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Pojo's Pokémon Card of the Day
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Top 10 Cards Lost To Rotation
#5 - Keldeo EX
- Boundaries Crossed
Date Reviewed:
August 3, 2015
Ratings
& Reviews Summary
Standard: 4.30
Expanded: 3.90
Limited: 5.00
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
Ahhhh yes, Keldeo-EX. You're
arguably one of the best EX out there. Not just for your
Hydro Pump-esque attack that emulated a classic move but
also for your Ability to simply Rush In and take the
competition by surprise. Truly you were a force to be
reckoned with in your heyday.
Keldeo-EX was actually a great
partner of Float Stone's; with his Ability Rush-In and
the overwhelming popularity of HTLBank, Keldeo-EX needed
a means of getting out himself while saving your Active
slot from getting Poisoned to KO. And in combination
with that, he was able to make sure your Pokemon didn't
faint from your opponent's attacks so easily! Course,
Float Stone isn't Keldeo-EX's only partner.
If you do more than tech Keldeo-EX,
you can bring out his true potential by partnering him
up with Blastoise. Blastoise's Deluge Ability -
reminiscent of Base Set Blastoise's Rain Dance Ability -
allows the player to play as many Water Energy as they'd
like during their turn onto any of their Pokemon. And
with Keldeo-EX's Secret Sword tacking on an extra 20
damage for each Water Energy attached, it became a
pretty big deck for a while.
There is a major flaw with this
strategy though: Mewtwo-EX exists. As does Yveltal-EX,
both of which get stronger based on the number of Energy
attached to both Active Pokemon. Now both have around
170 HP, so in order to successfully OHKO them with JUST
Sacred Sword, you'd need at least 6 WATER Energy
attached to Keldeo-EX - meaning they in turn can deal
120 and 140 damage respectively (thanks to Yveltal-EX's
additional damage rather than multiplicative). That's a
fair chunk of Keldeo-EX's own HP - coupled with HTLBank
and Muscle Band, this would KO any Keldeo-EX for sure.
In theory there are workarounds -
adding a Muscle Band to alleviate some damage, as well
as your own combination of HTLBank, which could have
Keldeo-EX get away with only 4 Energy. Of course, this
doesn't account for the powerhouses that are Megas,
which means Keldeo-EX needs to work that much harder to
KO those behemoths. In any case, Keldeo-EX is nothing if
not a solid support card with a potential to be an
attacker, and his versatility makes him a prime
candidate for our #5 spot.
Rating
Standard: 4/5 (he's gotten less
powerful as time's gone by, what with the popularity of
VirGen decks and the rise of Megas pushing down on him)
Expanded: 4/5 (still, he's a solid
choice for support, and with Float Stone he can
effectively nullify Statuses on your Pokemon - which in
turn can support your own Megas!)
Limited: 5/5 (he's just too good in
his own set, whether or not you have Blastoise on your
Bench)
Arora Notealus: You know, it's
funny how the presence of Megas has balanced out the
game. When Pokemon-EX first came out, they were
ridiculous - Basic Pokemon getting all the Basic Pokemon
support and having cheap yet powerful attacks for
smaller investments? It's crazy! But now with Megas, we
have a balancing act - sure, you get more powerful
attacks usually, but unless you've got the Spirit Link
card, your turn ends the moment you play one down.
Scary...and yet a clever way to address the power creep
slowly taking over the game.
Next Time: Another great partner
for Float Stone!
|
Otaku |
Welcome to the
top half of our Top 10 Cards Lost To Rotation list. If
you’re joining us in progress, a brief (well, by my
standards) explanation is in order: Pokémon uses set
rotation to help keep the game fresh and better balanced
(and of course, to provide more incentive to purchase
new product). Rotation, where the oldest sets leave the
Standard Format, happens once per year and it happens
September 1st. We had a lull before the next set so the
review crew decided to take a look at the best of what
we are losing; our individual lists were submitted and
averaged out to get our list to review. Check out last
week’s reviews for the 10th through 6th place finishers.
Keldeo-EX (BW: Boundaries Crossed 49/149,
142/149; BW: Black Star Promos BW61; BW:
Legendary Treasures 45/113) secures fifth place on
this countdown. Why? Well for starters you can see
what we thought of it the previous times it was
reviewed: it was also our
fifth
place choice for the Top 10 of BW: Boundaries
Crossed, our
10th
place place pick for the Top 10 of 2012 and back to
being the
fifth place finisher for our Top 5
Cards Reprinted in BW: Legendary Treasures. That
makes this card somewhat oddly consistent since again,
those lists were averages of the entire (and changing)
CotD reviewers. Those reviews are of course about three
and a half or two and a half years old (the first two
were really close together), so there will be a lot left
for us to cover today.
No surprise:
I’ll start by just running through the card itself. It
is a Basic and the last few formats have clearly favored
that Stage. It is a Water-Type which is solid (it did
release alongside the formidable-but-Water-Weak
Landorus-EX, among other things). Being a
Pokémon-EX is fine: though you’ll give up an extra
Prize when KOed, be vulnerable to specific
anti-Pokémon-EX cards and there are a few cards that
just won’t work for Pokémon-EX Keldeo-EX follows
through on the potential benefits granted to Pokémon-EX
as its HP is both more than its non-Pokémon-EX
counterparts (nearly double the amount of the smallest
Keldeo), it has an Ability that has proven great
and also a very, very good attack. The 170 HP was
originally enough to make it hard to OHKO and now makes
it likely to survive a hit, though Grass Weakness
changes that substantially: good thing that most
Grass-Type attackers that have proven themselves were
already likely to score a OHKO or 2HKO before
Weakness was applied.
There was no
Resistance and there is a Retreat Cost of [CC];
functionally average though a lower or higher score
would have been disproportionately better or worse due
to the Ability, “Rush In”. Rush In is the main reason
this card is played today and allows you to promote
Keldeo-EX to the Active spot (benching the former
Active), once per turn (though other cards with Rush In
may also use it in the same turn). The attack
originally another major selling point, but isn’t as
great now and is not as general use: “Secret Sword” does
50+ for [CCC] where the “+” is 20 per [W] Energy
attached to itself. Backed by set-mate Blastoise
(BW: Boundaries Crossed 31/149; BW: Plasma
Storm 137/135; BW: Plasma Blast 16/101) it
could quickly power up to 2HKO or even OHKO potential,
though in a format where so many cards do more damage
based on the amount of Energy attached to the opponent’s
Active and the risk of OHKOs in general, loading up
Keldeo-EX is itself risky. Thanks to the various
Special Energy cards that can provide [W] and the
technically Colorless Energy requirement, Secret Sword
can be a threat for Type matching in other decks as
well; even without anything providing [W], when you’re
exploiting Weakness it can hit for 100 (and such decks
are usually making use of Rush In).
Rush In
originally paired up with Darkrai-EX, with a
basic Darkness Energy or a Special Energy that
provided [D] enabling Keldeo-EX to Rush In and
then manually retreat back out of the Active spot. This
could be used in lieu of a card like Switch or
paying the Retreat Cost of the former Active, plus gave
you the capacity to bring the old Active back into
position case you just needed to shake an attack effect
or Special Condition. Later Float Stone made the
combo far more efficient and easier to implement. Those
decks that had another reason to include the older
combos still could so it was a good situation all
around. Rush In with Float Stone provides such a
solid benefit that there are only two reasons it isn’t
more widespread: space concerns and counters, with the
two often pairing up. Reliably accessing (and
maintaining access) to the combo requires at least two
Keldeo-EX and two to three Float Stone,
though if it isn’t vital you can get by with just one of
each. Keldeo-EX on its own isn’t as useful, but
Float Stone can grant anything with an open Tool
slot a free Retreat Cost. You have to contend with
cards like Seismitoad-EX blocking Float Stone
from hitting the field (via its “Quaking Punch” attack),
Startling Megaphone that can discard all your
Pokémon Tools in play as well as effects that shut off
Abilities: Garbodor (BW: Dragons Exalted
54/124; BW: Plasma Freeze 119/116; BW:
Legendary Treasures 68/113), Silent Lab and
Wobbuffet (XY: Phantom Forces 36/119).
So with two
methods of sabotaging the pseudo-Switch-per-turn
the combo grants, plus some decks lacking space for the
combo (either in deck or on the Bench), it isn’t
something you’ll see in every deck, but it was in eight
of the 24 decks I looked at from Nationals, though only
two of those decks ran it as more than a single. That
seems to be the formula for both Standard and Expanded
play. It will continue to function as it already has
been in Expanded, potentially comboing with future
releases. In Limited Play, it is a solid choice to
attempt a +39 deck, though not without risk. 170 HP may
be just enough to survive long enough to take the four
Prizes needed to win in most forms of Limited play; it
will take three turns before you can attack but that
first attack will hit for 110 points of damage, the next
you can attach again and make it 130, etc. If you are
going to build just a regular Limited deck, then
Keldeo-EX will work in anything else: it can use any
Energy (just stronger if it has a source of [W] Energy)
and can always be used to get something out of the
Active spot (though you’ll need a lucky Trainer like
Switch or the Energy to spare on a manual retreat if
you do not wish to leave Keldeo-EX Active).
Ratings
Standard: 3.8/5
Expanded: 3.8/5
Limited: 5/5
Summary: Keldeo-EX is a great thing to
have in your deck, but not a staple. Still it mostly
misses out on being part of a staple combo due to Item
lock, Ability negation and simply the space needed for
the combo. It is useful in nearly any deck when you do
have the room for it, and an important part of certain,
specific decks, resulting in the above composite
scores. A little bit of behind the scenes trivia; I had
this card as my sixth place pick and I wasn’t alone. It
didn’t jump up a spot because someone rated it higher,
but because it was similarly rated across the board
where as some of what was rated above it on one list was
ranked lower on another.
|
Emma Starr |
Ah, Keldeo EX, AKA the Water deck staple (along
with Blastoise (BC 31) from
the same set), has not only been able to find
itself as a great attacker, but having it’s access to
its Rush In ability, Keldeo EX can even become
splashable, to a certain extent.
With 170 HP, a Retreat Cost of two, and a
Weakness to Grass (problematic if you run into a VirGen
deck still, obviously), things initially look pretty
normal so far for Keldeo EX. However, his Rush In
ability proves to be what sets him above many other EXs,
as it lets you switch Keldeo in to replace your active
at any point before you attack, as long as Keldeo EX is
on your bench. So, if your active is close to being KOed,
and you don’t have any Switches, Float Stones, or even
Escape Ropes on hand, just call on Keldeo EX, and he’ll
fill the active slot with the usual amount of high
EX-level HP to either buy you time, or start wrecking
stuff up. Speaking of that attack…
Secret Sword CAN do 50 for three Colorless, but
if you pay that energy cost with only Water Energy,
it’ll be boosted to 110 damage! Additionally, if you
keep attaching Water Energies, you’ll keep powering it
up, since you can do 20 more damage for each Water
Energy attached to it, making him into a beast similar
to Mewtwo EX or Yveltal EX (XY 79). However, if you felt
the need to, you could also run him in a partial, or
even non-Water deck. Sure, in a deck with no Water
Energy, you’ll only be dealing 50 damage maximum, but
for the emergency switching, Keldeo EX can come in handy
in many different kind of decks that you normally
wouldn’t expect. Even if it’s just to buy you time until
you can find a way to switch Keldeo EX out manually for
someone else (or you could always pay the Retreat Cost
of two, which is okay-ish, considering its ability), or
just stalling until you can power up someone else,
Keldeo EX can actually be a very versatile card, even in
decks that wouldn’t normally run Water types (kind of
like Seismitoad EX (FuF 20) when you think about it).
Modified: 4.5/5 (Splashable to an extent, but the
attack power is amazing as well, providing that you have
access to enough Water Energies.)
Limited: 5/5 (If you pull this, it should be
enough to convince you to run Water, especially if you
manage to pull Blastoise, and some Squirtles and
Wartortles as well. Then laugh as you decimate
everything.)
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