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Pojo's Pokémon Card of the Day
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Mallow
- S&M: Guardians Rising
Date Reviewed:
June 6, 2017
Ratings
& Reviews Summary
Standard: 3.10
Expanded: 3.15
Limited: 4.25
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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aroramage |
Mallow's an interesting gal. I
mean, what other character can cook for you and asks you
to press A to pound?
...wait a sec that came out wro-
Mallow has one goal in mind -
helping you out! However, she works differently from
other Supporters. The good news is, she nabs 2 cards
from your deck, but the twist on that is she puts them
on top of your deck. Now that's not an instant death
sentence on the card - after all, there are plenty of
ways to get those cards from the top of your deck to
your hand. Alolan Sandslash, Octillery, other draw
Supporters, and even just waiting the two turns it could
take are all options on the table, so it's not the end
of the world if you can't get them right away.
But there are a couple of problems.
You essentially stack your deck for
the next two turns tops, and if the situation warrants
another card's usage, you're stuck with whatever you put
on top - assuming you don't draw it out. The other thing
is that, again assuming you don't draw the cards on top,
you can't really search your deck. Think about it - you
just got the cards you wanted on top of your deck, and
you want to play a search card to get another? If you
don't get those two cards off the top, then you're not
going to see it within two turns - you might not even
see it again this match! Of course, if you have cards
that can just grab exactly what you need anyway, why use
Mallow at all?
This is what makes Mallow a tricky
choice in most decks. Sure, she can be useful, and when
she works, she works quite well - but you have to be
able to plan around her, or else she could end up being
more detrimental than helpful. It's cards like hers that
make strategy extremely key in this game - you have to
play smart if you're going to win! Like with Alolan
Ninetales-GX, remember?
Rating
Standard: 3/5 (a useful Supporter
with a catch to work around)
Expanded: 2.5/5 (and if you can't
work around it, then you're not playing her)
Limited: 3.5/5 (course if you can
get what you need in better ways, you won't play her
anyway)
Arora Notealus: Mallow is
definitely one of the more interesting cards in the set,
and it has a high potential too. It's just difficult to
put her higher up considering she has to be worked
around correctly or else she won't have a strong impact.
Still, it's hard to not see two guaranteed draws and be
like, "That's pretty good." Just gotta look at all sides
of it though.
Next Time: HELP HELP, I'M IN NEED
OF SOME HELP
|
21times |
Mallow
(Guardians Rising, 145/145) comes to the game
from the Guardians Rising expansion set.
A draw Supporter card, it allows you to take any
two cards from your deck and put them at the top of your
deck in any order.
A couple weeks ago I spoke to this card at
length, and I still feel that it may find a place in the
meta, but I don’t think that place exists right now.
To refresh, I have had the most
success using
Mallow with the following cards:
ˇ
Octillery
(Breakthrough, 33/162)
ˇ
Skyla
(Breakpoint, 122/122)
ˇ
Random Receiver
(Fates Collide, 109/124)
ˇ
VS Seeker
(Roaring Skies, 110/108)
ˇ
Teammates
(Primal Clash, 160/160)
It can give you a huge
advantage, to get any two cards you want instantly, and
I have competed quite adequately in a number of matches.
I have discovered, unfortunately, that only two
cards leaves you short of the resources you need.
For instance, I can use it to get an energy and a
Pokemon, but then I can’t get another draw supporter.
Or I might get an Item card that will really help
me and another supporter, but that means I probably
won’t get the energy or Pokemon I need.
The philosophy behind this
engine differs significantly from the typical
Professor Sycamore
(Steam Siege, 114/114),
N (Fates
Collide, 105/124), etc. style.
Using
Mallow as your primary draw supporter demands a
tremendous amount of precision.
It requires you to select the exact, perfect
cards that you need at this particular moment.
If you make a single mistake and select the wrong
card, you probably won’t be able to recover.
You get so few cards with this engine that you
have to grab the exact cards you truly need.
If you do, and if you can get some extra cards
with Octillery,
or, best case scenario, get two
Octillery set
up, that will greatly help you out, but another weakness
is that it takes at least a couple turns to get
Octillery up
and running.
Also worth noting is that
N is also very
disruptive as well, but considering you normally have a
small hand size in this style of play, your opponent
might actually give you up to six additional cards, so
even though they aren’t the cards you wanted, you will
still probably get cards that you can use.
Mallow
might also function in a few capacities other than just
as a draw supporter:
ˇ
Rayquaza EX
(Roaring Skies, 75/108) – this almost becomes a
Battle Compressor
(Phantom Forces, 92/119).
ˇ
Haxorus
(Breakthrough, 111/162) - this almost becomes a
Battle Compressor
ˇ
Typhlosion
(Breakthrough, 20/162) – can use
Mallow to
ensure high damage
ˇ
Whiscash
(Guardians Rising, 71/145) – can use
Mallow to
ensure high damage
ˇ
Entei
(Ancient Origins, 14/98) – use to power up
Pokemon
ˇ
M Gyarados EX
(Breakpoint, 115/122) - this almost becomes a
Battle Compressor
ˇ
Avalugg
(Steam Siege, 37/114) – might make this a very
dangerous mill deck
Rating
Standard: 2.5 out of 5
Conclusion
I have had some success using
Mallow as a
draw support engine, and if it allowed you to choose
three cards, it might completely change the way we play
the game.
Mallow, however, strikes me as the type of card that a year or year
and a half from now, we’ll come back to and say, “Wow!
This card is perfect,” because something new will
drop into the meta that will pair wonderfully with
Mallow.
|
Otaku |
Our next runner up
is Mallow (SM: Guardians Rising 127/145;
145/145), finishing in 17th place. This is another
example of a card that is nearly a reprint, as Mallow
shares her effect with the much older Oracle (Skyridge
138/144), a card the review crew looked at
here.
The exact wording is a bit different, but both cards
have you look through your deck, pick the two cards you
want, remove them from your deck, shuffle your deck, and
finally place the two removed cards on top. Some
of them were aware of how useful Oracle was
during its tenure in Modified (Standard) play.
When Oracle released, the reprint of Bill
from the Legendary Collection has returned it
Modified as well, and unlike the final reprint of
Bill in HeartGold/SoulSilver, this
one was still a “normal Trainer”, which meant it wasn’t
a Supporter but what we’d now refer to as an Item.
A Supporter/Item combo that acted like a double
Computer Search (sans the discard) or Teammates
(without the conditional usage) was great. Yeah,
even though some of those guys were worried about not
having Bill and Oracle in hand at the same
time. Of course, even if they had been right (and
to be fair, I could have been wrong and they could be
right), a few months later we received the first
printing of Delcatty (EX: Ruby & Sapphire
5/109; EX: Power Keepers 8/108), which had a Poké-Power
(similar to an Ability) that allowed you to discard an
Energy from hand, then draw three cards. By this
point, Oracle was a confirmed power play as long
as your deck ran the kitty (and most of the top ones
did).
So what does that
have to do with Mallow? Obviously, we don’t
have Bill or Delcatty. We do have
several other viable partners. Acro Bike means
you select one card you want in hand and one card you
want in the discard pile as your picks with Mallow.
Scorched Earth only works in certain decks, but
they usually want to discard a basic Fighting
Energy or Fire Energy card from hand, and now
you’re getting the exact two cards added to your
hand instead of two random ones. A very
general option is Shaymin-EX (XY: Roaring
Skies 77/108, 106/108); unless you want to go with a
glass-half-full view of it reducing its draw yield,
Mallow ensures that two of the up-to-six cards you
draw are exactly what you wanted. Octillery (XY:
BREAKthrough 33/162) provides a more budget-friendly
version of that combo, and perhaps better as it’s
once-per-turn Ability can be reused. Oranguru is
another alternative, but being easier to get while still
a Basic is coupled with only drawing until you have
three cards in hand, but that can still work wonders
with Mallow. Unown (XY: Ancient
Origins 30/98) is the last of the proven
Pokémon Ability-based draw I’ll cite, but again it turns
a single card of draw power into exactly what you
wanted, and potentially a favorable topdeck for your
next turn. Why “potentially?” If you goof and use
an effect that makes you shuffle your deck or your
opponent is able to do so, Mallow is effectively
erased!
Which is why I am
only now mentioning the most obvious but often
ineffective use for the card; setting up a good draw for
your next turn or two. This is often going to be
ineffective because your opponent has two ways to thwart
this tactic, as well as using an attack to supply the
bonus draw: force you to shuffle your deck (including
shuffling your hand into your deck) or changing the
current game situation enough that your previous picks
become less useful (maybe even bad). The
former is the easiest, with good ol’ N.
Even with such a risk, it isn’t a worthless fallback
strategy, just suboptimal. Sometimes this isn’t
even much of a risk; if you’re top-decking and use
Mallow, an opponent’s N would mean ending up
with at least one card in hand and your draw for the
turn still pending, even if they’ll be from a
sufficiently randomized deck and not your cherry-picked
selections. I believe the combos for Mallow
outweigh this, including the usual Supporter help;
Battle Compressor (in Expanded), Tapu Lele-GX,
and VS Seeker. You don’t have to run a
massive Mallow count to make use of her, though
if things shift back to being anti-Item and/or
pro-conservative play, you might want to run her in
multiples after all.
One final use for
Mallow are the various card effects that depend
upon the top two cards of your deck. In fact,
this might be what some of you have been expecting
me to discuss all along. This guarantees Energy
Loto, Ether, Great Ball, Max Either,
Trainers’ Mail, etc. doesn’t just hit a
compatible target, but the exact one you want.
A surprising number of attacks care about the top of
your deck: any draw attacks and any that inflict
self-mill. Some of the latter have beneficial
effects if you hit a particular kind of card (usually
basic Energy). So I want to tell you that
Mallow is at least a loose staple, something
you’ll run in every deck unless you’re forced to cut it
by space constraints. This isn’t borne out by
recent tournament results, though. In Limited, you
have less disruption to worry about, so while you might
not have access to killer combos, she’s still a very
happy pull.
Ratings
Standard:
3.8/5
Expanded:
3.8/5
Limited:
5/5
Conclusion
I am still scoring
Mallow high because I truly believe the potential
is there. However, I cannot argue with the last
two weeks of Regional Championships. I can
speculate, which I have done, but she may have to settle
for being a potent-but-niche play.
As already
established,
15th place
Trevenant tied with
16th place Energy Loto in voting points; Mallow was a single
point away from making that a three-way tie. She
took 9th place on my own list, and even tempering my
expectations based on the past two Regional
Championships, I still think she should have taken at
least 15th place.
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