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Pojo's Pokémon Card of the Day
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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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