|  aroramage
 | And now we come to our #3 card on 
						the list, Zygarde-EX!...or should I say "cards" since 
						we're also reviewing Power Memory? Truth be told, the 
						latter only works with the former, so of course it makes 
						sense to review them together. Let's see what they can 
						do together!  Starting off is Zygarde-EX, and 
						 to 
						be honest...he's anywhere from okay to mediocre. I know 
						he's a Fighting-type and gets access to all that sweet 
						sweet support that Fighting types get, not to mention 
						he's a 190 HP Basic-EX which hasn't been seen before, 
						but his attacks are otherwise just so...meh. And he's 
						got three of them on the card! Land's Pulse starts us off at 
						1-for-20, and if there's a Stadium in play, it'll do an 
						extra 20 damage. Already, that's 1-for-40 most of the 
						time, given the frequency of Stadium plays in the 
						current format, so Zygarde-EX will get a lot of mileage 
						out of that. It's a shame though since that seems like 
						the best attack he's got. Cell Storm only does 2-for-60 
						and will only ever heal off 30 damage from Zygarde-EX - 
						it would have been better if it could heal off half the 
						damage he inflicts, since then it would depend on boosts 
						and changes and what not. And then there's Land's Wrath 
						which is just a vanilla 3-for-100 strike...meh meh meh.  I was disappointed to see Zygarde-EX 
						with such lackluster attacks, especially in his 
						Complete/Perfect form. But you shouldn't really count 
						Zygarde-EX totally out - it did get Power Memory! This 
						Tool only really attaches to Zygarde-EX and acts like 
						how G Booster did to Genesect-EX from back in the day. 
						It grants him the power to deal out the All Cells Burn 
						attack, which does a tremendous 3-for-200 blow while 
						discarding 3 Energy from Zygarde-EX. It's certainly 
						impressive on its own, but tack on the Fighting damage 
						outputs, and it becomes a OHKO machine! ...well, not on its own. There are 
						a couple more Pokemon that can make Zygarde-EX really 
						shine, and it just so happens that they happen to be our 
						#2 and #1 spots on the countdown! Who'd have thunk that?  Rating  Standard: 4/5 (Zygarde-EX may not 
						be exciting on his own, but in tandem with other such 
						cards, he can be a force to reckon with)  Expanded: 4/5 (already, I can think 
						of putting Fighting Fury Belt on him to make his HP 
						rival the other Mega-EX, though Power Memory is just way 
						too needed to forego that little detail)  Limited: 4.5/5 (don't fret though, 
						it's not the only thing he's got, and it could be the 
						case that we see a new archetype form from these pieces)  Arora Notealus:...but seriously 
						though, Zygarde-EX, please, get some better attacks on 
						your next card. Let's see you be amazing, not sorta good 
						but really amazing only with this and this and this 
						card.  Next Time: Time to BREAK out of 
						this countdown with something really different! | 
            
              |  Otaku
 | 
						
						Proving I’m on a roll this week, not only have I already 
						missed some deadlines but when I finally read 
						
						
						yesterday’s reviews, 
						as I realized had messed up a few Ability and attack 
						names.  Pretty embarrassing but thankfully Pojo has 
						already posted the corrected article.  At least if 
						you know the cards, you shouldn’t have been confused and 
						just gotten a chuckle out of my mistakes. So with that 
						out of the way, third place on our list is shared by two 
						cards.  It isn’t a tie in the traditional sense, 
						but because the cards in question are so related that 
						reviewing one means effectively reviewing the other, we 
						figured it was once again time to risk reviewing two at 
						once: Zygarde-EX (XY: Fates Collide 
						54/124; XY: Black Star Promos XY151) and Power 
						Memory (XY: Fates Collide 108/124).  
						
						We’ll start with Zygarde-EX, who is yet another 
						Pokémon resembling a Dragon Ball Z character.  
						As a Fighting Type it enjoys what I’ve often stated is 
						the best support in the TCG.  About the only major 
						pieces I do not expect to matter at all for 
						Zygarde-EX in competitive play are Machamp (XY: 
						Furious Fists 46/111; XY: Black Star Promos 
						XY13; Generations 42/83) and Maxie’s Hidden 
						Ball Trick; the former has been replaced by 
						Regirock-EX (XY: Fates Collide 43/124) and 
						the latter is wasteful for a Basic Pokémon.  The 
						rest of the cards that specifically benefit Fighting 
						Type Pokémon are all going to have a use to varying 
						degrees, as well as some of the other useful Fighting 
						Types which I will not be listing here because I nearly 
						built a deck in doing so: that is how much great, Type 
						related support Fighting provides!  Fighting 
						Weakness is found on the majority of Colorless Types and 
						both most Darkness and most Lightning Types.  It 
						isn’t all good as a few cards specifically counter the 
						Fighting Type and Fighting Resistance is the most common 
						form of Resistance, but even that isn’t as bad as it 
						sounds: those counters are seldom seen because they 
						aren’t particularly good, no Resistance is far more 
						common than any actual form of Resistance, and the -20 
						damage Resistance provides is more of a nuisance than a 
						serious issue.  
						
						As a Basic Pokémon, Zygarde-EX is fast to the 
						field without taking a lot of deck space, naturally 
						works better with certain effects (like bounce) or game 
						mechanics (like being your opening Pokémon) than other 
						Stages.  There are anti-Basic Pokémon effects but 
						also Basic Stage support; the net result is that being a 
						Basic Pokémon is the best.  Being a Pokémon-EX 
						however is not, though I know a lot of people still 
						think it is.  I’m not denying the influence of 
						Pokémon-EX in the format; perhaps because they are still 
						a special mechanic and thus have fewer examples, the 
						potent ones stick out even more while we forget about 
						the weak ones.  What being a Pokémon-EX does 
						guarantee for an already Basic Pokémon is giving up an 
						extra Prize when KOed (via rules text printed on the 
						card), being subject to certain counters via the effect 
						text on cards already present in the format and/or that 
						may be released in the future, and being excluded from 
						certain beneficial card effects that (again) are either 
						already here or could be released in the future.  
						Unless a Pokémon-EX includes something unique to itself 
						to help overcome these drawbacks, the best you can do is 
						use other cards to help deal with them.  The 
						improved attributes and effects that Pokémon-EX often 
						possess aren’t guaranteed; arguably the HP as I believe 
						the worst it has done is provide a +20 HP bump for the 
						very small, but some Pokémon-EX wind up with lame 
						Abilities and/or attacks, and many simply have ones that 
						are good but even out given the built in drawbacks of 
						their being.  
						
						Zygarde-EX 
						cashes in on the improved attributes with its 190 HP.  
						This is not a new thing as we’ve seen it on more 
						obscure Basic Pokémon-EX like Team Aqua’s Kyogre-EX 
						and Team Magma’s Groudon-EX, while Wailord-EX 
						still holds the record for anything in the game 
						with 250.  190 HP is as much as the smallest Mega 
						Evolution - M Diancie-EX - and the largest BREAK 
						Evolution - Chesnaught BREAK.  By being 10 
						to 20 points above the more typically seen Basic 
						Pokémon-EX, Zygarde-EX gains a disproportionate 
						advantage because efficiency is incredibly important to 
						the Pokémon TCG.  So while multiple decks can still 
						OHKO Zygarde-EX, in general decks focus on 
						scoring a OHKO or a 2HKO against 180 because the 
						previous exceptions haven’t been worth the added effort; 
						overkill can be fun but it when it costs extra resources 
						it hurts the bottom line.  The Type that will 
						probably be able to shoot for a OHKO is the Grass Type, 
						due to Zygarde-EX being Grass Weak.  This 
						might be one of the best Weaknesses for a card of this 
						size to have; while still a significant drawback to have 
						a Weakness at all, the top Grass Type attackers already 
						feature in decks that could still OHKO something with 
						190 HP.  As such Grass Weakness will allow them to 
						do so a bit more reliably and/or with less effort.  
						Given the video game Dragon/Ground Typing of Zygarde, 
						Zygarde-EX could have been saddled with Fairy, 
						Dragon or Water (Ice) Weakness.  
						
						The lack of Resistance is typical, but this is one of 
						the rare occasions where I approve of the decision.  
						As a 190 HP Basic that (as we’ll see) has a damaging 
						attack that heals it, the four plausible TCG Type for it 
						to Resist - Fighting (from Rock Resistance), Fire, 
						Lightning, and Psychic (from Poison) could have created 
						some real problem matchups.  The most likely of 
						those would have been Lightning, and as most of that 
						Type is Fighting Weak and the attack I’m already 
						discussing needs just [FC], several decks could have 
						worked in a “Lightning Rod” to wreck that Type (never 
						mind if Zygarde-EX gets its own deck).  The 
						Retreat Cost of [CCC] is chunky and you want to avoid 
						paying it; pack multiple options to reduce or bypass the 
						cost.  Once again it isn’t all bad: Zygarde-EX 
						can make use of Heavy Ball and Heavy Boots 
						and surprising enough, Heavy Ball compliance may 
						actually matter.  
						
						Zygarde-EX 
						is too new to have an Ancient Trait, and it also lacks 
						an Ability.  What it does have for effects are 
						three attacks (Land’s Pulse, Cell Storm, and Land’s 
						Wrath) priced in an ascending manner ([F], [FC], and 
						[FFC]) that bodes well for the card.  You should be 
						able to open with Land’s Pulse and move onto Cell Storm 
						the next turn.  If you survive long enough or have 
						some acceleration, Land’s Wrath also becomes reasonable 
						to reach.  The Energy requirements have enough [F] 
						that it won’t be an easy splash, but also don’t require 
						so much [F] or have additional costs that would make 
						working it into an off TYpe deck implausible.  So 
						what do these attacks actually do?  Land’s Pulse 
						does 20 damage plus another 20 if there is a Stadium in 
						play.  This is a good start but we have seen 
						better, as Land’s Pulse obviously this pales in 
						comparison to single Energy attacks like “Hammerhead” 
						found on Landorus-EX, but it seems in line with 
						our other big, Basic Pokémon-EX that sports three 
						attacks: Lucario-EX.  Why don’t we start 
						comparing and contrasting these attacks with those of 
						our other three-attack Fighting Type Basic Pokémon-EX?  
						
						Lucario-EX 
						can do 30 for [F] with its “Missile Jab” and while it is 
						hardly a major player in the competitive scene, it is 
						a part of it.  Stadiums are heavily used and even 
						against an opponent who doesn’t use them or actively 
						tries to discard yours (such as with Delinquent) 
						you still are attacking on your turn, when you may 
						supply your own.  The risk of Land’s Pulse whiffing 
						because you have no Stadium in play and are attacking 
						into Resistance is very low and even just doing 20 
						because of no Stadium is unlikely; instead you ought to 
						outperform Missile Jab most of the time.  The next 
						attack is “Cell Storm” which does 60 damage while 
						healing 30 from Zygarde-EX itself.  This 
						seems mediocre in isolation; 60-for-two is decent but 
						healing effects are rarely worth it.  What helps 
						make it adequate (still not great) are circumstances.  
						With 190 HP and the possibility of Bursting Balloon,
						Fighting Fury Belt or Focus Sash, healing 
						30 also becomes a bit more useful, and the cost again 
						means it could work in a deck that isn’t totally off 
						Type, even if only because of something like Rainbow 
						Energy.  Lucario-EX has “Corkscrew Punch” for 
						its two Energy attack, and does the same 60 damage but 
						with the much more useful effect of drawing until you 
						have six cards in hand.  Corkscrew Punch also 
						requires [FF] though, which makes it unappealing when 
						you need to splash in a Fighting Type with another.  
						Land’s Wrath does a flat 100 damage which seems a bit 
						anticlimactic, but again we need to consider what all 
						may be going into it.  The Fighting Type 
						specializes in buffs, so by this point it is likely 
						beefed up to OHKO range for Basic Pokémon-EX or 2HKO 
						range against Mega Evolutions.  Lucario-EX needs 
						[FFF] for its “Somersault Kick” to do the same 100, and 
						yes that attack does get used; Zygarde-EX 
						unquestionably out does it here though both of these 
						attacks are the least important of their respective 
						three.  
						
						Now seems like the time to bring in Power Memory; 
						this is a Pokémon-specific Pokémon Tool that provides a 
						fourth attack (All Cells Burn) to Zygarde-EX 
						while it is attached.  All Cells Burn has the same 
						Energy cost as Land’s Wrath but does 200 damage and 
						requires you discard three Energy from Zygarde-EX 
						itself.  As it does not specify Energy card, you 
						can use something like Double Colorless Energy to 
						pay for two-thirds of the cost.  This is the toned 
						down version of G Booster, the Ace Spec Pokémon 
						Tool (and attack) that made Genesect-EX (BW: 
						Plasma Blast 11/101, 97/101) famous and for a time 
						the top deck in competitive play.  The parallels 
						between the two are striking, and really paints 
						Zygarde-EX as a cross between Lucario-EX and 
						this Genesect-EX [Plasma].  Yes it feels odd 
						to specify in that way, but we did get a second, 
						different Genesect-EX in XY: Fates Collide. 
						 Genesect-EX [Plasma] doesn’t have three attacks 
						but a killer Ability (Red Signal) only one attack (Megalo 
						Cannon) printed on it.  Megalo Cannon needs [GGC] 
						to do 100 damage to the opponent’s Active while hitting 
						something on the opponent’s Bench for 20; better than 
						the 100 Land’s Wrath does but just by the Bench damage, 
						and for the same cost adjusted for Type: [GGC].  G 
						Booster has the same cost as Megalo Cannon, like how All 
						Cells Burn has the same cost as Land’s Wrath.  G 
						Booster does 200 damage, like All Cells Burn, but only 
						requires a two Energy discard instead of three and 
						it ignores any damage reducing effects on the Defending 
						Pokémon.  Why stress all this?  It is a huge 
						hint for one of the ways to use Zygarde-EX.  
						
						I can think of four ways to really use Zygarde-EX 
						as the main attacker of a deck.  We’ll start with 
						most obvious: Zygarde-EX using all (or at least 
						most) of the new Fighting Type support along with much 
						of the established Fighting Type support.  This 
						actually bears a resemblance to VirGen decks, especially 
						after Virizion-EX and Genesect-EX [Plasma] 
						were more regularly joined by Deoxys-EX.  Carbink 
						BREAK (XY: Fates Collide 51/124) is a 
						pseudo-Stage 1 Evolution but it stands in for 
						Virizion-EX with Energy acceleration and - depending 
						on whether Carbink (XY: Fates Collide 
						49/124) or Carbink (XY: Fates Collide 
						50/124) underneath it, having a useful Ability as well. 
						 Regirock-EX takes on the role of Deoxys-EX 
						but is more important.  That is because unlike 
						Genesect-EX [Plasma], Zygarde-EX has smaller 
						attacks worth using (but which we still want to buff) 
						since All Cells Burn is a little more likely to need a 
						buff than G Booster.  Heavy Ball can substitute 
						for that clutch Plasma Ball, and other cards 
						(Fighting support or more general) will keep filling in 
						where needed for Plasma support or just augmenting the 
						deck in general.  
						
						The second deck uses almost all the same tricks, but 
						with the emphasis significantly shifted.  Optional 
						attackers like Hawlucha (XY: Furious Fists 
						63/111), Landorus-EX (in Expanded), and 
						Lucario-EX now share the spotlight with Zygarde-EX, 
						giving you four powerhouse FIghting Types with wicked 
						single Energy attacks and all different Weaknesses.  
						In my experience, one of the dangers of older 
						Landorus-EX decks as well as both past and present
						Lucario-EX decks has been even with the variety 
						in Weaknesses already present, the decks still needed 
						one more.  Grass Weakness is hardly safe (as I 
						already pointed out) but most of the existing Weaknesses 
						have a nasty problem as competitive decks can double or 
						even triple up on them.  Hitting all four is still 
						possible, but a lot less likely.  Carbink BREAK 
						and the two new Carbink are (likely) still here, 
						but less for the Energy acceleration and more for not 
						being Pokémon-EX (and in the case of Carbink BREAK 
						not being a Basic Pokémon).  With so many potential 
						buffs the single Energy attacks are going to be fierce 
						and a Super Scoop Up can wipe away all damage 
						while preserving all those pieces.  We already know 
						from current Fighting decks that the damage bonuses can 
						stack up fast, leading to relatively fast and easy 2HKOs 
						and quite a few OHKOs as well for Zygarde-EX and 
						company.  
						
						Super Scoop Up 
						is a great lead in to the next archetype being 
						revisited: Fighting Bats.  I’m not sure what the 
						current popular name is but that describes it better 
						than titles like “Landobats” because once again attack 
						duties are being shared pretty equally across the board; 
						the difference is instead of focusing on buffing the 
						damage of the low Energy attacks with our Bench sitters, 
						we’ll fake it with damage counter placement via 
						Crobat (XY: Phantom Forces 33/119) and 
						Golbat (XY: Phantom Forces 32/119; 
						Generations 31/83) while spamming AZ, 
						Super Scoop Up, and (in Expanded) Scoop Up 
						Cyclone.  I know from experience that deck 
						space ends up being incredibly tight, but because you 
						have such a wide array of options it can be worth it.  
						You can decide whether to OHKOs against the Active or 
						set up for multiple KOs by spreading the damage around.  
						When Water Weakness became too dangerous for Landorus-EX 
						alone, we used Lucario-EX to help… but Psychic 
						Weakness wasn’t much better and Mewtwo-EX (BW: 
						Next Destinies 54/99, 98/99; BW: Black Star 
						Promos BW45; BW: Legendary Treasures 54/113) 
						was commonly splashed into those Water decks anyway.  Hawlucha 
						was only useful if your opponent could shift to a 
						non-Pokémon-EX attacker and Miltank (XY: 
						Flashfire 83/106) required you get a Crobat 
						in play; what we needed was a big, Basic Pokémon (EX or 
						otherwise) with another alternate Weakness and a good, 
						single Energy attack.  
						
						The four and final approach has us come full circle and 
						return to All Cells Burn as the focus; instead of using 
						something to attack while setting up Zygarde-EX 
						on the Bench for the next turn, we look for something 
						that can power it up and still allow it to attack on the 
						current turn.  We shoot for two copies of 
						Bronzong (XY: Phantom Forces 61/119; XY: 
						Black Star Promos XY21) on your Bench to accelerate 
						basic Metal Energy from the discard pile to one 
						of your Benched Pokémon.  Keldeo-EX (in Expanded) 
						or Zoroark (XY: BREAKthrough 91/162) with
						Float Stone to get Zygarde-EX into and out 
						of the Active position turn after turn.  One 
						Benched Smeargle (XY: BREAKthrough 
						123/162, in case you have forgotten about it) allows you 
						to swap one of your Metal Energy attached to 
						Zygarde-EX for a Fighting Energy (again, both 
						Basic Energy cards).  Attach a second basic Energy 
						card from hand, make sure you’ve got Power Memory 
						handy, and you can thump the opponent for 200 turn after 
						turn with the option of Max Potion to flush away 
						all damage.  Speaking of options, instead of 
						working in other Fighting Type attackers, this build 
						would allows us some additional options.  You’ve 
						got various Metal Types since we are including that 
						Energy, but if we can work in a few more Basic Energy 
						card Types, we could incorporate a wide variety.  I 
						do not think it worth trying to cover all Types, but 
						with just basic Fighting Energy and Metal 
						Energy, Tyrantrum-EX would already fit in 
						(and provide a way to deal with protective effects).  
						In fact it might be more a matter of Zygarde-EX 
						slipping into existing decks that use this setup for 
						cards like Tyrantrum-EX and Giratina-EX (XY: 
						Ancient Origins 57/98, 93/98); don’t worry about 
						Power Memory but give them another fall back for if 
						Abilities go off line.  
						
						I haven’t even gotten to the many small changes that can 
						have a big impact with these decks.  For example 
						what Stadium do you run?  It might seem obvious at 
						first, but with Land’s Pulse and the current Stadium 
						wars providing an incentive to run several diverse ones, 
						you might need to consider Fighting Stadium, 
						Magnetic Storm, Skyarrow Bridge, Scorched 
						Earth, or Virbank City Gym and maybe even a 
						few even less obvious ones.  I am not claiming all 
						of these decks are strong prospects that will become the 
						top deck in the next few months; I only wish I had the 
						cards to test myself (working on it) or the data from 
						reliable sources to know second hand.  I do expect 
						that they will matter for at least a time, and that 
						something will emerge that uses Zygarde-EX well.  
						So with Standard and Expanded out of the way, what about 
						Limited?  Zygarde-EX is the kind of Pokémon you 
						can afford to run entirely on its own in Limited play; 
						just include 39 cards that aren’t Basic Pokémon.  
						You don’t want to miss an Energy attachment, so most of 
						them will just be Basic Fighting Energy cards 
						unless you also pull Strong Energy or Double 
						Colorless Energy (the latter makes sense if you also 
						get a Power Memory).  This is not without 
						risk as there are other Basic Pokémon-EX with which to 
						contend, the few Grass Types in this set actually look 
						good for Limited play, and in general you may just be 
						overwhelmed, but the odds look to be in your favor.  
						You can also just squeeze it into whatever else you 
						manage for a deck.  
						
						Ratings 
						
						Just a reminder, the following scores are an abstract of 
						the overall usefulness and importance of the card in the 
						format.  This includes considering how it interacts 
						with other cards, but not just scoring it for the impact 
						of the overall deck or combo.  Also I will have 
						scores for both cards we covered today, even if most of 
						the review has been focused on Zygarde-EX  
						
						Zygarde-EX  
						
						Standard: 
						4.25/5  
						
						Expanded: 
						4/5  
						
						Limited: 
						5/5  
						
						Power Memory  
						
						Standard: 
						3.5/5  
						
						Expanded: 
						3.25/5  
						
						Limited: 
						1/5 (no Zygarde-EX) or 5/5 (with Zygarde-EX)  
						
						Summary:
						Zygarde-EX reminds me of the Dragon Ball Z 
						villain “Cell”, and like that character Zygarde-EX 
						draws from a lot of existing cards and the strategies 
						that have let them work well.  Its three attacks 
						aren’t complex but combined with hits Type and HP, 
						create a strong foundation upon which many different 
						decks can be built.  That assumes Zygarde-EX 
						is the deck’s focus; while not super splashable, its own 
						attack costs are reasonable enough to work in mixed 
						company.  Power Memory is weaker than G 
						Booster, but not only is G Booster weaker now 
						than when it was originally released, Power Memory 
						is just a regular Pokémon Tool and not an Ace Spec, so 
						it may be the better card.  Power Memory needs
						Zygarde-EX but Zygarde-EX can work without
						Power Memory, especially if you’re slapping on 
						various damage buffs.  Power Memory allows 
						Zygarde-EX to effectively outsource a fancier 
						attack, and much like when a Transformers toy can 
						externalize a gimmick, this is a good thing.  
						
						Again, you can tell I think highly of this card; for my 
						own Top 10 list I ranked it in third place!  For 
						the group list, Zygarde-EX managed to score 30 
						voting points; two above our fourth and fifth place 
						finishers, and two below tomorrow's runner up. |