|  aroramage
 | So, Chaos Tower is another of those 
						two-sided Stadium cards with different effects depending 
						on which player it's facing. Like Parallel City and 
						Reverse Valley before it, it has a certain niche 
						potential because of this, so let's see what it's all 
						about and what makes it appealing.  Chaos Tower's effects both relate 
						to preventing certain Status Conditions from being 
						inflicted on your Active Pokemon - this is pretty 
						important cause it can potentially do wonders for you 
						and prevent your opponent from doing their own moves, 
						but I'll explain a little later. The Blue Side will make 
						sure your Pokemon aren't Confused or Poisoned while the 
						Red Side will keep them from being afflicted by Sleep 
						and Paralysis. Oh, and if the conditions are on your 
						Pokemon to begin with, they get removed thanks to this 
						card!  So what does that mean? Well, on 
						the one hand, it can be a very niche tech card to 
						removing those Status Conditions from your Pokemon 
						depending on what you're going against. For instance, 
						the newer Darkrai-EX and Hypno will want to put your 
						Pokemon to Sleep, so having Chaos Tower with the Red 
						Side facing you will help protect you against that. 
						Alternatively, if you're up against a deck running 
						Ariados or in Expanded you're facing a lot of opposition 
						from HTL, you could pin the Blue Side to your half to 
						keep them from chipping away at your HP with it. In 
						fact, you could even use the Red Side to keep Darkrai-EX 
						from falling Asleep to Hypno on your Bench and end up 
						thrashing your opponent with his Dark Head attack!  The other deck that comes to mind 
						that benefits from this is Machamp-EX, as he can deal 
						more damage and remove his own Special Condition from 
						himself! Combined with Ariados and the Red Side, you can 
						keep on Poisoning your Machamp-EX and annihilating your 
						opponent with Steaming Mad - all while preventing them 
						from putting Machamp-EX to Sleep or Paralyzing him, 
						which would otherwise keep him from attacking!  Of course, whatever benefits you 
						reap, your opponent will reap benefits of their own, as 
						is the case with these dual-sided cards. You won't be 
						able to Poison or put to Sleep your opponent's Pokemon 
						if the appropriate side is facing them, so that can be a 
						pain to deal with if you're not set up right for it. 
						Course, given the way the card is, most of the time I'm 
						imagining you keep the Red Side facing you, unless 
						you're really worried about your opponent chipping your 
						Pokemon out and claiming a Prize for it.  Chaos Tower inspires different play 
						in different decks, but in the grand scheme of things, 
						it's not going to see play in a majority of decks. 
						Things like Night March and Trevenant don't bother with 
						Status Conditions and so won't really have need of Chaos 
						Tower in the first place. But for the decks I mentioned 
						- and heck, maybe even a couple other decks - Chaos 
						Tower can be used effectively to do what it does best: 
						cause some chaos!  Rating  Standard: 2.5/5 (it's good in 
						certain decks and not so great in others)  Expanded: 2.5/5 (but it certainly 
						has potential in what it can do)  Limited: 3/5 (there's no denying 
						that!)  Arora Notealus: So again, does the 
						potential a card has beat out its practical usage? Who 
						knows? At the least, Chaos Tower has interesting uses 
						that can be applied, and I'm sure there will be more 
						about to utilize with it!  Next Time: The great bird of fire 
						soars again! | 
            
              |  Otaku
 | 
						
						Chaos Tower 
						(XY: Fates Collide 94/124) is one of the three 
						Stadium cards from our latest set, and the only one that 
						is not a reprint (the other two are Fairy Garden 
						and Scorched Earth).  It joins the slowly 
						growing ranks of Stadium cards that have a different 
						effect depending upon which way the card is facing; the 
						effect relevant to each player is the one that reads 
						rightside up.  So what are those effects?  If 
						you have the card so that its name is also rightside up, 
						then the effect is that your Pokémon cannot be Asleep or 
						Paralyzed (if already so afflicted, they are cured).  
						The effect for the other side of the card is that 
						player’s Pokémon cannot be Confused or Poison.  
						Notably this card does nothing about Burn, the fifth 
						Special Condition added in 2002 with the release of 
						first e-card expansion Expedition.  I don’t 
						think any card has mentioned it in the XY-era.  If 
						it is being retired, that might be a good thing; much 
						like we don’t have “Freeze” or “Flinch” as they are just 
						better represented by Paralysis in the TCG, we probably 
						don’t need two damage dealing effects.  It might be 
						a bit confusing at first, but if we really need 
						lingering damage from fire flavored attacks, we can just 
						use Poison.  
						
						So is this useful?  At first glance I thought it 
						seemed pretty bad; as players we pretty quickly learn 
						that Special Conditions are pretty easy to shake unless 
						paired up with control/disruption effects.  A deck 
						generally enjoys them when they are a happy side effect 
						of something that was going to be run anyway, or perhaps 
						Poison because it can function like a damage buff, but 
						if they are a focus then they need something to help 
						them stick or need to be something you can spam in the 
						hopes of running your opponent out of answers like using
						Switch to change a different attacker (or card 
						with a free Retreat Cost so you can just go back to your 
						original Active), Keldeo-EX plus Float Stone 
						for something similar, AZ to get rid of 
						everything attached to your Active, and of course 
						effects like that of Chaos Tower which can 
						prevent Special Conditions from happening in the first 
						place.  The thing is that most cards that prevent 
						Special Conditions are one-sided, so you don’t have to 
						choose what you help your opponent’s avoid, and the 
						preferred options like Virizion-EX in Expanded 
						play protect against all Special Conditions, not just 
						two at a time.  To select cards for the Top 10, I 
						actually went through the entire set list for 
						XY: Fates Collide assigning a grade (S, A, B, C, D, 
						and F in order of best to worst) and I gave Chaos 
						Tower an “F”.  
						
						I was wrong, but the question now is by how much?  Chaos 
						Tower seems like it might be the new “neutral” 
						Stadium.  That one you can just automatically plug 
						into a deck because you know you’re going to need 
						some Stadium, or else to rely heavily on another 
						card (Delinquent, Paint Roller, etc.) to 
						discard opposing Stadium cards.  It is just because 
						Stadium cards are so important to key decks and still a 
						significant bonus for others.  If your deck uses 
						no Special Conditions, then Chaos Tower can 
						only backfire if your opponent is using some of the few 
						cards that also afflict your opponent’s own Pokémon with 
						a Special Condition without actually wanting that to be 
						the end result.  So pretty unlikely to backfire, 
						especially for the reason I wasn’t fond of Chaos 
						Tower in the first place; you only block two of five 
						(two of four in Standard) Special Conditions so just 
						make sure you only block what won’t help your opponent.  
						If your deck does use Special Conditions, you still 
						might be able to select the side that won’t hurt you.  
						Another trick comes because the rules of the game 
						prevent you from playing a Stadium from hand that has 
						the same name as the one already in play (this wasn’t 
						always the case and allowed you to abuse once-per-turn 
						effects).  So imagine you’re running a deck that 
						wants to inflict Paralysis as part of a lock: if you run
						Chaos Tower and play it right side up so that 
						your own Pokémon are protected from Paralysis and Sleep, 
						then an opponent running Chaos Tower to protect 
						his or her Pokémon from Special Conditions cannot play 
						another copy down to change the effect.  
						
						So any uses for Chaos Tower besides being a 
						general filler Stadium and trying to counter itself?  Ariados 
						(XY: Ancient Origins 6/98) has the Ability 
						“Poison Nest” to Poison both players’ Active 
						non-Grass-Type Pokémon.  Hypno (XY: BREAKpoint 
						51/122) can use its “Goodnight, Babies” Ability to leave 
						both players’ Active Pokémon to Sleep, regardless of 
						Typing.  There were already answers for both, such 
						as All-Night Party, another Stadium that allows 
						you to remove Sleep from your Active and heal 30 damage 
						at the same time, but there is a hiccup with that.  
						There is even a combo built around it using Darkrai-EX 
						(XY: BREAKpoint 74/122, 118/122), as its “Dark 
						Head” attack does 80 damage base with another 80 damage 
						added if the opponent’s Active is Asleep, for 160 total.  
						If you score the OHKO it’s great, but if you whiff and 
						your opponent doesn’t wake up, then your opponent can 
						get rid of Sleep while healing 30 damage.  Chaos 
						Tower of course avoids this problem, and provides 
						Darkrai-EX with protection against Paralysis as a 
						bonus.  This doesn’t strike me as a huge problem; 
						the goal is for Dark Head to score OHKOs and in addition 
						to the built in damage buff you can tack on a Muscle 
						Band to bring nearly everything that is not a Mega 
						Evolution into OHKO range.  The stuff that can 
						survive either has protection or will need additional 
						healing to survive a second hit from Dark Head.  I 
						guess if you’re facing something like Jolteon-EX 
						that you need to whiff on its protective “Flash Ray” 
						attack so you can hit it for damage the next turn, this 
						would matter.  
						
						So that is how to use it in Standard.  For Expanded 
						play, it actually ends up being a bit better; there are 
						more Stadiums to compete with as well as more counters 
						and more combo opportunities, but the big thing is this 
						acts as a counter for Hypnotoxic Laser, which is 
						still a reasonably common play.  In Limited, this 
						is an important pull; use it to counter other Stadiums 
						while protecting yourself from whatever Special 
						Conditions you think your opponent will use most.  
						Just be careful as you’ll likely have a few cards of 
						your own slinging around Special Conditions.  
						
						Ratings  
						
						Standard: 
						2.25/5  
						
						Expanded: 
						2.75/5  
						
						Limited: 
						
						4/5  
						
						Summary: 
						 Chaos Tower is a new Stadium that doesn’t seem 
						overly strong, but that is probably because it is meant 
						to be decent for general usage and a bit better in 
						specific decks.  I would score it higher, but most 
						places I can think of to use it already have another 
						option, or even a better option.  I get why 
						decks using All-Night Party + Hypno + 
						Darkrai-EX are worried about healing the opponent, 
						but as explained above this at best seems like a reason 
						you might run a single Chaos Tower in addition to 
						your copies of All-Night Party, for the rare 
						instance you have to worry about helping your opponent 
						shake Sleep while healing 30 damage.  
						
						If we extend the Pojo Top 10 for XY: Fates Collide 
						to a Top 20, then Chaos Tower slips in as the 
						19th place pick with seven voting points, tying with 
						Carbink (XY: Fates Collide 49/124).  
						This beats the 20th place pick by only one point, but 
						also only misses tying with the 16th and 17th place 
						picks by two points. |