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Pojo's Pokémon Card of the Day
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Po Town
- S&M: Burning Shadows
- #BUS 121
Date Reviewed:
August 29, 2017
Ratings
& Reviews Summary
Standard: 3.28
Expanded: 3.04
Limited: 2.88
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
Po Town, the corrupted funk version
of "Poor Town", is a pretty...well, decrepit desolate
deserted town that really needs a remodeling. Too bad
the new tenants there don't really care that much, but
then again maybe that's why it's home to them. Such is
the nature of Team Skull?
This version of Po Town is about as
friendly to Evolution as the regular Po Town is to
anyone not apart of Team Skull...which is to say, not at
all. In fact, every time there's an evolution that takes
place, the newly evolved Pokemon promptly has three
goons rush over to your card table and punch your card
until it's dented in.
...okay, that doesn't happen, but 3
damage counters do get placed on it.
Played early enough, this card can
be pretty brutal even to Pokemon-GX that evolve. Stage
1s will take 30 damage, and Stage 2s could take 60
damage, bringing their HP scores down enough to even
them out with Basic EX and GX. And that's not even
accounting for the smaller non-EX/GX Evolution Pokemon!
That's devastating!
But there is that catch: it needs
to be played early to be effective. If it's played too
late in the game, your opponent will already have
everything they need evolved all the way up. Even in the
mid-game, it's a bit risky since Evolution cards become
rarer as more get put into play. You'll need to know
your opponent's deck rather well if you're going to know
the timing for Po Town. Or at least, play enough to get
it into your hand consistently and early.
It's a good card against a broad
spectrum, which is a bit like what Faded Town was like
for Mega-EX, though that one hit them each turn and
remained ineffective against anything else. This will
probably see some play here and there as a tech Stadium
or maybe even the Stadium of choice that gets played in
Basic-GX builds, maybe even with Drampa-GX to get that
sweet power boost. Whatever the case, we'll see how Po
Town's popularity rises and falls.
Rating
Standard: 3/5 (not too bad, and
since we're heading towards Evolution decks, it could
probably make for an interesting play)
Expanded: 3/5 (I don't expect it'll
do much better here, with the Stadium Wars available,
but it's a good tech choice at least in some builds)
Limited: 3/5 (and you never know
what you'll get here, but hopefully you used it when you
had that additional Evolution pack)
Arora Notealus: I hope they get to
fixing up Po Town at some point. It really deserves to
get livened up again. Although maybe there are some
Pokemon who prefer it in its decrepit state?
Next Time: Rising up with the power
of the sun!
|
21times |
Po Town
(Burning Shadows, 121/147) enters the meta from
the Burning Shadows expansion set.
This stadium card places three damage counters on
any Pokemon when it is evolved by a card
from a player’s
hand.
This means that if you evolve a Pokemon from
Diancie (Burning
Shadows, 94/147) or
Evosoda (Generations,
62/83), you would not have to place three damage
counters on the evolving Pokemon.
The majority of evolutions, however, come from
cards in your hand, so this will add quite a bit of
damage to Stage 2 and Break Pokemon (if you don’t use
Water Duplicates
to evolve
Greninja Break (Breakpoint, 41/122), you
would actually take ninety damage for evolving through
the entire chain from Stage 1 to the Break).
I had this listed as thirteeth on my list and initially
thought this would only see play in
Drampa GX (Guardians
Rising, 115/145) decks to replace
Team Magma’s
Secret Base (Double Crisis, 32/34), but I’ve
found it very useful in a spread deck that I’ve been
playing.
I’ve posted the list here:
http://www.pojo.biz/board/showthread.php?p=32343316#post32343316
This deck is SUPER FUN!
And I’ve gone 9 W 6 L with it.
Like yesterday’s
Alolan Ninetales
(Burning Shadows, 28/147) deck, it’s very trolly.
Unlike yesterday’s deck, it requires quite a bit
of brain power.
It’s very difficult to judge when to use
Tapu Koko,
when to use
Weavile, and when to clean up with
Meowstic.
Meowstic
is a Pokemon everyone has forgotten about.
I have heard quite a bit about the Promo
Tapu Lele
(which is not available in the U.S. yet but some
Japanese players had it in their decks at worlds), but
Promo Lele is
a two energy attachment attacker.
That’s the beauty of this deck – every Pokemon
here is a single energy attachment attacker.
When combined with
Energy Loto,
it’s rare that I don’t get off an attack every turn.
This puts a TON of pressure on my opponents
because they either have to limit the number of Pokemon
they get out or they have to accept that if they fill up
their bench, Promo
Koko and
Weavile are
going to rack up a lot of damage.
And judging when to use
Meowstic is
crucial.
Sometimes you just want to hit as much as possible with
Koko and
Weavile –
it’s not unusual to get three or four hundred damage
spread across the board.
Sometimes you just want to keep going and save
Meowstic for
last. If
you can get to 500 damage overall, you can probably take
six prize cards in a single turn.
Other times though, you want to sneak a
Meowstic in
between and take out attackers.
If you see that a player only has two Pokemon on
the board that can effectively attack, and you have
enough energy spread around to KO both those Pokemon,
it’s usually the best decision to use
Meowstic then
to take out the attackers.
It’s also a good idea as
Acerola (Burning
Shadows, 142/147),
Max Potion (Sun
& Moon, 128/145), or
Tapu Lele GX’s
(Guardians Rising, 60/145)
Tapu Cure can
undo a LOT of the damage you’ve done.
Rating
Standard: 3 out of 5
Conclusion
I know that this review was more about my spread deck
than Po Town,
but with the
Shining Legends mini-set being released at the
beginning of October, I don’t know if we’re going to get
to Weavile,
and I really wanted to share this deck with you.
Po Town
isn’t for every deck, but if you have a lot of Basics or
maybe just a couple of Stage 1’s, it might be worth
teching into your deck.
It can potentially turn a 250 HP Pokemon into a
190 HP Pokemon, which might just even bring it into OHKO
territory.
|
Otaku |
Our next runner-up
is Po Town, a Trainer-Stadium whose effect states
that whenever a player Evolves one of his or her Pokémon
in play from hand, that player puts three damage
counters on that Pokémon. Being Trainer means
cards like Skyla and Trainers’ Mail can
target Po Town and very rarely having to deal
with stuff like the “Poltergeist” attack - which does
damage based on how many Trainers you have in hand -
found on Trevenant (SM: Guardians Rising
7/145); I don’t recall seeing much of these cards in
recent, competitive play. Being a Stadium is a
mixed blessing; most Stadium cards have a single
effect that applies equally to both players, at least
before we factor in the actual cards in a player’s deck.
Po Town is not an exception, so if you
are using it, you either are not running
Evolutions, have a way around the effect, actually want
to place some damage counters on your Evolutions, or
simply believe your deck can cope with it better than
what you’re facing. Stadium cards remain in play
until another Stadium is played or a card effect
discards them; I like the former as it makes Stadium
cards an integral part of deck construction, but don’t
like when the latter becomes too easy. Using a
valuable resource like a Supporter or attack to discard
a Stadium card is usually demanding enough that Stadium
cards are likely to survive a turn or two, but now we’ve
got Field Blower, an Item that can discard up to
two Tools in play or a Stadium plus a Tool or just a
Stadium. This really hurts Stadium cards -
like Po Town - you need to persist for a bit to
generate advantage. I can’t think of any recent
beneficial effects that work on Stadium cards and
have proven competitive, another concern when we’ve got
Delinquent and Field Blower to punish
their usage.
So… is the effect
of Po Town worth it? While the metagame is
relatively diverse in terms of Stages, being a Basic
Pokémon is still the best due to their relative
speed and reduced resource requirements, plus a few
other incidentals. Yes, the Masters Division of
the 2017 World Championship was won by a Stage 2 deck,
and “Haymaker” style mono-Basic Pokémon beatdown/control
decks are (thankfully) not a major force, but beatdown,
control, and beatdown (with control element) decks that
focus on a Basic Pokémon backed by just one or two
Evolutions? Yeah, those are most definitely
still a thing. That means, even if you can get
and keep Po Town in play, it may hardly be
triggered by your opponent. Just it showing up a
bit late could let your opponent safely Evolve all he or
she needs. There is another factor as well;
extra damage only matters for combos and decreasing the
turns required for a KO. If my opponent placing
three damage counters on something he or she just
Evolved means I can now OHKO it instead of 2HKO it,
that’s good! If it remains a 2HKO, then I haven’t
really gained anything; it looks worse, but it
really won’t matter. There is also the question of
how difficult the afflicted Pokémon will be to target. Guzma
makes it easy for nearly all decks to strike at a
Bench-sitter but you’ll still have to have one
handy to quickly OHKO an Evolution that Po Town
brings into range; if you don’t have one available this
turn or simply need to use your Supporter
elsewhere, the damage on said Bench-sitter won’t really
matter until you actually score the KO.
So let us look
beyond being a simple means of adding damage.
I can see two kinds of decks that would enjoy
Po Town. First is the deck focused on
devolving an opponent’s Pokémon. Devolving
something usually lowers its HP, so you may even
score a KO by the process! Po Town alone won’t
add enough damage counters most of the time
unless you can Devolve a Stage 2 - that Evolved from a
Stage 1 - all the way back down to its Basic form and
Po Town was in play both times the Pokémon in
question Evolved. Yes, this becomes even less
likely if your opponent has even a tiny bit of healing
available. If you’re spreading damage counters
about, however, then Po Town adding another three
can either result in the KO or help prevent your
opponent from simply re-Evolving the next turn after
something like Espeon-EX uses its “Miraculous
Shine” attack to bounce the highest Stage of Evolution
from each of your opponent’s Evolved Pokémon.
There are some decks built around this, including - I
believe - some decks that punish Evolving but then
contain a lot of anti-Basic Pokémon effects as well.
The other
thing is a deck that just needs to get damage on its own
Benched Pokémon; if some (or all) of those are
Evolutions, then Po Town helps your combo and
might still punish your opponent directly as well. Drampa-GX/Garbodor
(SM: Guardians Rising 51/145)/Garbodor (XY:
BREAKpoint 57/122) decks seem to be a prime example.
Drampa-GX needs at least one Pokémon on its
Benched to be injured so that its “Berserk” attack does
150 for [CCC] instead of just 80. The deck has
been using Team Magma’s Secret Base plus
Rainbow Energy to help with this, but the former
officially rotates in less than three days! Po Town
softens up some of the larger Pokémon Drampador-GX
will face and can damage a Garbodor (either
version). It is not a perfect combo;
each Garbodor becomes a bit easier to OHKO
thanks to this damage but most hard-hitting decks
can OHKO either anyway; it is just the borderline cases
where 120 becoming 90 or 100 becoming 70 will matter.
As a bonus, Garbodor (SM: Guardians Rising
51/145) benefits from your opponent using Field
Blower to discard Po Town, thanks to its “Trashalanche”
attack. This could leave your opponent in a bit of
a bind as he or she has to quickly calculate which is
going to ultimately be worse in the long term. Of
course, my two example decks are more Standard Format
focused than Expanded; I think that there, things will
be “the same yet different” as the net result of more
counters, more combo partners, and a greater variety of
decks produce the same net result as in the Standard
Format. For the Limited Format, having a “counter
Stadium” is always a good thing, and players want
to use more Evolved Pokémon here, but that is because it
is easier to pull a 1-1 or 2-2 Evolution line than a
Basic Pokémon-GX… and it isn’t always easy to pull a
worthwhile 1-1 Evolution line!
Ratings
Standard:
3.15/5
Expanded:
3.15/5
Limited:
3.25/5
Conclusion & Top 10 Background
Po Town
is a useful addition to our Stadium options, but unless
the numbers magically align for it in the metagame, it’s
is on the happy side of “average”; good, but not great.
It should have decent “general” usage, in that any deck
can run it. Yes, even Evolution heavy decks
could risk including it so long as the extra damage
Po Town adds to the opponent’s Evolved
Pokémon ends up mattering more than one Po Town
adds to that player’s own Evolved Pokémon. There
will also be specialized decks that capitalize upon
Po Town much better than those in general.
What really keeps it from greatness is that your
opponent will have a solid chance of discarding it
before its effect kicks in or just won’t have
anything to Evolve while Po Town is in play.
Po Town
would have taken 12th place had our Top 10 been
at least a Top 12. It earned 7 voting points and
appeared on two of our five individual Top 10 lists,
plus it appeared on both of the “extended” Top 10
lists (that were actually a Top 24 and Top 25) that two
of our reviewers chose to submit. It “should’ve
would’ve” been our 11th place pick, but I misread my own
notes in the tiebreaker section. While that is a
blemish on my record, I’m more worried about getting the
actual Top 10 right than hashing out tiebreakers
for the runners-up. Speaking of the two extended
lists that were (sometimes) used for breaking ties, the
Top 25 list was my own, and Po Town appeared as
my 19th place pick. I think it is a solid 12th
place pick; I was surprised when I scored it lower
than yesterday’s Alolan Ninetales because I keep
flip-flopping over which card is ultimately better.
Expect that to be a trend with these runners-up;
even most that didn’t tie are very close in
overall capacity.
|
Vince |
Hello
readers! Vince here, and we're taking a look at Po Town
from the SM Burning Shadows set. This is where the
majority of Team Skull members reside......and it's
always raining in that area while other areas had
brighter skies. Must be one intentional tiny raging
cloud over there!
Moving
on, this is a Stadium card which states that whenever
any player evolves one of their Pokemon, you must place
3 damage counters in that Pokémon that just evolved!
This actually hurts Evolution decks! Pokémon will take
30 damage if it's evolved to a Stage 1, Mega Evolution,
Stage 2 using a Rare Candy, or Break Evolution of a
Basic; 60 total damage will be taken for Stage 2 or
Break Evolution of a Stage 1; and a total whopping 90
damage for Break Evolution of a Stage 2!
Evolutions already had it rough. It takes deck space and
is an investment even if the Pokémon is awesome. Not
only that, but with Po Town, these Pokémon will have
about 80-100 HP after the reduction (170-210 HP for Mega
Evolution or GX stages), giving the opponent a much
easier time to KO your Pokemon. It also allows Gengar's
Creep Show to put an end to damaged Pokemon by dragging
that Evolution in front and attack it! Some ways to
mitigate the situation is to use healing items such as
Max Potion to compensate for unnecessary lost HP or to
remove that stadium card before you evolve your Pokemon.
As
ridiculous as Po Town can be, it can be played around.
Because it's a stadium card, it can be replaced by
another stadium; Field Blower is also a common sight in
PTCGO, casual, and competitive tournaments, so it'll be
hard for Po Town to stick around. So, for these reasons,
I don't think this card will see too much play. This is
how Po Town fares in Standard and Expanded. This is a
good card, and I would be experimenting with this
Stadium to see how much it helps. In Limited, it depends
on what you're facing against. If you face Evolution
decks, then this stadium will reduce their HP; If you
face +39 deck, then this Stadium is useless.
Ratings:
Standard: 3/5
Expanded: 3/5
Limited:
1.75 (aggregate)
Summary:
I had
this card on my personal list because of it’s potential,
but not enough to secure the spot on the Pojo site,
though cards will eventually be reviewed as time passes.
If you don’t have an answer to this stadium, your
evolution decks will have to cope with unnecessary lost
HP.
|
Retro |
Card: Po Town
One of my favorite stuff about Pokemon Sun and
Moon has to be Team Skull. They are very funny, goofy
and downright punk. And what better place there is than
Po Town, their base? Its a very solemn place that gets
raided by Team Skull prior to the games. Looking at the
place, it apparently does describe the gangster vibe of
Team Skull as a whole. With its very solid grafitti
around the place, a proof that they are broke as hell,
Bugnium-Z Crystals everywhere, and also a very solid
looking
Pokémon Center which not only heals your entire team up for some money,
they also offers you a sick-looking Skull Tank. Sadly
not a single Skull Tank is seen in the World
Championship, but oh well. At least their base of
operations is one of the most popular Stadiums in TCG:
Po Town is here!
This unique stadium is a slightly modified
version of the old Stadium “Team Magma’s Secret Base” (XY-P
Double Crisis). But Po Town has been modified to
suit the newer, more evolution heavy meta. As the old
Team Magma’s Secret Base places 2 damage counters (or 20
damage) every time someone played a Basic Pokémon to
their bench, Po Town places 3 damage counters (or 30
damage) to a Pokémon that evolves from each player’s
hand. If it’s a Stage 1 Pokémon, they take 30 damage. If
they are a Stage 2, they take 60 damage total just from
evolving! That is insane. It’s a very solid Stadiums
that not only allows an easier time for these full Basic
decks to reach the magic numbers more easily, but it
also some mind games in which each players cannot just
simply and blindly use an Ultra Ball to get an Evolution
Pokémon and evolve. That alone can indirectly slow down
your opponent from executing certain combo strings (as
in evolving Pokémon with Abilities for instance) in
their deck, but it also does damage. That’s the main
point of the Stadium. It deals indirect damage, take it
or leave it. It’s up to each player to determine if this
Stadium is really beneficial to them.
As I mentioned earlier, Stage 2 or BREAK decks
really suffers from the existence of Po Town. Take a
Metagross-GX (SM
Guardians Rising) deck, for instance. A lot of the
time Metagross-GX’s selling point, besides its complete
offensive package, is the fact that you are facing a 250
HP monster which can be ready as early as Turn 2. Now
250 HP is a lot. But if they evolve a Metang into a
Metagross via Rare Candy, they take 30 damage, meaning
now they have 220 HP. If they follow the normal route,
they take 60 damage, which means now Metagross’
effective health is now 190, which is not much higher
than a Drampa-GX (SM
Guardians Rising). Now 190 HP is very manageable and
easier to hit, and it does open up comeback situations
with this fact alone.
You also can actually use this Stadium to your
advantage. Take Drampa-GX again as an example. Its main
attack, Berserk, hits the magic 180 damage when you have
a Pokemon in your bench with damage counters and a
Choice Band. But how can we get Berserk to hit for the
massive damage without having to awkwardly using your
lead Pokemon to take soft hits to then retreat back, and
you don’t have a Rainbow Energy in your deck? In comes
Po Town; it easily gives you that 30 damage to a Pokemon
that evolves from your side, mainly a Garbodor (SM Guardians Rising) which is Drampa’s most common partner, and
there you have it. A 180 damage Berserk done in a single
turn!
But as good as Po Town is, it still has glaring
weaknesses. First off, it’s a Stadium card. This meta is
ever locked into a Stadium war, where almost all the
decks in the high street almost always has a Stadium to
replace Po Town anytime only a draw supporter or top
deck away. Gardevoir-GX can carry Fairy Garden, Turbo
Darkrai carries Altar of the Moone, Volcanion-EX carries
Brooklet Hill, and so on, and so forth. Second, even if
they don’t use Stadiums, 100% of decks will carry Field
Blower (SM
Guardians Rising), which can remove Tools and
Stadiums, which Po Town unfortunately is.
There also exist ways to evolve Pokemon not from
your hand, which can ruin the entire point of the deck.
Stuff like Wally (XY
Roaring Skies, XY Generations), Evosoda (XY
Generations), or even the new Diancie (SM
Burning Shadows) which can evolve a Pokemon straight
from their deck with its Sparkling Wish move. There are
counterplays to Po Town, which does let it down a bit.
But, weaknesses aside, Po Town is a great
disruption Stadium that can put mind games on your
opponent when you play it down, and that alone is great.
Standard:
4.1/5 (Stage 1 and 2 decks are now relevant thanks to Pokemon-GX, making
Po Town a good inclusion in disruption decks)
Expanded:
2.9/5 (Basic Pokemon rule the roost here, making Po Town nearly useless)
Limited:
3.5/5 (There does exists splits between evolution and good Basic Pokemon
in its set, making Po Town a bit of a meta call.)
Next Time on SM Burning Shadows:
“OBJECTION!”
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