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					Pojo's Pokémon Card of the Day 
					
                        
                          | 
                           |  | 
							Top 10 SM: Burning Shadows Cards 
							#5 -
							Marshadow-GX - S&M: Burning Shadows
 - #BUS 80
 
							Date Reviewed: 
							August 22, 2017
 
							
							Ratings
                            & Reviews Summary
 Standard: 3.33
 Expanded: 4.17
 Limited: 3.50
 
							Ratings are based
                            on a 1 to 5 scale. 1 being horrible. 
							3 ... average.  5 is awesome.
 
							
							Back to the main COTD 
							Page 
							 |  
 
            
              |  aroramage
 | ...wait you're not even in the 
						game, WHO ARE YOU?!  Marshadow is actually another 
						Mythic Pokemon on the level of other adorable tykes like 
						Mew, Celebi, and Victini. He's the Gen 7 Pokemon that 
						has yet to be distributed in the US, but it has been 
						released alongside the movie that retells early Gen 1 
						Pokemon anime with him tagging alongside Ash Ketchum 
						(Satoshi in Japan). Which, you know, it doesn't retcon 
						things, just kinda redoes it again...yeesh.  Anywho, Marshadow-GX is the card 
						based off that Pokemon, probably seen due to its 
						appearance in Japan. Hopefully we'll see it soon in 
						America, cause MAN that thing looks cool! A 
						Fighting/Ghost Pokemon? Yes please! But yes, Marshadow-GX 
						is a powerful card in the right hands, and that comes 
						down to its three attacks!  ...well, two attacks and Ability.  His only neutral attack is 
						Beatdown, a 3-for-120 vanilla punching onslaught. 
						Fortunately we still have Strong Energy in the format, 
						so that means we get access to a lot of damage boosting 
						power, making this attack a potential 140-160 move. Tack 
						on a Choice Band, and most Basic EX/GX are gonna be 
						struggling to stay in. But admittedly, this isn't the 
						highlight of Marshadow-GX. In fact, arguably the best part of 
						Marshadow-GX is his Ability, Shadow Hunt. The lore 
						behind Marshadow is that he tends to stick to the 
						shadows, copying the moves of others while staying out 
						of sight. Kinda like a shadowy Mew of sorts, only he's 
						not the ancestral blueprint of all Pokemon. This 
						translates over to his Ability, as it allows him to use 
						the moves of any Basic Pokemon in the discard pile. Now 
						that already sounds like something appealing for 
						Standard, depending on the card pool, but in Expanded 
						it's already notable for one particular deck: Night 
						March. That's right, Night March has a brand new toy to 
						use, and since the only other requirement to use Shadow 
						Hunt is to have the right Energy for the cost of the 
						attacks, Marshadow-GX might be the edge they need to 
						become competitive in Expanded.  Peerless Hundred Blows-GX is the 
						other interesting attack that Marshadow-GX has. and it 
						could be a real doozy. For 1 Energy, Marshadow-GX can 
						deal 50 damage for every Energy attached to him. That 
						could make for a quick KO if he's already got the 3 or 
						so for Beatdown, but as always with attacks like these, 
						be wary of the Pokemon that may be lurking around that 
						can take advantage of that - like M Mewtwo-EX, as one 
						example.  Marshadow-GX will be a pretty 
						prominent force at least in Expanded. It might take some 
						time for him to have some impact here in Standard, but 
						don't let Shadow Hunt catch you by surprise - if there's 
						anything Expanded ought to teach you, all he'll need is 
						the right partner with the right attack.  Rating  Standard: 3.5/5 (he's got the tools 
						to make use of)  Expanded: 4.5/5 (but he'll need the 
						partner to take full advantage of his Ability) Limited: 5/5 (and it's hard to 
						argue how powerful this really makes him)  Arora Notealus: I wonder when 
						exactly we'll end up seeing Marshadow for the games? 
						Will it be when the movie gets dubbed, or maybe it'll be 
						in some special event? Who knows? But for now, enjoy 
						playing around with the card!  Next Time: From the shadows comes 
						not one but two Pokemon... |  
              |  21times
 | 
						
						
						Marshadow GX 
						(Burning Shadows, 80/147) powers into the TCG 
						from the Burning Shadows expansion set. 
						It has two attacks that you will rarely use: for 
						two Fighting and a Colorless energy,
						Beatdown does 
						120 damage.  
						Its GX attack, 
						Peerless Hundred Blows, does fifty times the number 
						of Basic energy attached to this Pokemon (which will 
						more than likely be zero). 
						
						
						Marshadow GX 
						is intriguing because of its ability
						Shadow Hunt. 
						Shadow 
						Hunt allows you to use the attacks of any BASIC 
						Pokemon in your discard pile. 
						You still need the energy required for this 
						attack.  If 
						you want to use 
						Glaceon EX’s (Fates Collide, 20/124)
						Crystal Ray 
						attack, you need a Water energy. 
						Jolteon 
						EX’s (Generations, 28/83)
						Flash Ray 
						requires a Lightning energy. 
						If you have either of these Pokemon in your 
						discard but only have a Fighting and a
						Double Colorless 
						Energy (Sun & Moon, 136/149), you won’t be 
						able to use those attacks. 
						It’s not just the number of energy, it’s the type 
						as well. 
						
						But don’t worry, getting the proper energy attached 
						isn’t the hard part – getting the Pokemon in the discard 
						pile in a timely fashion is where the challenge lies. 
						To accomplish this, I use the very standard
						Ultra Ball (Sun 
						& Moon, 135/149) as well as some cards that I don’t 
						normally employ (Sophocles 
						(Burning Shadows, 123/147) and
						Plumeria (Burning 
						Shadows, 145/147)). 
						I know that
						Marshadow is 
						being highly played in Expanded where it has access to 
						cards such as 
						Battle Compressor (Phantom Forces, 92/119) 
						and Night March 
						Pokemon, and players are coming up with all kinds of 
						cool ways to completely abuse
						Shadow Hunt 
						in the Expanded universe, but I’m just sticking to 
						Standard (I just don’t have enough of those older cards 
						to compete in that arena). 
						
						I found that I used
						Jolteon EX, 
						Glaceon EX, Drampa GX, and
						Clefairy the 
						most.  
						Clefairy is 
						actually the hidden gem of this deck, and I wish I could 
						take credit for it, but I actually found it on a Youtube 
						video by ShadowForceTCG. 
						Full disclosure, I’ve never met the person who 
						runs that site or even had a conversation with him, but 
						finding Clefairy
						was a stroke of genius. 
						Clefairy’s 
						Metronome attack lets you steal one of the attacks 
						of your opponent’s Active Pokemon, including GX attacks. 
						 
						
						Unfortunately, 
						Marshadow GX is definitely not the BDIF. 
						It has probable autolosses to
						Greninja Break 
						(Breakpoint, 41/122),
						Jolteon EX,
						Garbodor 
						(Breakpoint, 57/122),
						Wobbuffet (Generations, 
						RC11), and Psychic weakness means that if
						Garbodor (Guardians 
						Rising, 51/145) can get past
						Crystal Ray, 
						it only needs four Item cards in your discard to KO you. 
						And there are plenty of ways to get around
						Flash Ray and
						Crystal Ray (Pokemon 
						Ranger (Steam Siege, 113/114),
						Guzma (Burning 
						Shadows, 115/147), and
						Enhanced Hammer 
						(Guardians Rising, 162/145) just to name a few). 
						Because so many other Pokemon can rather easily 
						exploit its weaknesses,
						Marshadow GX 
						is more of a gimmick than a top deck in the Standard 
						format. 
						
						Rating 
						
						Standard: 2.5 out of 5 
						
						Conclusion 
						
						I had Marshadow 
						GX at sixteenth place on my list, and after having 
						played a dozen matches with it, I think that’s about 
						right.  I went 6 
						W 6 L, but only 1 W 5 L against top tier decks. 
						While it’s a very interesting idea and might have 
						more success in Expanded, it’s just not a particularly 
						good deck in the current (well, shortly upcoming) 
						Standard format. |  
              |  Vince
 | Our fifth-place pick is Marshadow-GX. We might not 
						have it in the games yet (as far as I checked), but it 
						makes its debut on the movie and on the TCG.
 One thing to notice is that it has 150 HP, the 
						frailest of Basic-GXs currently. Even so, it’s still 
						higher than some Basic EXs that less than 150 HP such as 
						Shaymin-EX and Jirachi-EX. Being a Fighting type is good 
						for dealing certain Pokemon types for weakness as well 
						as tapping on fighting type support such as Strong 
						Energy and Fighting Stadium. Being weak to Psychic is 
						bad, since Garbodor’s Trashalanche will only need 3 
						items in your discard pile and a Choice Band to land an 
						OHKO. Retreat cost of one makes it easy to pay, and even 
						better if Skyarrow Bridge is intact.
 Marshadow-GX has an ability and two attacks. Shadow 
						Hunt allows Marshadow to use any attacks of any Basic 
						Pokemon in your discard pile. You still need those 
						energy requirements to use them! This is an extremely 
						versatile ability! It goes without saying that Marshadow 
						can fit into any deck nicely. If you need a fighting 
						type tech to deal with weakness, Marshadow-GX will take 
						care of that. Zoroark Break, Drampa-GX, or Darkrai-EX/GX, 
						just to name a few, will fear seeing this Pokemon
 What if you can’t take advantage of Shadow Hunt? Then 
						we look at Marshadow’s own attacks. Beatdown costs FFC 
						for 120 damage. Peerless Hundred Blows GX costs F and 
						does 50 damage times the amount of Basic Energy attached 
						to this Pokemon. This GX attack ensures you can’t take 
						advantage on Strong Energy unfortunately.
 …
 I wish I could say more about this card, but Shadow 
						Hunt is the redeeming factor for Marshadow. Without this 
						ability (or if abilities are shut down), then it sees no 
						use.
 Ratings:
 Standard (pre-rotation): 3.5/5 (That depends on the 
						card pool that has many potent Basic Pokemon, whether or 
						not it is a GX)
 Standard (post-rotation): 3.5/5
 Expanded: 4/5 (Bonus points for being viable on a 
						Night March deck and could replace Mew-EX!)
 Limited: 4/5
 Notes: I had Marshadow at 6th place, but the Pojo 
						site had it on 5th place with 22 voting points, 6 below 
						tomorrow’s card and one above 6th and 7th place 
						finisher. Marshadow relies on Basic Pokemon in the 
						discard, rather than its own attacks. |  
              |  Otaku
 | 
						
						We have two reviews to get through today; we’ll begin 
						with our fifth place finisher Marshadow-GX (SM: 
						Burning Shadows 80/147, 137/147, 157/147), a card 
						that I’m not seeing in the top eight of any age 
						division from this weekend’s 2017 Pokémon World 
						Championships results.  Let’s discuss why that is, 
						and why this card might still be really good.  
						
						Marshadow-GX 
						is a Pokémon-GX so you give up an extra Prize when KO’d, 
						can be targeted by certain detrimental effects, gain 
						access to certain beneficial effects, have improved 
						stats (mostly in the HP), and three attacks (one being 
						the coveted GX-attack).  It is a Fighting-Type, 
						which should be awesome, but there were very, 
						very few of those in the top cut and those were splashed 
						into decks of another Type.  Fighting Weakness is 
						found on many Colorless-Type Pokémon (those based on VG 
						Normal-Type) and most Darkness- and Lightning-Types, a 
						huge advantage in the raw card pool but less 
						pronounced in what is actually doing well; still, there 
						are definitely some Pokémon like Drampa-GX that 
						do not want to see a Fighting-Type hit the field.  
						Fighting Resistance is one of the most abundant (maybe 
						the most); it primarily shows up on the other 
						chunk of Colorless-Types (those based on VG 
						Flying-Types) and some Psychic-Types (those based on VG 
						Ghost-Types) but the designers sprinkle it 
						throughout all the other Types as well, because a 
						particular Pokémon is part Flying-Type or Ghost-Type in 
						the video games.  The thing is, no 
						Resistance is about as common and -20 to damage only 
						matters in borderline cases so the Resistance isn’t a 
						problem.  Neither are Type-specific counters, only 
						worth mentioning in passing because none in 
						recent TCG history have been worth running 
						competitively.  The Fighting-Type offers some nifty 
						exclusive tricks like Strong Energy (with more in 
						Expanded) with some nice attackers (main or supporting), 
						Abilities, etc.  It only seems like forever 
						since they’ve been competitively relevant.  
						
						Marshadow-GX 
						is a Basic Pokémon, so it requires minimal deck space, 
						minimal time to hit the field, can serve as your opening 
						Active, access Basic Stage support, and enjoys a natural 
						synergy with many card effects by virtue of these 
						traits.  The only drawbacks are from effects 
						specifically meant to counter Basic Pokémon and/or 
						reward Evolved Pokémon (including specific Stages).  Marshadow-GX 
						has 150 HP, which I believe is the new low for 
						Pokémon-GX; this would be low for a Basic Pokémon-EX as 
						well.  We don’t have any “regular” Marshadow 
						cards to compare with, but this suggests they are not 
						going to be particularly big.  That or this card 
						did not enjoy an HP buff; while this is still a 
						solid amount (even when worth two Prizes), this might 
						barely survive more often than it is OHKO’d.  
						Psychic Weakness is not a happy thing; the 
						current issue is Garbodor (SM: Guardians 
						Rising 51/145) but there are plenty of other past 
						(and likely future) threats that can exploit it for an
						easy two Prizes.  No Resistance is the 
						worst, but I already mentioned it isn’t usually the 
						game-changer that Weakness is, so not too big a deal.  
						The Retreat Cost of [C] is a solid deal; not the best, 
						but pretty good as it makes retreating (even more than 
						once) plausible.  
						
						Marshadow-GX 
						has one Ability, one regular attack, and one GX-attack: 
						“Shadow Hunt”, “Beatdown”, and “Peerless Hundred 
						Blows-GX”.  Shadow Hunt allows Marshadow-GX 
						to use the attacks of from any Basic Pokémon in your 
						discard pile; Marshadow-GX still has to 
						meet the Energy requirements for those attacks.  
						Copying attacks ranges from useless to useful to broken,
						all based on whether you are enabling some useful 
						combos.  Copying from other Basics with the same 
						Energy costs means Marshadow-GX might have 
						more HP, but this means you’ll need to find attacks that 
						are better because they are coming from a Fighting-Type 
						and/or because the thing being copied is staying in your 
						discard pile.  We’ll come back to this because - 
						hint hint - this is a major part of what got players 
						hyped to use Marshadow-GX.  Moving on, 
						Beatdown looks like an adequate attack; 120 for [FFC] 
						isn’t great, but it’s good for reliable 2HKO’s and 
						OHKO’s; the latter requires tapping support both general 
						and Type-specific.  Unfortunately, this means 
						Beatdown isn’t too effective off-Type.  Peerless 
						Hundred Blows-GX requires [F] to use, so it is just a 
						tiny bit tricky to use off-Type but if you can make room 
						for even just one or two basic Fighting Energy 
						(and some Energy search) or some Rainbow 
						Energy you can hit your opponent’s Active for 50 
						damage times the number of basic Energy cards attached 
						to itself.  Maybe that Rainbow Energy idea 
						needs to be revisited; this is all about whether or not 
						your deck can dump extra basic Energy cards onto 
						Marshadow-GX quickly; the damage return is great 
						until you remember it’s your GX-attack, at which 
						point it still remains decent but you’ll want to try for 
						a OHKO if possible.  
						
						You can probably forget the card’s printed 
						attacks as Shadow Hunting is its bread and butter.  
						The only somewhat effective Energy acceleration unique 
						to the Fighting-Type is Carbink BREAK, so Shadow 
						Hunt is not about using attacks faster than 
						normal.  Not ruling that approach out, it just will 
						always need another factor to prove relevant.  
						Exploiting Fighting Weakness with almost any deck
						could be one of the big tricks; Evolution decks 
						may need to include a second Basic worth copying, 
						but you’ve got stuff like Tauros-GX that can do 
						impressive things for just a Double Colorless Energy, 
						so shouldn’t be too hard.  Bypassing Resistance 
						might even be handy for some decks.  I don’t think 
						it is worth it with current examples like Team Aqua’s 
						Kyogre-EX or Team Magma’s Groudon-EX, but 
						this is another way to get around their “Power Saver” 
						Ability; maybe something in the future will feature a 
						similar detrimental Ability worth bypassing.  
						Tapping Fighting support like Strong Energy is 
						another temptation, but Focus Sash is the card we 
						are really interested in; only an option for 
						Expanded Format play, where there are multiple 
						answers to it, nonetheless your opponent will need 
						his or her Field Blower, Startling Megaphone,
						Hypnotoxic Laser, Xerosic, etc. handy or 
						else Marshadow-GX is sticking around to swing at 
						least one more time.  The main reason for 
						the hype, however, is that deck so many love to hate and 
						I love to defend: Night March!  
						
						Joltik 
						(XY: Phantom Forces 26/119), Lampent (XY: 
						Phantom Forces 42/119), and Pumpkaboo (XY: 
						Phantom Forces 44/119) are the three Pokémon in the 
						game with the attack “Night March”; the Energy 
						requirements vary but each version does 20 damage times 
						the number of Pokémon in your discard pile with “Night 
						March” printed on them.  This started out as an 
						inexpensive, not overly effective budget deck when it 
						first released because Lysandre’s Trump Card 
						could reset the Night March user’s efforts to get the 
						desired amount of Night March Pokémon into his or her 
						discard pile.  Then Lysandre’s Trump Card 
						was banned, and it got better.  Then more and more 
						shifts happened in the metagame and this became a top 
						deck.  For a time, this was even the best 
						overall deck in the format!  Then it failed to win
						last year’s World Championship, as nearly the 
						entire metagame was about countering it while still 
						remaining strong in most other matchups.  Other 
						Pokémon useful to Night march but not typical to most 
						decks are Mew (XY: Fates Collide 29/124) 
						and Mew-EX, as both have Abilities that allowed 
						them to copy Night March from other Pokémon; your other 
						Benched Pokémon in the case of Mew and any 
						Pokémon on the field in the case of Mew-EX.  
						Sometimes you’d use combos like Dimension Valley 
						so that they could attack for less Energy than the 
						actual Night March Pokémon, plus each had a stat that 
						helped out as well (Mew has a free Retreat while
						Mew-EX has more HP than any other of these 
						Pokémon).  
						
						Marshadow-GX, 
						while it is worth two Prizes, still offers 30 more HP 
						than Mew-EX.  It allows Night March to 
						exploit another form of Weakness, plus some shenanigans 
						with Focus Sash.  Perhaps most important, it 
						allows you to use Night March when all available 
						Night Marchers are in the discard pile; Mew, 
						Mew-EX, and the actual Night March Pokémon can’t do 
						that.  Using Shadow Hunt, Marshadow-GX can 
						swing for up to 240 damage before buffs, and as 
						long as at least one Joltik is in your discard 
						pile, it does this for just [CC].  In the era of 
						250 HP Pokémon-GX, upping the maximum damage by +20 is 
						actually quite relevant.  Remember you still have 
						to deal with Karen as she punishes Night March 
						worse than Lysandre’s Trump Card ever did, but 
						fortunately, only certain decks are likely to include 
						it.  Besides Ability denial (sometimes an issue for 
						the deck anyway), the other threat is Oricorio (SM: 
						Black Star Promos SM19; SM: Guardians Rising 
						56/145), as your Pokémon-laden discard pile allows its 
						“Supernatural Dance” attack to spread massive amounts of 
						damage counters, while “Revelation Dance” can deliver a 
						solid blow against Marshadow-GX due to Weakness 
						as long as there is a Stadium in play.  The thing 
						is, Marshadow-GX is something of a counter to 
						Oricorio; while still small, it is bigger than the 
						other Night Marchers (and friends), so while your 
						opponent might still OHKO Marshadow-GX, the 
						important thing is that it isn’t multi-OHKOing two or 
						three Night March Pokémon.  
						
						This is a good card for Standard play, just not great.  
						Expanded is where we are likely to feel this card’s 
						presence, possibly as a general trick.  Think about 
						it this way: Marshadow-GX with Focus Sash 
						can bait out Tool removal, and if your opponent fails 
						and hits it, a Tauros-GX in the discard pile 
						allows Marshadow-GX to “Mad Bull-GX” for 420 
						damage!  This card can be fairly good in Limited 
						play but remember that Shadow Hunt is less 
						effective.  If you pull another useful, Basic 
						Pokémon you’d rather use it before Marshadow-GX 
						instead of hoping you pulled a Sophocles so that 
						you can pitch it instead.  If you try a +39 build, 
						where Marshadow-GX is your only Basic, 
						Shadow Hunt becomes useless; the other two attacks look 
						nifty, but I don’t think the 150 HP will last long 
						enough for them to take four Prizes.  In fact, you 
						probably won’t be able to make good use of Shadow Hunt 
						even in a more traditional Limited Format deck; most 
						Basic Pokémon you pull are likely to be weaker Evolving 
						Basics.  You can probably fit Marshadow-GX 
						into any deck but run it with some Fighting 
						Energy so that it can finally enjoy its own attacks.  
						
						Ratings  
						
						Standard: 
						3.15/5  
						
						Expanded: 
						3.65/5  
						
						Limited: 
						3.75/5  
						
						Conclusion  
						
						Marshadow-GX 
						is a combo-centric card; for Standard Format play, it is 
						just waiting for a deck where it can really shine, but 
						at present, it remains a decent little trick that 
						technically works in almost any deck.  In Expanded, 
						this might help Night March make a comeback, even though 
						it doesn’t provide an answer to Karen.  Battle 
						Compressor and Focus Sash help its general 
						performance in addition to helping Night March, though 
						I’m not completely sold on Focus Sash.  
						Fortunately, Choice Band and even Fighting 
						Fury Belt are still good options for Marshadow-GX.  
						
						Breakdown  
						
						Marshadow-GX 
						earned 22 voting points spread out across four lists, 
						beating the tie we had for seventh place Golisopod-GX 
						and sixth place Kiawe by just one voting point.  
						As for fourth place Darkrai-GX, which I’ll name 
						for once as that review should have been posted 
						alongside this one, Marshadow-GX fell six voting 
						points shy of tying with it.  It is still too soon 
						to know for certain, as these cards are almost certainly 
						going to be legal for another two years, but 
						Golisopod-GX looks like it was really 
						cheated.  I’ve got to take ownership of that; I 
						confess, I over prioritized Marshadow-GX 
						technically being a generalist and helping 
						one of my favorite, recent decks (Night March), placing 
						it way too high on my personal list as my fourth 
						place pick!  Even if this elevates Night March to 
						the top spot, probably even if a later release makes it 
						strong in Standard, I broke my own rule about not giving 
						one card too much credit from the shared strength of 
						combos; I still think Marshadow-GX deserved 
						to make the Top 10, but definitely not higher than fifth 
						place, and maybe even much lower. |  
              |  Retro
 | 
						Hello readers, this is Retro, bringing in my first 
						card of the day review for the Pojo website! Today’s 
						card is Marshadow GX, hailed as being one of the mascots 
						for the new Burning Shadows expansion, as well as being 
						the main mascot for the “Light Consuming Darkness” side 
						of the Japanese Burning Shadows variant. Now Marshadow 
						is a Pokémon that I generally liked; he is like that 
						plucky British dude that just want to pick a fight with 
						someone, with his blazing eyes and all. Also his 
						competitive stats are not to be messed with. Either it’s 
						a Choice Band set, an Assault Vest set or just the 
						Marshadium Z set, he is not to mess with in Smogon 
						Ubers. And now, there’s a new Marshadow card coming out, 
						which makes me happy. 
						           
						So how does he stack up with the opposition? Let 
						us get to the basics first. Marshadow GX is a 
						Fighting-type Basic Pokemon-GX with 150 HP. This means 
						that he holds the record of being the Pokémon-GX with 
						the lowest amount of HP, beating Necrozma GX with a 30 
						HP difference. It is also weak to Psychic, which may 
						prove problematic because of Garbodor from SM Guardians 
						Rising and Espeon-GX in the format, but Gardevoir-GX 
						(which we’ll review soon after this) is expected to 
						smash these decks, so the weakness threat level might be 
						slightly mitigated. Its retreat cost at 1 energy might 
						just be good enough nowadays, so precious resources can 
						be conserved.  
						           
						Marshadow GX is this type of Pokémon-GX with 
						Ability, 1 standard attack and a GX attack instead of 2 
						standard attacks and 1 GX attack. But before I got to 
						the 1 ability that mattered, I wanted to discuss its 
						attacks. Beatdown is your typical vanilla Fighting 
						attack; for 2 Fighting and 1 Colorless energies it can 
						deal 120 damage. Not much to shout about, but with the 
						combination of Strong Energy and Choice Band, it might 
						just be the terror. However, once you read the GX 
						attack, you might want to back off the idea of using 
						Strong Energy a bit. Peerless Hundred Blows GX deals 50x 
						the number of Basic energies attached to Marshadow-GX, 
						with the starting attack cost at 1 Fighting energy. 
						Using Strong Energy means you can’t abuse Peerless 
						Hundred Blows GX, and also you are essentially leaving 
						yourself vulnerable to energy abuser attackers such as 
						Gardevoir-GX and Mega Mewtwo-EX (if it’s still a thing). 
						You also need to build this attack slowly (unless you 
						are running Max Elixir), and that 2 reasons alone might 
						just be reasons good enough to stay away from this GX 
						attack. 
						           
						However, when you read what its Ability does, all 
						is forgiven. Because what Shadow Hunt does is that it 
						copies the attacks of Basic Pokemon in your discard 
						pile. This is what I like to call “When Mew is buffed”. 
						Because this ability is basically Mew’s (XY Fates 
						Collide) Memories of Dawn ability, but it can be 
						performed more reliably thanks to its if condition 
						stating that it is from a Pokémon in your discard pile. 
						There are lots of examples I can give, but I’ll stick to 
						5 examples for both Standard and Expanded; 
						-
						Lapras-GX (SM 
						Base Set): 
						This beast really appreciates another attacker that can 
						hit Blizzard Burn and Ice Beam GX back to back. For 
						another type, no less!
 - Drampa-GX 
						(SM Guardians Rising):
						Drampa really 
						appreciates another Basic Pokémon that can perform 
						really well in its mirror matches, with Marshadow able 
						to hit opposing Drampas for Weakness and even without 
						the if condition for Berserk actually performed with a 
						Choice Band ready! Just watch out for the Garbodors.
 - Night March 
						(XY Phantom Forces):
						Possibly my 
						favorite pairing with this card; you can single handedly 
						solve Night March’s weakness to Darkrai EX (BW Dark 
						Explorers) and can hit even higher numbers with more 
						Night Marchers in the discard pile against most decks. 
						You also get a significantly bulkier Night Marcher to 
						attack with (it is five times bulkier than Joltik)! By 
						far this is the most successful pairing with Marshadow; 
						it finished 4th in the Japanese Regionals in 
						late July.
 - 
						Seismitoad-EX (XY Furious Fists): 
						In the occasion that you had a Toad down and you can’t 
						get another one in play quickly, you can get Marshadow 
						up to continue Item lock by copying Quaking Punch for a 
						single Double Colorless Energy.
 - Jolteon-EX 
						(XY Generations) and Glaceon-EX (XY Fates Collide):
						These 2 
						self-shielding Pokémon are the bane to any deck; and 
						just between the accesses to both Pokemon in the discard 
						pile, a Rainbow Energy and a Double Colorless Energy 
						attached to Marshadow, you can pretty much block the 
						ghost brawler from damage directed from attacks. It’s a 
						good combination.
 
						That is just several
						combinations of the terror, utility and versatility 
						that Marshadow offers to any big Basic deck; I can see 
						Marshadow gain traction as its days goes on. Especially 
						with those Ultra Beast Pokemon-GXs announced; as they 
						are all Basic Pokemon, I surely can’t wait! 
						 
						However, there is one problem that I can see with 
						Marshadow; it is extremely reliant on its Shadow Hunt 
						ability to do anything! Ability lock is something that 
						sees a huge amount of play; between Garbodor (XY 
						BREAKpoint) and Alolan Muk (SM Base Set) with their 
						Ability lock options, as well as Hex Maniac (XY Ancient 
						Origins) before rotation, using Marshadow means that you 
						need extreme care and long term planning. Is my opponent 
						really serious about dropping Ability lock options? Is 
						my opponent able to threaten me with strong Psychic 
						attacks? When either of those options are open, you 
						really need to rethink your Marshadow options. 
						
						But overall, Marshadow-GX is a very strong attacker for 
						any big Basic deck that can really boost their options 
						and viability to even greater heights, that it could be 
						the best card in format in a not too distant future. 
						What a card, Marshadow, what a card…. 
						
						Standard: 3.5/5 (before rotation) / 4/5 (after rotation) 
						/ 4.5/5 (after SM Crimson Invasion?) 
						 
						
						Expanded: 4.5/5 (big Basic EXs and Night March rule the 
						roost here, giving Marshadow a reason to stay) 
						
						Limited: 1.5/5 (there’s not a lot of good Basic Pokemon 
						in SM Burning Shadows to justify usage of Marshadow-GX 
						aside from Ho-Oh GX and Necrozma-GX, and both of them 
						are not even that good in Limited. How about Marshadow 
						then? You decide.) 
						Next Up on Burning Shadows 
						reviews:The dead rises again. True to its word….
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