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Megaman
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Pojo's Pokémon Card of the Day
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Banette #32
- Roaring Skies
Date Reviewed:
June 26, 2015
Ratings
& Reviews Summary
Standard: 2.05
Expanded: 2.08
Limited: 3.20
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
Now we come to the other Banette.
As I mentioned briefly yesterday, Banette drops out of
the Ability arms race in favor of the new arms race -
the Ancient Trait line-up! Today he gains the power of
Delta Evolution, meaning you can play him as soon as you
have a Shuppet in play! Crazy right? Well that's not the
only thing that's crazy about Banette.
LOOK AT THAT CURSE DEEPLY ATTACK!!
HE REALLY IS COMING BACK FROM THE GRAVE TO CURSE US
ALL!!
...*er-hem* Or maybe just stick
about 5 damage counters on your opponent's Active
Pokemon. Meh. Not that great, you could do more with an
attack that does 50 damage - at least Muscle Band could
improve on it.
But what about Evolution Jammer?
Like yesterday's Banette, this one tackles a
particularly niche aspect of the TCG, but it's far more
relevant than you'd think. Look at the phrasing: "Your
opponent can't play any Pokemon from his or her hand to
evolve his or her Pokemon during his or her next turn."
It's rather particular, don't you think? Well, sorta
particular.
Why not just say, "Stage 1" or
"Stage 2" Pokemon? Isn't that all the Evolution cards
we've got? Actually no, because we've gotten a new type
of Evolution in the TCG - Mega Evolution. That's right,
this Banette STOPS Mega Evolution. Or rather, jams it
while dealing a paltry 20 damage for 1. Still, this can
hold off Evolution decks in general as well as the
powerful Mega decks that are plentiful around these
days.
Will it be enough to stop them
though? Maybe not on his own - unlike Seismitoad-EX,
Banette doesn't have the luxury of foregoing the
opponent's Item usage nor the massive HP to keep going
turn after turn. Perhaps in combination with his other
version, he'll be able to stall out early-game while you
take your time setting up the rest of your guys, but
late-game, there's no hope for that happening.
He's like Xatu from earlier in the
week in that way: great early-game disruptor, but
late-game he'll fall apart.
Rating
Standard: 2.5/5 (anti-Mega is
probably the nicest part about him, and he can come out
really fast too, which is a plus!)
Expanded: 2.5/5 (more Evolutions
abound here, and if I'm not mistaking, this actually
stops Rare Candy since you need to play the Stage 2 from
your hand in order to be successful)
Limited: 4/5 (lots more Evolutions
to stall out on, and with lower damage outputs and HP
scores, you might even KO something while you're here)
Arora Notealus: Seriously though,
kinda creepy, isn't he? I'd say he's cursing other
Pokemon for being able to Mega-Evolve and what-not, but
he actually does have a Mega Evo. Maybe a Banette-EX/M
Banette-EX combo isn't too overdue yet...
Weekend Thoughts: What do you think
of this week's cards? Think there are some uses for
them? Would you be running a dedicated Psychic
disruption deck? Or maybe you'll just stick to one or
the other? It'd be neat to see a full-on disruption deck
work, especially nowadays when you've got so many ways
of going about it. Just be wary of some of the stuff
you're dealing with.
|
Otaku |
If you were wondering, we are finishing the week with a
card I half-reviewed yesterday for a reason; I knew I
had a busy Thursday and wanted a prayer of staying
caught up on my CotDs this week… at which I already
failed. Wednesday’s
CotD
should have be up soon if not now; I was surprised by
how much I had to say about a card I initially dismissed
as filler, but now onto Banette (XY: Roaring
Skies 32/108)!
As a Psychic-Type, Banette will encounter
Weakness in some Fighting-Types and (other)
Psychic-Types while most Darkness-Types and Metal-Types
are Psychic Resistant; Weakness is far more damaging
than Resistance is protective so in the ends it at worst
balances out and more than likely comes out in the
Psychic-Type’s favor. It is also a Type with some good
support, though not as good as that of the Fighting-Type
(still probably the best supported Type even though most
have or are getting their own Type Specific Special
Energy cards). Being a Stage 1 is usually slower and
more space consuming than being a Basic, but it’s better
than all the other non-Basic Stages and quite a few of
them still see successful competitive play. The 90 HP
is low and pretty easy to OHKO; survival will mostly
come from the opponent’s incomplete set-up or luck or as
part of a serious strategy on your own part. At least
this makes it Level Ball compliant; currently
only useful in Expanded but we may be seeing a reprint
of it in our next set.
The Darkness Weakness is dangerous; if you run into one
of the faster Darkness-Type attackers its almost
guaranteed to take you down. Yes I am going to trot out
the same example as yesterday: Yveltal (XY
78/146; XY Black Star Promo XY06) just needs a
Muscle Band for its first attack (Oblivion Wing) to
score the OHKO, though at least most other
Darkness-Types I can think of require more than one
Energy to attack (at least that see major competitive
play). Of course in Expanded they still have Dark
Patch. The Fighting Resistance is appreciated but
unlikely to make a major difference: 90 HP plus
Resistance means it takes 110 damage for the OHKO but
even Fighting-Types usually are doing well to “open”
with a 60 or 70 point combo (20/30 base damage, +20 from
Strong Energy, +20 Muscle Band). Actually
the fact that it makes a 2HKO trickier might prove
relevant - a Landorus-EX using Muscle Band
and one Strong Energy so that its
Hammerhead attack hits for 70 before Resistance only
does 50 afterwards, causing it to whiff on the 2HKO.
Retreat Cost [C] is going to almost always be something
you can afford to pay initially and also recover from,
with only a perfect free Retreat Cost being better.
Banette
sports an Ancient Trait - Δ Evolution - that allows you
to immediately (even on the first turn of the game!)
Evolve your Shuppet into this particular
Banette. It also has two attacks. The first is
“Evolution Jammer” for [P], which hits for 20 points of
damage while preventing your opponent from Evolving
their Pokémon from hand: Evolving from someplace else
such as from the deck Evosoda or Wally
would still work. The second attack requires [PC]:
“Curse Deeply” and just puts five damage counters on
your opponent’s Active Pokémon. As you can tell I’m not
thrilled with Curse Deeply; unlike similar attacks it
doesn’t let you place the damage counters as you wish,
or even dump them all on the target of your choice, but
straight up only works on the opponent’s Active. Dimension
Valley can make the cost more reasonable, but this
is not a reason to run the card. Evolution Jammer might
be though; while many (including myself) lament that
Evolving has not been properly balanced against being a
Basic, it isn’t like decks don’t run Evolutions. Some
don’t or regularly use a method to get said Evolutions
into play that Evolution Jammer can’t stop, but it’s
going to interfere with at least part of a lot of decks’
setups.
Shuppet
(XY: Roaring Skies 30/108) is the only option for
a Shuppet and surprise, its actually not too bad:
almost (but not quite) good. A Basic, Psychic-Type with
60 HP, Darkness Weakness, Fighting Resistance, single
Energy Retreat Cost, no Ability or Ancient Trait and
lone attack, one doesn’t expect much. Yet the attack
actually does something a bit unusual and useful. “Bleh”
is actually far from “bleh” or “meh” or similar
utterances: requiring [P] to use, it allows you to
discard a Special Energy attached to your opponent’s
Pokémon. Any of your opponent’s Pokémon, not
just the Active. This can help disrupt things in the
future or maybe even keep Shuppet alive long
enough to Evolve. The other Banette is what we
covered
yesterday.
10 less HP than today’s version, no Ancient Trait but
with an Ability and a single attack instead of two, its
claim to fame is said Ability: “Tool Concealment”
negates the effects of Tool cards. Since the Tool is
still there an effect like Garbotoxin on Garbodor
(BW: Dragons Exalted 54/124; BW: Plasma Freeze
119/116; BW: Legendary Treasures 68/113) is still
going to function but it’ll prevent goodies like
Muscle Band and what got people really excited,
it’ll prevent Spirit Link cards from keeping a
player’s turn from ending due to Mega Evolving. The
attack though is filler, but better than nothing: “Psyshot”
requires [PCC] and only does 60 damage. This other
Banette is clearly a Bench-sitter, which actually
means it could function with today’s reasonably well.
The downside is you might want a Muscle Band
or Silver Bangle to pup up Evolution Jammer, and
the two together are bit redundant with respect to Mega
Evolutions.
I don’t have a good, established Banette deck to
suggest; I’m actually looking to the future as the next
set (XY: Ancient Origins) should contain a
Vileplume with an Ability that locks both players
out of Items and Ability that works from the Bench.
Take away an opponent’s Items and Evolutions and… some
decks won’t really care and still slam you hard. Most,
however, should be inconvenienced with some shutdown, so
the idea warrants testing. For now you might try
Banette with Crobat (XY: Phantom Forces
33/119): I’m not making any promises but since your
Evolutions still work you can offset the low damage
output, at least to some degree. Hypnotoxic Laser/Virbank
City Gym is another option in that department, and
is an established Crobat partner (I don’t think
you’ll need Dimension Valley for this deck, or at
least not as your “main” Stadium). There may be better
ways to use the Banette and even should this
proposal prove to be its best deck we have a bit of a
problem; Seismitoad-EX. Not in the usual “Seismitoad-EX
shuts this down hard” kind of way (though it will hurt)
but in that Seismitoad-EX already uses the same
set-up in its own deck. This makes me wonder if you
couldn’t perhaps work Banette into “Toadbat”
decks; while likely weaker in general it may help when
an opponent Evolving is actually a bigger threat than an
opponent with Items. I may loathe how most
Seismitoad-EX based locks seem to force the game
into solitaire, but I can’t deny their effectiveness.
Expanded gives you Level Ball and while the
Darkness-Type regains Dark Patch, I can’t help
but think of all those Evolution dependent, insane power
combo decks that exist in this format… and how that
means a net gain as said Darkness-Types were going to
wreck Banette anyway. Unlike its set-mate, this
Banette is a great pull for Limited owing to the
usual (lower average damage output and HP, having to run
what you pull, etc.) and the fact that Evolutions are
usually potent here so denying them is also strong.
Throw in a potentially useful Basic (Double Dragon
Energy is in the set) for Shuppet to discard
and that the other Banette ( it is still better
than having a slimmer Evolution line) and it looks
pretty nice.
Ratings
Standard:
2.15
Expanded:
2.25/5
Limited:
3.25/5
Summary:
Another surprise for this week, I hadn’t expected much
out of this Banette, let alone to find it on par
with its Bench-sitting counterpart. I don’t know if
that should be seen as a plus for this card or a minus
for its set-mate, but I think I’ll end this week as an
optimist, glad that this card has some potential for
more than just “fun” play and may even become stronger
in the future.
|
Emma Starr |
Right after Banette, we get…Banette? Well, this is
literally the card that comes after yesterday’s card, so
why not take to Banette’s out in one week? Today’s has
90 Hp, a Retreat Cost of one, a Dark weakness, a
Fighting Resistance, same as yesterday’s for the most
part.
Noticeably, today’s Banette has an Ancient Trait – Alpha
Evolution, which lets you evolve Shuppet on the same
turn that you put Shuppet into play. So, this
essentially means that you could potentially play this
as a Turn 1 Evolution, but since it only does 50 damage
at most (I’ll get to that later), it’s actually not very
broken. With that out of the way, let’s get to it’s
attacks.
Evolution Jammer does 20 for one Psychic, and makes your
opponent unable to evolve a Pokémon with a card from
their hand during their next turn. However, there are
now many ways of getting around this, namely Evosoda,
and more recently, Wally. So, pathetic damage, with an
effect that could disrupt your opponent, but shouldn’t
break their game too much in the long run.
Curse Deeply, for a Psychic and Colorless, let’s you put
50 damage onto your opponent’s active Pokémon. Actually,
it’s quite devious how they decided to have this work.
Since the damage actually comes from an effect, you
won’t be able to use a Muscle Band or anything to boost
the damage, so you can’t do say…70 damage on Turn 3, or
anything insane like that. Why? Alpha Evolution, my
friend. With great Ancient Traits, come great
responsibilities.
Standard: 1.5/5 (you could potentially do 50 damage on
Turn 3 under the best conditions, but this ghost is best
suited for the early-game. 50 damage is just pathetic
after everyone is powered up.
Expanded: 1.5/5
Limited: 2.35/5 (smaller decks = bigger chances for
disruptions, as evolutions tend to get played much more
often here, along with better chances of getting Shuppet
and Banette in the same hand.)
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