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Pojo's Pokémon Card of the Day
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Slurpuff
- Phantom Forces
Date Reviewed:
Jan. 26, 2015
Ratings
& Reviews Summary
Standard: 2.83
Expanded: 3.00
Limited: 4.13
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
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Baby Mario
2010 UK
National
Seniors
Champion |
Slurpuff
(Phantom Forces)
Since we lost
Claydol GE and
Uxie LA
(many years ago now), the card
designers’ effort to give us
Pokémon-based draw have been somewhat
half-hearted and not exactly widely
played (I’m thinking of things like
Musharna NXD
and Electrode PLF here). At first, it
seemed as though this
Slurpuff
would fall into exactly the same
category, but as things turned out, he
seems to have found himself a home in a
new and reasonably successful variant of
an existing deck.
That would be almost entirely down to
Slurpuff’s
Tasting Ability. Every turn, it allows
you to draw a card if
Slurpuff is
on the Bench,
or two if he is active. In most decks,
this is insufficient reward for
committing Bench and deck space to a
weak Stage 1 with a fairly mediocre and
expensive, if sometimes
situationally
useful, attack. However, it so
happens that
Seismitoad
EX has proven to be exactly the right
partner to make
Slurpuff shine.
This is because
Seismitoad EX does so much by
himself: he dishes out damage, inflicts
Trainer Lock, and provides a substantial
180 HP wall. As a result, there is room
for Slurpuff
to come into a
Seismitoad deck and seriously
improve consistency. This, in turn means
that Seismitoad
decks can make very efficient use of VS
Seeker, together with a range of one-off
tech Supporters like Cassius, Xerosic,
Team Flare Grunt, and Pokémon Centre
Lady to take control of games and give
themselves a real edge over decks that
do not have a ready answer to the
annoying Toad.
Of course, Slurpuff
does little or nothing to help
Seismitoad
decks deal with their existing
unfavourable match ups. They are still
in a very bad place against
Virizion/Genesect,
for example. However, when it comes to
mirror matches, or games against things
like Donphan
or Yveltal,
the extra consistency that
Slurpuff
brings can tilt a fairly even contest in
your favour. Somehow I suspect that
Toad/Slurpuff
decks will be only briefly fashionable,
but for the moment, they are certainly
something to look out for. Just don’t
expect Slurpuff
to start showing up in too many other
places.
Rating
Modified: 3 (Tasting is historically
sub-par, but at least something can make
it work)
Expanded: 3 (possible use in
Accelgor
decks)
Limited: 4 (any kind of draw is
worthwhile)
|
aroramage |
I'll still never know what they thought of with Slurpuff.
Then again, we've got Vanilluxe who's basically ice
cream, and let's not even start with Aromatisse being
the embodiment of perfume. Welcome back to another week
as we take a look at Slurpuff!
Slurpuff is an interesting Pokemon to say the least,
both in his attack and his Ability. His attack, Light
Pulse, is a hefty 3-for-60 attack that prevents all
effects of an attack from happening to Slurpuff...except
for damage. The only card I can think of that prevents
damage and would make Slurpuff incredibly hard to beat
is Silver Mirror, except that only works on Team Plasma
Pokemon. So you've got a counter to half of a VirGen
deck...and that's it. So Slurpuff shouldn't really be in
the Active slot.
Except oddly enough, it could be argued that you want Slurpuff
in the Active slot for Tasting, his Ability. Once a
turn, you can draw a card with Slurpuff OR draw 2 cards
if he's Active. This is some decent draw support outside
of Supporter City, and it could give Fairy decks an
extra rush with Xerneas spilling Energy from the deck
and Slurpuff drawing through it. Now if only they had a
Fairy attacker that could compete against the Lucario-EX
and Seismitoad-EX of the world...*winkwinknudgenudge*
Now I'd keep Slurpuff drawing on the Bench for as long
as I can if I ran Slurpuff in a Fairy deck, using his
"draw 2" only if I had to put him Active or else had a
means to switch him out right away like with, say,
Switch! Drawing cards is always beneficial, and in a
world where once per turn you can get the ability to
draw 7 cards, it's nice to know you can get ahead of
that and go for 8 or 9.
Rating
Standard: 2.5/5 (good draw support for a deck that can
always use more support)
Expanded: 3/5 (I add an extra half-point for the extra
Items that can get Slurpuff and Swirlix out faster)
Limited: 3.5/5 (DRAW IS INVALUABLE HERE)
Arora Notealus: Seriously, a meringue-based dog. Who
would have thought of such a thing? Although now I want
more Pokemon to evolve with the "Whipped Dream" Item.
You know, like what they used to do with Metal Coat way
back when?
Next Time: THE MOST BUFF OF ALL MONS ARISES
|
Otaku |
We begin the week with a card I alluded to in an earlier
CotD: Slurpuff (XY: Phantom Forces
69/119). When I first saw it, I didn’t think much of
it: being a Stage 1 isn’t the kiss of death that being a
Stage 2 is at the moment, but its still twice as many
cards for half as many actual Pokémon. The Fairy-Type
enjoys direct and indirect support but its mostly the
latter that ends up being influential in the format. It
enjoys hitting the XY-era Dragons for double Weakness
and so far nothing is Fairy-Resistant… but that isn’t
really important for this card. 90 HP occasionally
survives a hit but usually doesn’t; in Expanded it would
allow you to make use of Level Ball, though.
With an HP score this low the Metal Weakness will only
matter when dealing with attacks that hit for between 10
and 40 damage: it is the difference between a Muscle
Band sporting Cobalion-EX scoring a OHKO with
Righteous Edge versus a 2HKO. The Resistance can come
in handy but an effective 110 HP is still something a
(for example) Yveltal-EX can still do it with Y
Cyclone if it has a Muscle Band handy. The
single Energy Retreat Cost is good and if it was free,
we’ll see how in this case that might make it too good.
Slurpuff
has an Ability and an attack. The attack is something
you’re very rarely (if ever) going to use but let us get
it out of the way: [YCC] allows for Light Pulse, which
hits for 60 points of damage and will protect
Slurpuff from all effects of your opponent’s attacks
during said opponent’s next turn excluding actual
damage. Given your HP score, damage is all it should
take to score a KO and 60 is a good 10 to 30 points too
low to be worthwhile. The Ability on the other hand is
quite generic; you get to draw an extra card once per
turn before you attack with Tasting and if Slurpuff
is Active when you do so, you get to make it two cards
instead of one. Multiple copies of Tasting will stack
as well, so a few of these can really add up as the
turns go by… which is something I didn’t give it credit
for but recent reports have indicated that yeah, that
does matter.
Before that, let us touch upon the options available for
Swirlix and the other Slurpuff. There
have been six Swirlix cards released in English
but only three that are distinct: all are of
Basic, Fairy-Type Pokémon with 60 HP, Metal Weakness,
Darkness Resistance, a Retreat Cost of [C} and no
Abilities. Kalos Starter Set 24/39;
McDonald’s Collection 2014 9/12, XY Trainer Kit
Wigglytuff Half Deck 1/30 and 18/30 have a single
attack - Draining Kiss - for [Y] which does 10 damage
while healing 10 off itself. As 60 HP isn’t much,
healing for something so small tends to be pointless and
you don’t generally expect good damage from something
that Evolves anyway. XY 94/146 is very vanilla:
for [C] it can use Tackle for 10 damage and for [Y] it
can use Fairy Wind for 20… neither of which are good
deals. Lastly is the newest option XY: Phantom
Forces 68/119, which can use the attack Lick Away,
which costs [Y] to remove all its Special Conditions…
though as you can’t attack while Asleep or Paralyzed it
naturally can’t take care of those. Otherwise it can
Tackle for [CC] and do 20 points of damage. There is no
good tie breaker here; run whichever one you like and
hope that you don’t have to attack with it.
There are two other Slurpuff, both of which a
Stage 1 Fairy-Type Pokémon with Metal Weakness and
Darkness Resistance like today’s version. Both of these
versions require [CC] to Retreat though. XY
95/146 has 90 HP and the Sweet Veil Ability which
removes/prevents Special Conditions for Pokémon with a
source of [Y] Energy attached and Draining Kiss, which
requires [YC] and both hits and heals for 30. It hasn’t
proven all that good so far, being rivaled by
Virizion-EX and Keldeo-EX even those those
are more complicated to use in a similar manner. XY
Black Star Promo XY15 enjoys 100 HP (not that 10
more HP makes a huge amount of difference) has two
attacks; for [YC] it can use Cotton Guard to hit for 30
points of damage while reducing the damage it takes from
attacks by 30 (after Weakness and Resistance).
For [YCC] it can use Sleep Ball to put the opponent’s
Active Pokémon to Sleep and do 60 damage to it. This
other option is a pretty bad card and you shouldn’t
bother with either of them, whether you’re running
today’s version or not, with the possible exception of
XY 95/146 if your deck already run’s today’s
version, also runs a good source of [Y] Energy and has
the room… plus Virizion-EX still might be better
if - for example - the source of [Y] Energy is
Rainbow Energy or something similar that would also
count as [G] for its Verdant Wind.
So what does this partner with? Seismitoad-EX,
possibly other big, Basic Pokémon focused decks that
don’t also try to shut down Abilities. You might even
be able to squeeze it in with another Stage 1, but the
reason it works with Seismitoad-EX is because of
the protection Quaking Punch grants from Items while
Slurpuff simultaneously allows you to keep digging
each turn for more and more cards that make things hard
on your opponent from more traditional fare like
Crushing Hammer, Enhanced Hammer,
Hypnotoxic Laser, Muscle Band, etc. to more
recent options like Head Ringer to older cards
that finally have a chance because Tasting makes them
less risky, like disruptive Supporters such as Team
Flare Grunt.
Ratings
Note:
Scored for use with Seismitoad-EX. Subtract a
point for general usage scores.
Standard:
3/5
Expanded:
3/5
Limited:
4.9/5
Summary:
Additional draw power is a welcome and potent thing,
though at first I didn’t think a Stage 1 that only
provided a single card draw (two when Active) would
provide enough of a “boost” to be worth the space and
effort, but I didn’t factor in how well this works when
you’re already denying your opponent access to part of
their own deck. Honestly I find it a little creepy
thinking of how this makes it easier for Seismitoad-EX
to turn a 2-player game into mock solitaire as you lose
Items plus your opponent can more easily keep you doing
nothing with additional disruptive cards. It might work
elsewhere, but we pretty much know it works here.
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