  
			aroramage | 
              
						 Alright, so here's an idea: what if 
						we take an implausible idea, put it on a card, and see 
						what happens? Cause that seems a little bit like the 
						idea going in behind Infernape here.  
						Here's the thing - he's got two 
						AMAZING attacks...on the surface. Flare Blitz is a 
						2-for-120 PUNCH while Flare Up is a 2-for-200 
						DEVASTATION. If there was ever an effect that removed 
						the effects from attacks - as in didn't make you undergo 
						the effects on cards - Infernape may become one of the 
						most devastating Pokemon ever printed. As it stands, 
						nothing like that is in Standard, so both of these 
						attacks have wild drawbacks that make them...okay.  
						Flare Blitz's drawback is the 
						typical "discard all Energy" effect that can be easily 
						circumvented by Burning Energy. But Flare Up is...very 
						different. See, you need to have at least 10 Fire Energy 
						in the discard pile in order to use the attack, and then 
						it shuffles 10 of them back into the deck. So Flare 
						Blitz is meant to power into Flare Up, which then 
						recharges you with 10 of those Energies. Interesting.  
						There are some very fundamental 
						flaws though. Ultimately in the long run, the strategy 
						will slow down, as more and more of your cards become 
						used up save for Energies, and eventually you'll be 
						drawing more into the Energy you put back than anything 
						useful. Ideally, you've defeated your opponent by then, 
						but that is a long term concern. In the short time, 
						relying on Infernape alone to fuel the discard is a 
						mixed bag, since he ends up discarding all of his Energy 
						every turn, and while we've got Blacksmith in the format 
						for now, it's not gonna be long before rotation 
						eliminates that as a possibility.  
						Infernape wants a deck that 
						supports him, and right now the best one is in Expanded. 
						Maybe with some Volcanion-EX, definitely using Fiery 
						Torch, and just turbo-boosting Flare Up as much as 
						possible to destroy any chance your opponent has of 
						beating you. Ideally, you destroy them faster than they 
						can come back or set up.  
						If not...well, it was nice while it 
						lasted.  
						Rating  
						Standard: 1.5/5 (very gimmicky, 
						really wants the deck to build around him, and if 
						not...)  
						Expanded: 2.5/5 (well, let's just 
						say you won't be able to play Infernape very well)  
						Limited: 2/5 (Flare Up better be 
						getting used in a mono-Fire build, cause otherwise it's 
						not that great even here)  
						Arora Notealus: One of these days, 
						Infernape's gonna have an awesome EX...or a GX.  
						Next Time: The curious case of the 
						classic...colt. 
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			Otaku | 
              
						 
						The 2016 World 
						Championships are over, but we’re going to see if we can 
						still stay all fired up by reviewing Infernape (XY: 
						Steam Siege 20/114)!  
						
						Infernape 
						is a Fire Type, as you can plainly see from the card 
						image.  Nearly all Grass and Metal Types are Fire 
						Weak, and both Types were major parts of decks in the 
						Top 8 of the 2016 World Championships that just finished 
						yesterday.  At least a few are decks that could 
						survive rotation, losing pieces but nothing absolutely 
						essential.  Nothing is Fire Resistant; Resistance 
						isn’t particularly potent, but not having to worry about 
						it is a good thing.  There are some anti-Fire Type 
						effects, and they often mimic Resistance (reducing 
						damage done by 20), but they also aren’t overly potent.  
						In fact the one you actually need to worry about is 
						Parallel City, which is run for its Bench shrinking 
						effect, but the other half reduces the damage done by 
						attacks from Fire, Grass, and Water Types.  The 
						Fire Type has some very good support, but nothing proven 
						to be really great, at least not recently.  Blacksmith 
						and Volcanion-EX are specific to both Fire Type 
						Pokémon and Energy, but provide strong Energy 
						acceleration or damage buffs (respectively).  Then 
						there are cards like Scorched Earth that work 
						with basic Fire Energy (since nothing else counts 
						as [R] while in hand), though this card can also work 
						with basic Fighting Energy as well.  Then 
						there are some strong Fire Type attackers like 
						Volcanion, Entei (XY: Ancient Origins 
						14/98) and its set-mate Entei (XY: Ancient 
						Origins 15/98).  Like I’ve said, this is a Type 
						that seems due.  
						
						Infernape 
						is a Stage 2 and that is almost enough to make me stop 
						reading.  Stage 2 Pokémon do have some exclusive 
						support (like Rare Candy) and some shared support 
						(like Training Center), but almost every other 
						Stage of Evolution has just as good or better support, 
						and even if it didn’t, the fundamental game mechanics 
						combined with the current card pool makes Stage 2 
						Pokémon slow and expensive to run.  Not in terms of 
						money (that varies card to card) but in game resources.  
						Some Types have shortcuts beyond stuff like Rare 
						Candy and Wally, but Fire is not one of them.  
						Some Pokémon have specific shortcuts, but Infernape 
						is not one of them.  It will have to posses some 
						amazing attributes, effects, or both to stand a chance 
						in the current metagame.  Its HP is neither a good 
						nor a bad start; 130 HP is just at that point where I 
						believe surviving a hit is more likely, not less.  
						Still, when you’re investing at least three cards and 
						one turn (before Energy, Pokémon Tools, etc.), that is 
						not a comfortable margin.  Water Weakness is 
						terrifying right now; Greninja BREAK decks made a 
						good showing at Worlds even if none of them won their 
						brackets (one was even the runner-up for the Masters 
						Division), and until Seismitoad-EX rotates it is 
						still most definitely a “thing” in Standard (sometimes 
						an opener, sometimes a focus).  Lack of Resistance 
						is the norm and is specialized when it is present, so 
						its absence is almost negligent.  Retreat Cost [C] 
						is good and low, though “free” may have been merited.  
						
						Infernape 
						has two attacks, both of which cost [RR] up front but 
						contain additional costs/requirements in their effect 
						text.  The first is “Flare Blitz” which does 120 
						damage.  This is enough to build Volcanion-EX 
						to the point where it OHKOs most of the competitive 
						format, without getting overly complex or difficult.  
						The catch is that Flare Blitz discards all [R] 
						Energy attached to itself; the only reason this isn’t 
						more significant is that surviving an attack as 
						Infernape is already iffy, plus Blacksmith 
						can take an Infernape from “zero” to “attacking” 
						in one go and you still have a manual Energy attachment 
						to spare.  The next attack is “Flare Up”, 
						originally intended to just be Firestar but as Hasbro 
						was unable to secure the name, instead she became her 
						protege… oh, that’s “Flareup”.  Flare Up does a 
						phenomenal 200 damage but requires you have 10 
						[R] Energy cards in your discard pile to use, plus it 
						shuffles those Energy back into your deck as the next 
						part of the effect.  10 Energy is what most decks would 
						run, which means you’ll have to run heavy to accommodate 
						it even if you only use it as a last minute finisher.  
						We know from Night March that filling the discard pile 
						once is no big deal, so between being on a Stage 2 and 
						forcing you to redraw and discard all this Energy, Flare 
						Up is not something you can easily abuse… but it does 
						look like something you can use.  Flare Up is 
						probably best reserved for things that even a buffed 
						Flare Blitz will struggle to OHKO.  The two attacks 
						compliment each other well; not perfectly, but Flare 
						Blitz is a solid lead in to Flare Up, and Flare Up a 
						solid cleaner for Flare Blitz.  
						
						We should also take 
						a look at Chimchar, Monferno and any other
						Infernape; I had to triple check because it is so 
						hard to believe a “starter” isn’t being spammed, because 
						we only have five additional cards to look at among 
						those.  For the Basic Stage Chimchar we have
						BW: Plasma Storm 15/135 and XY: Steam Siege 
						18/114, for the Stage 1 Monferno we have BW: 
						Plasma Storm 16/135 and XY: Steam Siege 
						19/114, and the other Infernape is BW: Plasma 
						Storm 17/135, which I will refer to as “Infernape 
						[Plasma]”.  All of these are Fire Types with Water 
						Weakness, no Resistance, and no Abilities.  Chimchar 
						(BW: Plasma Storm 15/135) has 50 HP, a Retreat 
						Cost of [C], and the lone attack “Flare” which does 20 
						and requires [R].  Chimchar (XY: Steam Siege 
						18/114) has 60 HP, Retreat Cost [C], and two attacks: 
						[C] pays for “Scratch” to do 10 damage while [RC] lets 
						you use “Ember” to do 30 and flip a coin (“tails” means 
						you have to discard a [R] Energy from Chimchar).  
						Both Monferno have 80 HP, Retreat Cost of [C], 
						and two attacks. BW: Plasma Storm 16/135 can use 
						“Loud Howl” for [C] to force your opponent to change out 
						his or her Active, while for [RC] it can use “Fire Tail 
						Slap” to do 50 damage, but has to discard an attached 
						[R] Energy from itself.  XY: Steam Siege 19/114 
						brings back Scratch for [C] and Flare for [RC], this 
						time doing 20 and 30 (respectively).  The job of 
						these cards is to survive to Evolve or otherwise aide in 
						your setup, but instead they attack for damage and… they 
						aren’t even good at it.  Go with Chimchar (XY: 
						Steam Siege 18/114) and whichever Monferno 
						you feel like in case you get Item locked and can’t rely 
						solely upon Rare Candy.  
						
						Infernape 
						[Plasma] is actually very, very similar to today’s 
						regular Infernape; same Type, Stage, HP, 
						Weakness, (lack of) Resistance, and it also has two 
						attacks.  Being a Team Plasma Pokémon can be a huge 
						benefit (due to Team Plasma support), or a huge problem 
						(due to Team Plasma counters); the best Team Plasma 
						counter is Silver Mirror protects the equipped 
						Pokémon from the attacks of Team Plasma Pokémon, so you 
						just need a convenient way to discard it (like 
						Startling Megaphone, Tool Scrapper, or 
						Xerosic) or alternate attacker, and Team 
						Plasma decks aren’t overly strong in Expanded right now, 
						so odds are low you’ll encounter it until a Team Plasma 
						deck makes good again.  Team Plasma support is 
						iffy; it all takes deck space and I’m not sure how much 
						of it will really be needed in a hypothetical deck built 
						around Infernape.  This might be largely a 
						neutral trait after all.  The free Retreat Cost is 
						the next difference and while not huge, it is still 
						significant; you can happily promote Infernape 
						and unless an effect is messing with Retreat Costs in 
						general, not worry about it getting stuck up front.  
						The meat of the differences are the attacks, though 
						again Infernape [Plasma] brings two.  
						
						The first is 
						“Torment”, which does 30 damage and allows you to name 
						one of the attacks on the Defending Pokémon; it cannot 
						use that attack next turn (at least not without finding 
						a way to cancel out this effect).  For [RC] it can 
						use “Malevolent Fire” to do 120 damage, though it has to 
						discard all attached Energy from itself.  The CotD 
						crew first looked at this card 
						
						here 
						and even though I thought I wrote one for this card, 
						looks like it was during a stretch when I must have just 
						failed to keep up.  Baby Mario and virusyosh 
						covered the card accurately; it just couldn’t keep up at 
						the time… but times change.  When this card first 
						released, Pokémon Catcher worked like Lysandre 
						as an Item, instead of being Pokémon Reversal by 
						a new name (that is, requiring a coin flip).  The 
						player going first could also attack.  Most 
						important of all, this is pre-Volcanion-EX, 
						Volcanion, and Blacksmith; Infernape 
						[Plasma] could use Colress Machine with Plasma 
						Energy and Deoxys-EX to pump up its attacks, 
						plus it didn’t need to hit as large of numbers but the 
						former is an Item/Special Energy combo and the latter 
						only adds 10 damage.  Torment isn’t going to 
						provide a good “hard lock” (one difficult to break), but 
						it can be an effective, irritating soft lock in some 
						matchups.  Malevolent Fire is as easy to power up 
						as Flare Blitz, both in term of Energy attachments and 
						buffs.  This actually should complement the modern 
						version nicely.  
						
						So while I don’t 
						have a proven deck for you, if you want to experiment 
						with Infernape, I think we just explained the 
						groundwork: Volcanion as a beefy opener, 
						Volcanion-EX to power up attacks, then a split line 
						of Infernape and Infernape [Plasma].  
						You will still need a lot of basic Fire Energy (probably 
						12 to 14), but remember that Flare Up is something to 
						save for stuff you can’t OHKO any other way, or because 
						you need to recycle your Fire Energy.  The rest 
						would be typical deck staples (actual, loose, or near), 
						extra Energy search, Blacksmith, Scorched 
						Earth, etc.  For Standard, the same deal but no
						Infernape [Plasma].  Standard 
						post-rotation means a loss of Blacksmith, but
						Volcanion might be able to pick up the slack, 
						plus the deck wouldn’t suffer too badly when facing 
						decks that block Abilities; focus on Volcanion 
						until Flare Up can take a massive OHKO.  Wait, if 
						has that much promise why aren’t we already using it?  
						Well, I have no solutions for the Water Weakness, plus 
						just because it is easy to list doesn’t mean it will be 
						easy to set up in an actual game.  Still 
						Infernape has potential, even if it goes unrealized 
						like its predecessor.  For Limited play, this is a 
						pretty amazing pull, but your deck will need to be 
						almost mono-Fire Typed for it too work.  Luckily 
						for Infernape, decks run heavier on basic Energy 
						cards here so even though you’ll only have a 40 card 
						deck, it isn’t odd that you’ll need your deck to be a 
						quarter to half basic Energy; they often already are!  
						Just remember that you can’t “reload” for either attack 
						very well!  
						
						
						Ratings  
						
						Standard: 
						2.5/5  
						
						Expanded: 
						2.75/5  
						
						Limited: 
						4/5  
						
						Summary: 
						The metagame is always the final arbitrator, but here it 
						can easily shift the performance of Infernape.  
						It is a solid Stage 2 in a card pool where that isn’t 
						impressive in the slightest, but should the Fire Weak 
						decks start to outnumber the Water attackers, 
						Infernape has its niche.  In fact the real 
						threat might be other Fire Type decks crowding it out, 
						as why use a Stage 2 to do what a Basic can (almost) do 
						instead?  Still the flame of hope burns.  I 
						mean I didn’t expect much out of M Audino-EX 
						either…  
						
						…if you hadn’t 
						heard, M Audino-EX (possibly with Audino-EX) 
						was the focus of the deck that won the 2016 Pokémon TCG 
						World Championships.  You can see for yourself
						
						
						
						here. 
						 Infernape made my Top 15 list but I don’t 
						remember where: at the last minute I rearranged what I 
						had, then cut it down to a Top 10.  We’ll be 
						looking at some more runners up the rest of the week, 
						including at least one that saw some play at Worlds.  
				 |