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Pojo's Pokémon Card of the Day
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Oricorio
- S&M: Guardians Rising
- #GRI 56
Date Reviewed:
July 5, 2017
Ratings
& Reviews Summary
Standard: 2.28
Expanded: 3.08
Limited: 3.00
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
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21times |
Oricorio
(Guardians Rising, 56/145) debuted in the
Guardians Rising expansion set.
A 90 HP Basic Psychic Pokemon,
Oricorio has
two colorless, single energy attacks.
Revelation Dance does thirty damage but only if a Stadium is on the
table, and
Supernatural Dance allows you to place one damage
counter on your opponent’s Pokemon in any way you like.
Clearly the focus of this card
will NOT be
Revelation Dance… although one of my opponents
actually used it twice on me last Friday in Indy.
Supernatural Dance has made
Oricorio a
very popular one of tech in to many decks because it can
serve as a strong counter to
Vespiquen (Ancient
Origins, 10/98).
Although Karen probably is the best direct
Vespiquen counter, Oricorio
does give you the opportunity to still use your
Supporter for the turn, and dividing damage between
multiple Pokemon can devastate your opponent, especially
when they usually have multiple low to mid range HP
Pokemon camped out on their bench.
Furthermore,
Oricorio does potentially have use against other decks as a possible
late game attacker.
I could see a scenario where if you were going up
against, for example, a
Decidueye GX (Sun
& Moon, 12/149)
Vileplume (Ancient
Origins, 3/98) deck, that’s a deck that could
potentially have a number of Pokemon in the discard late
in the game.
Oricorio
has become a very popular card – I saw it last Friday in
Indy in a Tapu
Bulu GX (SM Promo 32) deck and in a
Mega Rayquaza EX
(Roaring Skies, 105/108) deck as well.
Overall, however, I don’t think it adds much
value to most decks.
Especially since
Vespiquen will rotate out in a couple of months, I simply think that
many other cards out there will do more to help you win
against most decks than
Oricorio will.
Rating
Standard: 2 out of 5
Conclusion
Oricorio
will definitely help you beat
Vespiquen, but
it might not do you much good beyond that.
I’ve heard that it also counters
Night March in
Expanded, but overall I just think that in just about
every deck, you can find something other than
Oricorio that
will increase your win percentage more than
Oricorio. Moreover, it
goes without saying that you certainly wouldn’t build a
deck around
Oricorio, it’s at best a tech in and definitely not
a feature Pokemon.
|
Otaku |
Our abridged week
begins with Oricorio (SM: Guardians Rising
56/145). It is a Basic, Psychic-Type Pokémon with
90 HP, Darkness Weakness, Fighting Resistance, Retreat
Cost [C], and two attacks which both have a [C] Energy
requirement. The first is Supernatural Dance,
which has you count the number of Pokémon in your
opponent’s discard pile, then allows you to place that
many damage counters on your opponent’s Pokémon; total,
not for each. You may distribute this amount as
you see fit between multiple targets, or drop it all on
one. The second attack is “Revelation Dance”, and
it does 30 damage unless there is no Stadium in play, in
which case it does nothing. Being a Psychic-Type
doesn’t mean much as this card doesn’t do damage and is
designed to work in just about any deck, though
Dimension Valley still allows it to attack for free
and Mystery Energy can still be used to give it a
free Retreat, which are nice when it is being run
on-Type. Being a Basic is huge as this card
is designed to slip into a variety of decks; being a
Stage 1 or more would make it too cumbersome. 90 HP
means it might survive a hit while Active, but probably
not; at least it means Level Ball can fetch it.
Darkness Weakness it is even more likely that Type can
score OHKO’s against Oricorio, while Fighting
Resistance makes it a slightly less probable OHKO in
that match-up. The Retreat Cost is low enough that
you can probably afford it once or twice, but it isn’t
meant to be a pivot Pokémon; this is that Night March
counter for which too many have begged.
Revelation Dance
can do a bit of spread or sniping against most decks,
and late game it might even get into OHKO range for a
Benched Shaymin-EX (XY: Roaring Skies 77/108,
106/108). It mostly exists to punish decks that
keep a lot of Pokémon in their discard pile.
The best known is probably Night March, which features
the 30 HP Joltik (XY: Phantom Forces 26/119), the
60 HP Pumpkaboo (XY: Phantom Forces 44/119) and
often the 60 HP Mew (XY: Fates Collide 29/124),
Mew-EX, or both. Flareon (BW: Plasma
Freeze 12/116) is slightly heartier at 100 HP, and
Vespiquen (XY: Ancient Origins 10/98) still has 90
HP, so it too is less likely to enable massive, multi-KO
turns, even though they also like to have a lot of
Pokémon in the discard pile to fuel their iconic
attacks. Night March is the one where you’ve
got to have either a 30 HP or 60 HP Pokémon in play
for the strategy to work at all. None of these are
safe from upsets, though. So should every deck be
running this to counter those two? Only when such
decks climb their way back to the top. I haven’t
got data for recent Expanded tournaments, but Night
March wasn’t a big deal there anymore. In
Standard, Vespiquen still has some chops, and in
both formats Shaymin-EX is still a thing, but
there are other ways to deal with those. Of
course, there have been other ways to deal with Night
March as well; like I said, it wasn’t one of the big
decks last I checked (though it wasn’t totally dead,
either). I’ve said before, I didn’t think Night
March needed a counter as much as people needed
to learn how to approach the match calmly or accept
their deck wasn’t competitive (or demand a more balanced
future from the powers-that-be, but that doesn’t apply
to only Night March).
There are other
Oricorio cards, but I am pressed for time and
most seem geared for entirely different decks.
We might look at them later, but for now I’ll have to
skip them. Oricorio is quite good against a
particular strategy, but against more general match-ups
it will be doing well to be a surprise Shaymin-EX
counter… that will be outclassed by running an extra
Lysandre. Other spread decks might consider
it, though. This applies for both Standard and
Expanded play, though Night March (even though it is no
longer near the top) means Oricorio might
actually be better there. For Limited play, I say
go for it; Limited decks tend to run heavy on Pokémon,
and while most are only hitting the discard pile
through KO’s and there are only four Prizes to
take, the 90 HP goes just a little bit further, being
easy to splash means just a bit more, and your opponent
is just a bit more likely to have something
not-yet-Evolved and thus easier to KO sitting on the
Bench, as well as injured former Actives. Oricorio
shows up in both the Hidden Moon and Steel Sun Theme
Decks that released with SM: Guardians Rising; most of
the benefits of being in a Limited deck apply, but with
fewer of the drawbacks, so it should be a pretty good
card here.
Ratings
Standard:
3.15/5
Expanded:
3.25/5
Limited:
3.5/5
Theme:
3.75/5
Conclusion
Oricorio
snuck into a some of Top 8 decks from this past
weekend’s North American International Championship
tournament, and across all three age groups. What
did not join them was Vespiquen, so I
don’t know if that is cause-and-effect or coincidence,
and even if it is cause-and-effect, I don’t know if
Oricorio helped keep Vespiquen out of said
Top 8 or if it was a waste because few skilled players
were trying to win with Vespiquen at the event…
but Oricorio is still a solid card regardless.
It is just that it could be clutch if something
like Vespiquen gets big enough again.
Finally, a card
that is not from the site’s Top 15 + Runners-Up,
though it did slip into 25th place for my
personal rankings. Only my Top 20 was submitted to
the site, however.
|
Vince |
I hope you all have a wonderful holiday!
Hello readers! Vince here and today’s Pokemon card of
the day is Oricorio from the Sun & Moon Guardians Rising
set. There are multiple Oricorio cards, but 56/145
is what we’re looking at today. It is a Psychic
type, which can hit a good chunk of Fighting and Psychic
types for weakness. 90 HP is quite low, but for
Oricorio, I guess that’s decent for the HP size.
It is weak to dark types, and there’s plenty of good
dark type attackers such as both Darkrai-EX, Yveltal
(both the regular, EX, and Break), and Zoroark (both
stage 1 and Break). Resistance to Fighting is a
small bonus, though with enough damage buffs, Fighting
types can still OHKO Oricorio. And a retreat cost
of one is easy to pay, and Skyarrow Bridge makes it free
retreat.
Oricorio has two attacks that both cost one colorless
energy (Dimension Valley makes both attacks cost free!).
Supernatural Dance lets you put damage counters for
every Pokemon in your opponent’s discard pile and assign
those damage counters to any of your opponent’s Pokemon
in any way you like. Revelation Dance does 30
damage if there’s a stadium card in play, otherwise this
attack does nothing. Having to play a stadium in
order to deal damage is lackluster because stadiums may
eventually be discarded due to Field Blower, so it must
be Supernatural Dance that caught my eye.
I can see Oricorio be a tech against Plasma Flareon’s
Vengance, Vespiquen’s Bee Revenge, and the Night March
Crew. Since those Pokemon needs Pokemon in the
discard pile to do respectable damage, this also helps
Supernatural Dance do respectable damage as well.
Flareon and Vespiquen needs 23 Pokemon to OHKO anything
in the format (barring Fighting Fury Belt users).
Oricorio will then place 23 damage counters in any way
you like; this could cause multiple knock outs; take out
two of any energy loaded Flareons or Vespiquens, and
pretty soon your opponent will lose board position.
Night March needs 11 Night March Pokemon in the discard,
so 11 damage counters will be against the night marcher.
Besides countering those three archetypes, Oricorio
can’t do much against other decks if decks have recovery
options such as bringing Pokemon from the discard back
to the deck. Much like Karen ruins those three
archetypes, she can also mess up Oricorio since after
using her, Supernatural Dance will do nothing. So,
it’s risky to use in Standard and Expanded. In
limited, Oricorio can’t do much against decks that
utilizes the +39 (meaning one Pokemon and 39 energy),
but there are four different stadiums in Guardians
Rising, making Revelation Dance do any form of damage (Aether
Paradise being an exception, since basic grass and
lightning Pokemon laugh at it).
Ratings:
Standard: 1.5/5 (Besides countering Vespiquen, it can’t
do much)
Expanded: 2.5/5 (Expanded adds Plasma Flareon and Night
March to counter, and free attacks due to dimension
valley)
Limited: 3/5 (just hope you don’t go up against Grass or
Lightning decks in prerelease)
Notes: Oricorio has an interesting attack, and
could prove useful if those three archetypes are rising
to prominence. Don’t forget about this card.
Coming up: A bizarre place in the Sinnoh region where
Pokemon can evolve instantly!
|
aroramage |
So FIRST of all, it's been brought
to my attention that I'm actually terrible at using
Aether Paradise Conservation Area because I can't read!
It only affects Basics and NOT Evolution Pokemon, as
advertised in the Golisopod review from last week, so
Armor is Golisopod's only real means of lowering the
damage done to it. This does impact its survivability,
and therefore it would reduce my rating by a half-point
on all its format categories. Thanks go out to the avid
reader(s) who catch my mistake and don't take my advice
at face value, because even reviewers can make basic
reading mistakes! Trust me, it's not the first time this
has happened to me, and I'd like to apologize for this
embarrassing habit I've imposed on myself because I
forget to read words like "Basic".
This is what I get for just
assuming all Stadiums work the same!
Anywho, moving right along,
Oricorio here is what a lot of people would call the
definitive counter to discard-based attacks that deal
with lots of Pokemon, such as Night March and possibly
Vespiquen. And yes, that makes him a terrible counter to
Garbodor, but it does provide a powerful set-up thanks
to Supernatural Dance. Most of these decks tend to dump
as many Pokemon in the discard as early as they can,
meaning that as a tech option, Oricorio's Supernatural
Dance can spread a bunch of damage counters around. For
1 Energy of any kind, the Supernatural Dance lets
Oricorio place a damage counter on any opposing Pokemon
for each Pokemon in the opponent's discard pile.
So let's do some quick math here!
Vespiquen's Bee Revenge does 20 damage plus 10 more for
each Pokemon in your discard pile. To OHKO, say, a Basic
Pokemon-EX/GX, you'd need around 170-180 damage, so
outside of boosts from cards like Choice Band, the
minimum number of Pokemon you'd need is around 15-16.
Pretty big number, wouldn't you say? That's an entire
quarter of your deck that needs to be in the discard
pile! And to be able to OHKO anything in the game - so
around 250 HP - you'll need 23 Pokemon at the least in
your discard pile, prior to any boosts. Is it any wonder
we love cards like Choice Band so much? But what this
means is that Oricorio's Supernatural Dance can deal out
15 damage counters MINIMUM to ANY Pokemon that you'd
like - that's 150 damage right off the bat, well more
than enough to OHKO Vespiquen and severely damage
another Pokemon! And if Vespiquen's armed enough to OHKO
the biggest baddies around, then Supernatural Dance can
not OHKO the one Vespiquen - it can OHKO the next one
and STILL have damage leftover to hurt another Pokemon!
That's insanity!!
Course this attack is highly
reliant on what's in your opponent's discard pile in the
first place, but luckily Oricorio can be a tech option
in any deck against this kind of deck, since his attacks
are both Colorless. At that point, it just depends on
how popular the Vengeance-style deck is, and while in
Expanded it might still be alright, I think Garbodor's
presence has caused a lot of Item-based decks to rework
their strategies and slow down a bit. Though I'm not
100% sure on that, but it is something to consider in
your own Vengeance deck, as well as to keep Oricorio in
mind.
Oh, and Revelation Dance is bad.
Don't bother with it.
Rating
Standard: 3/5 (he's a pretty
powerful check against one specific deck archetype)
Expanded: 3.5/5 (so whatever format
that archetype's popular in, you can expect Oricorio to
show up)
Limited: 2.5/5 (otherwise, he's
really not that big of a deal)
Arora Notealus: Oricorio having
four different forms based on different dances is pretty
neat, to be honest. I wonder if they'll do something
like that in the future with later generations, kinda
like with Eevee and Eeveelutions?
Next Time: We're going BACK IN
TIME!!...and space.
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