified” which adds 50 points to the damage their 
						attacks do to Darkness-Types… but their attacks are all 
						pretty bad.  Factoring all of this together, it means 
						that overall being a Darkness-Type is still good but not 
						great; there are more important Weaknesses to hit and/or 
						better supported Types out there, but what you do get is 
						solid.  
						
						Drapion is a Stage 1 Pokémon, which means it is a turn slower and takes 
						one more card than the Basic Pokémon and takes one less 
						card (and barring Evolution acceleration) is a turn 
						faster than Stage 2 Pokémon… but instead of ultimately 
						being equals that function differently or the happy 
						medium between the best and the worst, Basic Pokémon are 
						still the dominant force of the format, and by a 
						significant margin.  At least at this point, running an 
						Evolution isn’t hopelessly crippling and if Pyroar 
						(XY: Flashfire 20/106) and its Intimidating Mane 
						Ability can make having at least one non-Basic attacker 
						useful, though Pyroar usage itself is not stable.  
						
						110 HP is can sometimes take a hit; usually this means one with the 
						damage not being boosted, more likely early/late game 
						when resources are scarce or when an opponent is 
						struggling than against most competitive decks with a 
						solid set-up.  Despite the pace and draw power of the 
						game (or perhaps even because of them) there are enough 
						exceptions to keep this from being especially bad, 
						though it isn’t really good either.  Weakness, Strong 
						Energy and Muscle Band make it almost certain 
						that Fighting-Types will score a OHKO as most that are 
						used for attacking can hit for at least 20 damage before 
						those buffs thus 120 after them as they apply before 
						Weakness.  The card’s Psychic Resistance is a welcome 
						sight and somewhat useful as Mewtwo-EX is one 
						against a major player in the format; with five whole 
						Energy between an attacking Mewtwo-EX and a 
						Defending Drapion, Mewtwo-EX still 
						requires another damage counter for the OHKO so if 
						Drapion can hit effectively for a single Energy, 
						this could provide an effective niche use.  Its hefty 
						three Energy Retreat Cost could be problematic as that 
						is too much to easily afford, but Darkrai-EX and 
						its Dark Cloak should handle that (one of the indirect 
						pieces of Darkness-Type support) and in Expanded the 
						Retreat Cost is a small bonus as it makes the card a 
						legal Heavy Ball target.  
						
						Drapion has two attacks.  For [D] Venoshock does 20 points of damage, plus 
						another 40 if the Defending Pokémon is poisoned.  Thanks 
						to Hypnotoxic Laser this should be an easy 
						60-for-1, though remember that conditional is 
						conditional and a combo is a combo; even an easily 
						triggered one is going to fail some of the time.  You’ll 
						need to add to that combo to make this attack anything 
						more than a set-up for something else.  The second 
						attack is Venomous Fang, which requires a massive [DDCC] 
						investment to deliver 80 points of damage and Poison. 
						 Even with automatic Poison in a format that begs you to 
						use Virbank City Gym, you’re 30 to 40 points 
						below where you might dare to use this as a glass canon;
						Yveltal (XY 78/146; XY Promo XY06) 
						can help build it on the Bench while the two [C] 
						requirements make the car friendly to many forms of 
						general Energy acceleration, most notably Double 
						Colorless Energy, but the return means it just isn’t 
						worth it (for the price you need to be hitting for an 
						effective 120 before things like Poison damage) and that 
						hurts Venoshock, which could have used an inexpensive 
						attack or Ability that Poisons for a better built-in 
						combo… or at least a better finishing attack (Hypnotoxic 
						Laser really is an easy combo for the Poison).  
						
						It is of course possible that its Basic form, Skorupi, could 
						help.  Skorupi (XY: Furious Fists 38/111) 
						is a 70 HP Basic Psychic-Type with 70 HP, Psychic 
						Weakness, no Resistance, a Retreat Cost of two and two 
						attacks.  Yes, its Type changes as it Evolves; in the 
						video games it goes from being a Bug/Poison hybrid to a 
						Poison/Dark hybrid.  This is worth noting as the 
						Poison-Type is currently lumped in with the Psychic-Type 
						(it was originally part of the Grass-Type), so 
						Drapion could also have been a Psychic-Type which - 
						at least for now - might have been an improvement 
						(hitting Psychic Weakness is handy), especially if the 
						“dual-Type is Type 1 but has Energy costs, Weakness and 
						Resistance associated with Type 2”.  I mention this here 
						because it is just a “What if?” and on extremely rare 
						occasions, you may be glad that Skorupi can hit 
						Psychic Weakness… not that the attacks lend to that 
						tactic very well.  For (C) the Poison Sting attack 
						allows a coin flip to Poison; useful for leading into 
						Venoshock except for being unreliable (coin flip) and 
						overpriced.  C’mon designers, even a slightly better 
						attack could have made for a combo that was - well - 
						still a bit desperate as Skorupi would be hard 
						pressed to survive to Evolve, but functional while a 
						solid Ability or really good attack could have made this 
						into a combo that took Advantage of being a Stage 1 (Skorupi 
						acting like spare Hypnotoxic Laser instead of 
						just a stepping stone).  I am talking even with 
						Drapion still stuck with Venomous Fang.  Oh, and for 
						[PCC] it can hit for 30.  Pity as even 20 for [CC] would 
						have been preferable due to ease of use and the 
						occasional solid hit against Weakness.  
						
						Enough criticism-via-Create-A-Card: are there any reasons to use 
						this card, and what can be done to make it perform to 
						the best of its Ability?  It is the Stage 1 
						Darkness-Type Pokémon with the highest printed HP in 
						Standard; in Expanded it ties with Honchkrow (BW: 
						Dragons Exalted 37/124) and if we factor in 
						Abilities, Umbreon (BW: Plasma Freeze 
						64/116) boosts its printed HP of 100 to 120 (in addition 
						to raising the HP of all Team Plasma Pokémon by 20, 
						including other copies of itself).  Venoshock is 
						fortunate that using Hypnotoxic Laser is quite 
						common; with a Virbank City Gym you can hit an 
						effective 90 points of damage for [D], which as long as 
						the deck can afford the trade, is glass cannon status. 
						 If facing something on the small to low-average side or 
						something big is already damage, Muscle Band or
						Silver Bangle can allow it to provide an 
						inexpensive finishing blow as now the combo clocks in at 
						110 or 120 effective points of damage.  I don’t really 
						think it is worth it, but if you really want a Stage 1 
						Darkness-Type attacker and Zoroark isn’t an 
						option, this at least is mostly functional. 
						 Interestingly enough, I don’t think I can say the same 
						for Limited; not only is this set stocked with 
						Fighting-Type Pokémon and their support, but it is 
						unlikely you’ll have a good means of inflicting Poison 
						outside of the attacks of Skorupi or Drapion, 
						and even here they are still fairly bad.  Skip it.  
						
						Ratings  
						
						Standard: 1.75/5 - Close to 
						having a semi-legitimate niche use, at least if you 
						ignore design disappointments that are problematically 
						probable.  
						
						Expanded: 1.75/5 - Gains 
						additional support but also additional competition, both 
						in general and for Stage 1 Darkness-Type Pokémon.  Net 
						result is it scores the same as in Standard.  
						
						Limited: 1/5 - I really don’t like Fighting Weakness this set, so while I 
						would normally say “just work with what you’ve got”... 
						not this time.  
						
						Summary: It is almost like Drapion, or at least Venoshock, was 
						expected to be too good because so much of this card 
						screams intentional nerfing.  It was released in a set 
						that boosted its own Weakness, the second attack is 
						horribly overpriced instead of giving us two nice low 
						Energy attacks (or complimentary Ability and attack, or 
						complimentary Basic for the attack, etc.). 
						  
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