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Pojo's Pokémon Card of the Day
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Bellossom
- Ancient Origins
Date Reviewed:
September 28, 2015
Ratings
& Reviews Summary
Standard: 1.83
Expanded: 1.58
Limited: 3.17
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
Well, now we're getting into the
basics once again with this set, taking a look at some
of the other cards that may or may not have been so
great. We start this week off with our friend Bellossom!
Bellossom is actually a pretty
cheap Pokemon with its attacks, which is already a
fairly decent start in its favor, but we'll see if that
reduction does anything for it. Windmill is a 1-for-20
strike that will get Bellossom out of trouble quickly by
switching her out, though it does beg the question why
you'd have her out to begin with if that's really all
you're going to do. I mean, I know she's got a whole
1-Energy Retreat Cost, but come on. At least with
Windmill, you can deal a little damage.
Flower Tornado tacks on another
Energy to deal 60 damage, which is about alright for two
Energy, but then it has a rather...odd effect: you move
around as many Grass Energy attached to your Pokemon as
you'd like, rearranging them as you'd like. I suppose
that's helpful for maybe getting the two Energy off of
Bellossom you realized would be better off on Sceptile-EX,
but again, why would you need this attack?
Bellossom is in that odd spot of
filling in niches that don't really need filling in; she
can do her jobs well, but in the faster breed of Grass
decks that have risen, she just seems...unnecessary. Not
to mention it means that for some reason you're running
her over the Item-locking Vileplume...which...ya know,
why would you?
Rating
Standard: 2/5 (I mean, she's okay,
but I wouldn't say competitive)
Expanded: 1.5/5 (you've...you've
got so many better options)
Limited: 3/5 (...eh? I mean at
least Forest of Giant Plants can evolve her quick)
Arora Notealus: I really do like
Bellossom as a Pokemon - really, I do! She's got a smart
design, a few interesting quirks, but she was also
another option for an earlier evolution, kinda like
Slowking or Politoed! I guess I appreciated these kinds
of branching evolutions more so than the just
straight-up "evolutions" to older Pokemon because they
said, "Hey! You don't have to do it one way! You can do
others!"
Next Time: Funny, this guy seems
familiar...
|
Otaku |
We’ve covered the Trainers and the Energy from the
latest set that didn’t make our Top 15 list and. I’m
not creative but was allowed to set the itinerary, so
we’re going to cover our bases by again going through
each Type to cover the ones that either have potential
or can fake it enough that a review can serve as a
decent PSA on why not to run that particular card. This
helps us look for both hidden gems and bombs, so I like
to think it is helpful (or at least decent reading). We
may cover a few promo cards that have released recently
(or not so recently but haven’t been covered and warrant
a look).
We begin the week with Bellossom (XY: Ancient
Origins 4/98), which tells you that this first week
is going to cover Grass-Types! Being a Grass-Type is
fairly good right now as this set gave us some nice new
Grass-Types to play around with and a new piece of Type
support (Forest of Giant Plants). They also hit
a decent amount of Pokémon in established decks for
Weakness while Resistance is non-existent unless you go
to Unlimited. There are a few anti-Grass-Type cards in
the Standard and Expanded card pools, but they are
negligible. Being a Stage 2 means being slower than all
the other Stages and with the largest space requirement;
this is fine when the Evolving lower Stages are
worthwhile but we’ll touch upon that later as Forest
of Giant Plants may add to the space requirement but
eliminates the wait period. Bellossom has 120
HP; small for a Stage 2 but enough that Bellossom
isn’t a guaranteed OHKO for your opponent. It is
however hovering somewhere between “probable” and
“extremely likely”, with Weakness bumping it up to “all
but guaranteed”. The lack of Resistance is typical,
while the Retreat Cost of [C] is nice and low; easy to
pay, easy to recover from and a little less likely on a
Stage 2.
Bellossom
lacks both an Ability and Ancient Trait, though at least
it has two attacks. The first is “Windmill” for [G],
which hits for 20 and switches Bellossom with one
of your Benched Pokémon. Hit-and-run style tactics can
be very strong but this will require an extensive combo
given the low damage output and high investment to get
to this point. The second attack is “Flower Tornado”
for [GC], which hits for 60 damage while allowing you to
move as many [G] Energy attached to your Pokémon to your
other Pokémon as you like. This again can be a
very useful effect, but not so much given the damage to
Energy and being on a Stage 2. The attacks have only
the most basic of synergy as the first costs one less
Energy than the second, though both are fairly
inexpensive.
We should consider the other cards to which Bellossom
has a connection. It is a split Evolution line with
Oddish as its Basic, Gloom as the Stage 1 and
your choice of Bellossom or Vileplume for
your Stage 2. You could skip Gloom via Rare
Candy or Cradily (BW: Plasma Blast
4/101) but I wouldn’t bother; unless you come up with a
strategy that absolutely requires a different Stadium
you’re better off with Forest of Giant Plants.
That Stadium’s effect doesn’t work with Rare Candy
so no sense mixing the two and Cradily has never
really worked in general. Getting back to the actual
Evolution line, you have two options for each of these
in Expanded play: BW: Boundaries Crossed 1/149
and XY: Ancient Origins 1/98 for Oddish,
BW: Boundaries Crossed 2/149 and XY: Ancient
Origins 2/98 for Gloom, BW: Boundaries
Crossed 4/149) and today’s card for Bellossom
and finally BW: Boundaries Crossed 3/149 and
XY: Ancient Origins 3/98 for Vileplume. Only
the XY: Ancient Origins cards are Standard legal,
significantly reducing your choices. They are also a
rather homogenous lot, hence not separating them out:
all are Grass-Types with Fire Weakness, a Retreat Cost
of [C] or more and no Ancient Trait. All the BW:
Boundaries Crossed versions have Water Resistance,
as this was typical of Grass-Types during the BW-era.
Both Oddish have 50 HP and no Abilities. BW:
Boundaries Crossed 1/149 has “Absorb” for [G],
hitting for 10 damage while healing 10 from itself and
“Acid” for [CC] which does a flat 20 damage. XY:
Ancient Origins 1/98 just has “Trip Over” for [G]
which does 10 damage plus another 10 if you get “heads”
on a mandatory coin flip (“tails” just does the initial
10 damage). Next is Gloom, both of which have 80
HP. BW: Boundaries Crossed 2/149 can use “Foul
Odor” for [CC] to Confuse both itself and the opponent’s
Active or for [GCC] it can use “Poison Powder” to Poison
the opponent’s Active while hitting it for 40 points of
damage up front. The other Bellossom (BW:
Boundaries Crossed 4/149) has 10 less HP than
today’s version (so 110) but still sports two attacks:
“Grass Knot” requires [G] to hit for 10 damage plus 20
more for each [C] in the Defending Pokémon’s Retreat
Cost, and “Petal Dance” for [GCC] which has you flip
three coins good for 50 points of damage per “heads”,
but then Bellossom is Confused. Neither of these
attacks are great but they seem a bit better than those
of today’s card. This version of Bellsom got its
own CotD
here;
being over two and a half years old, the review is
surprisingly accurate, mostly just needing to reference
contemporary strategies. Said review also isn’t overly
positive.
Vileplume
(BW: Boundaries Crossed 3/149) took
ninth place
for our BW: Boundaries Crossed top 10 list here
while Vileplume (XY: Ancient Origins 3/98)
made our Top 15 list
here
as the second place pick. The former has proven
overrated while it is still too early to tell with the
latter. Both sport a Retreat Cost of [CCC] that makes
them difficult to manually retreat. BW: Boundaries
Crossed 3/149 has 140 HP, the highest of our options
and enough to probably survive a hit. Its Ability
(Allergy Panic) causes Weakness to quadruple damage
instead of just doubling it, which can lead to some
incredible results, but for the most part is overkill;
doubling damage in a format where 2HKOs are the standard
speed and OHKOs are fast gets the job done more than
adequately. Throw in the game adding more Types
recently (and more forms of Weakness) and we lacked
enough easy to combine attackers of the various Types,
at least given that we were also running a Stage 2 line.
It’s attack - Pollen Spray - required [GCCC] to hit for
50 with Poison, which didn’t completely clash with its
Ability but was horribly overpriced. XY: Ancient
Origins 3/98 on the other hand has a still somewhat
solid 130 HP and the broadly useful Ability “Irritating
Pollen” which prevents both players from using Item
cards from hand (ones in play already still function).
It has a decent “Solar Beam” attack that does 70 damage
for [GGC] but should rarely be used. In fact both
versions are clearly meant as Bench-sitters, it is just
BW: Boundaries Crossed 3/149 decks then had to
use something else to exploit Grass Weakness and decks
using it didn’t really have room.
This brings us to how today’s Bellossom might
make its way into a competitive deck; a single copy just
so that you can surprise your opponent while you run
Vileplume (XY: Ancient Origins 3/98). Its
Ability doesn’t stack so a second copy in play is just a
redundancy, only useful if you are worried about
something happening to the first. Having an attacker
that comes from the line means spare Oddish and
Gloom have an additional purpose. Unfortunately
the attacks on today’s version aren’t so great; you
might try a porter deck but those tend to run heavy on
Items, clashing with Vileplume. Windmill isn’t
the only attack and it is Flower Tornado that almost
makes this seem plausible. It doesn’t care about the
Energy being Basic or Special and it doesn’t about the
Type of Pokémon to which the Energy is attached. This
could be handy when moving around things like Double
Dragon Energy for Giratina-EX (XY: Ancient
Origins 57/98, 93/98), one of the popular partners
for Vileplume. However if I have the option and
want to include such a thing in a Vileplume deck,
I’d go with the older BW: Boundaries Crossed
4/149 Bellossom as it might pack a decent punch
and the main counter to it (Float Stone) is
blocked by Irritating Pollen. Neither use is overly
compelling, just an option that has a slight chance of
working out.
So in the end, there isn’t much for today’s card to do
in Standard or Expanded. In Limited play, it performs
much better. Limited is already an odd one with its 40
card decks constructed from six booster packs you open
at the event (plus however many basic Energy cards you
need) and four Prize structure. Decks usually are light
on draw/search power and major combos, making it harder
to Evolve but also making Evolutions much more powerful,
simply because they are bigger than most of the Basics a
person can hope to pull because now card rarity becomes
a factor. Being an Uncommon and having an alternate
Evolution that ever so slightly improves your odds of
pulling out a more fleshed out Evolution line is useful.
Needing only [G] Energy for specific Energy costs is
also handy as this Bellossom to splash into decks
more easily, though Flower Tornado will give you
incentive to run mostly basic Grass Energy.
Moving Energy around to conserve it (and avoid being
punished because you had little choice but to attach the
wrong Type to fuel something’s Colorless costs) becomes
important as it is a weak form of Energy acceleration.
At the very least Bellossom can take its own
Energy and put it on something else while attacking when
you know it is going to be KO'd afterwards. Bellossom
still isn’t fantastic here, but compared to constructed
formats, it has a shot.
Ratings
Standard:
1.5/5
Expanded:
1.25/5
Limited:
3/5
Summary:
Bellossom (XY: Ancient Origins 4/98) does
some things that would be more useful on a Basic
Pokémon; not just for speed reasons (otherwise Forest
of Giant Plants could compensate) but because they
are tricks suited to cards that take less space. Even
if the attacks hit harder, they still would be lacking.
It might have some use as a single added to
Vileplume (XY: Ancient Origins 3/98) decks,
but not much of a use and in Expanded it doesn’t really
have that as the older Bellossom (BW:
Boundaries Crossed 4/149) seems like the better
choice for this niche usage.
|
Emma Starr |
Bellossom, the Pokemon who had a
normal-sized sprite in Gen 2, then became itty-bitty in
future generations. She’s so tiny, it’s a wonder she can
do much damage! However, this may have been what this
card was after, since her most damaging attack does 60.
So, with 120 HP, she obviously isn’t sticking around too
long, and being a Stage 2 isn’t doing any favors either,
but at least with Forest of Giant Plants, it could be
possible to get her out on Turn 1/2, but why would you?
Her first attack, Windmill, only costs 1 Grass (which is nice
if you did manage to get her out so early), and does 20
damage, and lets you switch out Bellossom with one of
your benched Pokemon, making it seem like the card
designers knew you wouldn’t want Bellossom as your
active! If anything, I guess it can help Bellossom get
out of risky situations, while switching to a Pokemon
who can take what your opponent may be ready to dish
out…
Now, the main reason you may want to play her is for Flower
Tornado, which only costs one Colorless more than the
previous attack. It does 60 damage, and lets you
re-arrange Grass Energies around on your Pokemon to your
liking. This could actually prove to be very useful.
Let’s say your Lugia EX is loaded with energies, but is
heavily damaged. Just Switch or Retreat to Bellossom,
and Flower Tornado, which will let you move all the
energies on Lugia EX to your other Pokemon who are less
vulnerable, while doing 60 damage on the side! However,
this is still an attack, which means Bellossom has to be
active, which is a problem, due to her lack of HP. She
may still last a Turn or two though, so you could always
switch out to someone else afterwards, and use her again
later, which is very feasible, due to having a Retreat
Cost of only 1. If this was an ability, similar to
Aromatisse’s (XY 93) Fairy Transfer, however, I could
see her being very useful, but with all the boons Grass
Pokemon have gotten in this set, it’s probably for the
best.
Modified: 2/5 (risky, but could be worth it in the right
situations.)
Expanded: 2/5
Limited: 3.5/5 (if you get Oddish and Gloom, and enough of
other Grass Pokemon, have at thee!)
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