Pokemon Home
Pokedex
Price Guide Set List
Message Board
Pokemon GO Tips
Pokemon News
Featured Articles
Trading Card Game
- Price Guide
- Price Guide
- Card of the Day
- Professional Grading
- Killer Deck Reports
- Deck Garage
- William Hung
- Jason Klaczynski
- Jeremy's Deck Garage
- Johnny Blaze's Banter
- TCG Strategies
- Rulings Help
- Apprentice & Patch
- Apprentice League
- Spoilers & Translations
- Official Rules
- Featured Event Reports
- Top of the World
- An X-Act Science
- Error Cards
- Printable Checklist
- Places to Play
Nintendo Tips
- Red/Blue
- Yellow
- Gold & Silver
- Crystal
- Ruby & Sapphire
- Fire Red & Leaf Green
- Emerald
- SNAP
- Pinball
- TCG cart
- Stadium
- PuPuzzle League
- Pinball: Ruby/Sapphire
- Pokemon Coliseum
- Pokemon Box
- Pokemon Channel
GameBoy Help
- ClownMasters Fixes
- Groudon's Den
- Pokemon of the Week
E-Card Reader FAQ's
- Expedition
- Aquapolis
- Skyridge
- Construction Action Function
- EON Ticket Manual
Deck Garage
- Pokemaster's Pit Stop
- Kyle's Garage
- Ghostly Gengar
Cartoon/Anime
- Episode Listing
- Character Bios
- Movies & Videos
- What's a Pokemon?
- Video List
- DVD List
Featured Articles
Pojo's Toy Box
Books & Videos
Downloads
Advertise With Us
- Sponsors
- Links
Chat
About Us
Contact Us
Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
|
|
Pojo's Pokémon Card of the Day
|
|
Zekrom #64
- Roaring Skies
Date Reviewed:
July 7, 2015
Ratings
& Reviews Summary
Standard:
Expanded:
Limited:
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
Man, am I tired from the weekend,
or is Zekrom just that bad? Hehehehehe-well, it's both.
Zekrom may have been a force to
reckon with back in the day, but this card is definitely
not the same kind of power that was. Energy Stream works
similarly to a lot of attacks that retrieve Energy from
the discard pile, only it attaches the Energy to Zekrom.
Alright, 1-for-30, gets another Energy on board, not too
bad, can't complain unless the second attack is bad.
...oh right.
You're ultimately building up to
Electric Ball, a 4-for-100 vanilla strike which is
pretty bad. I think it pretty much goes without saying
you REALLY don't want this to be your Holo Rare. Ever.
If Energy Stream could attach the Energy to a Benched
Pokemon, that'd be another story, but as is, Zekrom's
just building up to be another disappointing card. At
least he looks shiny!
Rating
Standard: 1/5 (pretty much useless,
I know you're not running this guy)
Expanded: 1.5/5 (mildly better for
Eels, which can fuel his attack, but that's really being
too generous)
Limited: 3/5 (at least Electric
Ball has some use in a slower format)
Arora Notealus: Zekrom really has
fallen from grace, hasn't he? Back when he was just a
130 HP Basic - the biggest Basics around at that time -
he had his own deck build to power himself up and use
Outrage and Bolt Strike to decimate opponents. Now? Now
he's this.
Next Time: Check out this super
cool promotional card!
|
Otaku |
So… if you’re a regular reader all caught up you’re
probably wondering what happened to my contributions for
Part I? Well all of them were started but I couldn’t
seem to get a single one done in time. No excuses; I’m
sorry I didn’t manage to make those deadlines,
especially five times in a row since I whiffed on Monday
as well. So let us just dive right into Zekrom (XY:
Roaring Skies 64/108) so I can finally get one in
(and then maybe finish off all started-but-incomplete
CotDs waiting on me).
Zekrom
is a Dragon-Type; no surprise this is our second
week covering them and nothing has changed as it is a
good Type owing to its support, though it can only hit
BW-era Dragon-Types for Weakness, with the lack of
Resistance being nice but rarely relevant. Being a
Basic is the best; one slot in your deck yields one
playable copy of the card and to put it into play is as
simple as having an empty Bench slot (or opening with
the card in hand). 130 HP is the maximum printed on
Basics that are not also Pokémon-EX; it isn’t enough to
guaranteed surviving a hit and in fact, a deck focused
on damage output (and not, say enacting an Item lock) is
almost certainly going to be able to do the deed. The
exceptions abound though and of course the first turn or
two of the game said damage output tends to be lower,
and that can be surprisingly relevant. The Fairy-Type
Weakness is not irrelevant but I don’t see
Fairy-Types often splashed into off-Type decks: enabling
supporting attackers (or supporting attacks on primary
attackers) to score a OHKO (or OHKO with less resources)
is still dangerous but a far better deal than the worst
Weaknesses. The lack of Resistance is common so I won’t
penalize the score but with 130 HP, even Resistance to a
rarely encountered Type would have been for a small
bump. The Retreat Cost of two seems to be functionally
average as it is high enough you have good incentive to
avoid paying it but low enough that sometimes it will be
worth it. As this is a Dragon-Type, take note that
Hydreigon-EX and its Dragon Road Ability can make
Zekrom into a free retreater.
Zekrom
brings two attacks: no Ability and no Ancient Trait.
The first (Energy Stream) requires just [L] and hits
for 30 damage while allowing you to attach a basic
Energy card from your discard pile to itself. This is…
adequate. Solid. I hesitate to call it “good” because
you are attaching to the Pokémon that is easiest to KO
(your Active) via an attack (so your turn is done at
that point): your opponent has a great chance to remove
Zekrom and its Energy from the board, even if you
went to the trouble of including a combo to move said
Energy to something else. Of course, building Energy on
Zekrom for its own sake can help pay for its
second attack (Electric Ball) which requires [RLLC] to
hit for 100 damage (no other costs or effects). This
attack might be a bit underpowered, or only made
adequate through Energy Stream; attach a source of [L]
Energy, Energy Stream with a basic Energy you can attach
in the discard and do so, then if you survive you’re an
additional Energy attachment plus minor Energy
acceleration away from delivering the hit. Something as
simple as Double Dragon Energy means a 100 damage
from this 130 HP Basic. The thing is you’re paying for
at least that much and probably more; four total
Energy required with two different Type requirements.
Thanks to the available Energy acceleration, 100 is
still “solid” and I don’t think they could have it hit
too much harder (even with added drawbacks) and keep it
balanced.
Before exploring more combos, let us run through this
card’s direct competition, though much like Reshiram
(XY: Roaring Skies 63/108) which we looked at
last Monday,
this is largely due to the shared name. Zekrom (Black
& White 47/114, 114/114; BW Black Star Promo
BW005, BW24; BW: Next Destinies 50/99; BW:
Legendary Treasures 51/113, 115/113) and BW:
Plasma Freeze 39/116 are so many cards and yet just
two versions. They are “built” quite similarly to
today’s card, with the (game relevant) differences being
that they are Lightning-Types with Fighting Weakness and
two different attacks (which are also different between
the two of them). I’ll tell you now that they are
dissimilar enough that only perhaps in Lightning
Energy heavy decks might they compete with each
other because just about everything else will clearly
favor one or the other… and odds are today’s Zekrom
only wins under very specific circumstances I’ll detail
later.
Black & White
47/114 (and its many alternate art re-releases)
has “Outrage” and “Bolt Strike”; the former requires
[CC] to do 20 damage plus 10 more per damage counter on
Zekrom (that is, itself) while the latter needs
[LLC] but then does 120 damage but with 40 points of
damage to itself. We reviewed it twice, one
regular
and as the
second place pick
for our Top 10 of 2011 (we hadn’t started doing Top 10s
for the individual sets at that time). This card once
ruled tournament play but now? It is just a really good
Lightning-Type, non-Pokémon-EX Basic attacker but still
not necessarily the best. BW: Plasma Freeze
39/116 only got
one review
where I badly overrated… or would have except apparently
I didn’t submit one. Its attacks are “Mach Claw” for
[LCC] and Fusion Bolt for [LCCC]. Mach Claw does 50
while ignoring Resistance while Fusion Bolt does 80
plus 40 if you have a Reshiram on your
Bench. The first attack is noticeably overpriced (or
underpowered) but reliable while the latter is a decent
deal… except I ended up being wrong that in thinking
BW: Plasma Freeze 39/116 was worth space over the
older Zekrom since it could exploit
Lightning-Type Weakness without needing as much
specifically Typed Energy or any self-damage, tag
teaming with whatever Reshiram fit the deck. For
the record, when these two square off, the original
Zekrom wins; probably head-to-head, but also in
terms of fighting for deck space.
So getting back to today’s offering… where is it the
best choice fit in? Exploiting Dragon-Type support
seems obvious, but what else? I think it might be meant
as an “emergency” fallback option and/or alternate
opener. After all unless you’ve got a lot of
Energy acceleration, Druddigon (XY: Flashfire
70/106) is probably the better closer since you just
wait until your opponent takes a KO, then use whatever
Energy acceleration is available (even just a Double
Colorless Energy) to use Revenge for a quick 90
damage. Yes, there is a risk that the opponent will
score the KO without technically doing damage and thus
bypass the clause in Revenge, but the rest of the time
its just 10 less damage for not only two less Energy,
but two of any Energy. Rayquaza (BW: Dragon
Vault 11/20; BW: Dragons Exalted 128/124;
BW: Legendary Treasures 93/113) offers just as fast
an attacker that needs one less Energy to hit for only
10 less damage but while also ignoring effects on
the Defending Pokémon and Reshiram (XY:
Roaring Skies 63/108) can’t attack for one Energy
but it has its Turboblaze Ability while its Bright Wing
attack needs the same amount and Types of Energy (just
replace one [L] requirement with an [R] requirement) to
hit for 110 damage, though with an easily accommodated
[R] Energy discard. So… Zekrom only really makes
sense in a deck that could have accommodated all of
these potential back-up attackers but needed one that
accelerates Energy from the discard pile (even if only
to itself) and/or isn’t relying on an Ability.
While that is incredibly niche, it might be a legitimate
use for the card in Standard and even Expanded (where it
neither gains nor loses much). In Limited, this has the
potential to be a +39 deck… but not a lot of potential;
such decks run a single Basic Pokémon to ensure that is
what the player opens with, but at the cost of losing if
it goes down. Unless you manage to also pull and run
several copies of Ultra Ball (so you can discard
basic Energy cards, not to search anything out) you
won’t be able to accelerate Energy via Energy Stream.
You may as well hope to pull and draw into two
Double Dragon Energy instead so that you can start
using Electric Ball by your second turn… and even
then your opponent might still overwhelm your HP.
Fortunately this is fantastic to work into just about
any non-gimmick Limited deck; you’ll need a few
Lightning Energy and Fire Energy as well, but
as long as at least one Lightning Energy card (or
a Double Dragon Energy) is handy, you can attach
the rest from the discard pile. Zekrom will then
likely be better than most of what you’ll encounter due
to the pull rate on Pokémon-EX and difficulty of not
only pulling but drawing into and actually getting
Evolutions into play.
Ratings
Standard:
2/5
Expanded:
2/5
Limited:
4.5/5
Summary:
Zekrom is a card that as a reviewer looking at
what is competitive, is badly underpowered… but as
someone looking at a balanced game is built about right
or perhaps even a bit too good (big Basics with single
Energy attacks that do damage while accelerating Energy
are begging for sick combos). If you want something
that doesn’t care about Abilities going down, Items
being blocked, effects that work on Pokémon-EX or
Special Energy, then this might actually be the back-up
attacker for your Dragon-Type deck, though that last
thing (Special Energy) only applies if you run both
basic Fire Energy and Lightning Energy
cards (and you still would prefer to be able to attach a
Double Dragon Energy). It isn’t “good” but it is
one of those cards I cringe for labeling “underpowered”
and I won’t call it bad because it really isn’t: it does
what it is supposed to do and does so competently. It
is just “competent” is far short of “competitive” right
now.
|
Emma Starr |
Ah Zekrom, the Pokémon that seeks ideals…I guess.
N and some other characters in the game say that’s what
Zekrom and the hero strove for thousands of years ago…I
think (it’s been awhile since I played B/W). But for a
Pokémon that’s never shown to talk in the anime or in
any other form of media, he dosen’t really get to tell
us what’s on his mind very much. But he/Reshiram do
choose to be with N or the player, near the end of the
game, which actually provides a much more deeper and
emotional ending to a great game than any other main
series game. The Mystery Dungeon series has always had a
tear-jerking ending(s), except maybe the 3DS one that I
refused to play. Thankfully, there’s another one that
Nintendo recently announced that’s coming sometime this
winter that more closely follows the classic PMD
formula, which I’m majorly hyped about. Wait, what was I
here for again? Oh, right, Zekrom.
So, Zekrom has 130 HP, which is an average, but
nice amount for a Basic. He has a 2x Weakness to Fairy,
just like a lot of the other Dragons we’ve taken a look
at, and a Retreat Cost of two, which his first attack
can easily help you get.
For one Electric Energy, Zekrom can use Energy
Stream for 30 damage, and can attach a basic Energy from
your discard pile to himself. So, that means no Double
Dragon Energies, like you may be wanting to use on him.
Basically, it’s a nice little powering-up attack that
does some damage on the side as well. But once you power
up, what can Zekrom do then?
Electric Ball (which could have easily been
called Fusion Bolt, since in the games, Fusion Bolt just
looks like Zekrom cloaking itself in an electric ball,
and slamming itself into the opponent in a very awesome
fashion), does 100 damage for one Fire, two Electric,
and one Colorless Energies. Although it sounds nice in
general, I feel that 100 damage is actually kind of low
for an attack like this, especially since it has two
different energy requirements. However, Rayquaza EX and
Mega Rayquaza EX (ROS 60+61) (and Rayquaza EX (DE 85) if
you’re playing Expanded) both use those same Energy
typings, so you may want to consider running them as
well if you plan on running Zekrom, as they allow you to
power them up with the same energies, while allowing you
to not have to rely on Double Dragon Energy as much.
Mega Rayquaza’s Dragon Ascent attack discards 2 energy
as well, which can definitely help Zekrom when it comes
to its first attack. All in all, a fairly
straightforward card, and if you run Fire-Electric, you
should definitely consider running this.
Standard: 2.85/5
Expanded: 2.9/5 (Yes, it gains 0.05 for the old
Rayquaza EX being in it. Don’t judge. :P )
Limited: 4/5 (Has great synergy with his Rayquaza
friends, so if you pick up an EX or two of the Dragon
type Rayquazas, may as well add Zekrom into the mix as
well. Not to mention he can be powered up kind of
quickly, then you can get the 100 damage train going
into maximum overdrive.)
|
|