|  aroramage
 | Arcanine's a very simple card. So 
						this is a simple review!  Soaring Flames is alright, but 
						3-for-60 is expensive even for an attack that delivers 
						Burn. And while there are ways to fuel Firestorm's 
						impressive 4-for-190 cost, the discard is really heavy 
						for what is a Stage 1 with 130 HP. Not to mention if the 
						next set is going to impact the meta and put more 
						emphasis on Water decks, it's not going to go well for 
						Arcanine.  Probably a pass in most cases, but 
						he might be decent in the right build.  Rating  Standard: 2/5 (he's okay, but not 
						great or exceptional)  Expanded: 2/5 (he might do well 
						with the right cards)  Limited: 3/5 (but that really 
						demands the right deck)  Arora Notealus: I wonder if 
						Arcanine ever lived up to his name and became 
						"Legendary." Even in the card game. Like was he ever 
						worthy of note? Who knows?  Next Time: How're you doing? | 
            
              |  21times
 | 
						
						
						Arcanine 
						(Sun & Moon, 22/149) returns in the Sun & Moon 
						base set.  A 
						Stage 1 Fire type Pokemon with 130 HP,
						Arcanine has 
						two attacks. 
						
						 For one Fire 
						energy and two Colorless energy,
						Searing Flame 
						does 60 damage and then the opponent’s active Pokemon is 
						burned.  The 
						other attack, 
						Firestorm, does a very impressive 190 damage, but 
						costs three Fire and 1 Colorless energy. 
						Also, after playing
						Firestorm, 
						you need to discard three Fire energy off of
						Arcanine. 
						
						Unfortunately, I played five matches with
						Arcanine and 
						had no success. 
						I paired it with
						Volcanion (Steam 
						Siege, 25/114), but I had significant difficulty 
						just trying to be competitive. 
						In five matches, I never even got to the point 
						where I could even use
						Firestorm. 
						I will say that in four of the five matches my 
						opponents in PTCGO had the advantage, and in the fifth 
						match neither of us had the advantage. 
						I also faced strong decks in all five matches. 
						I played against
						Mega Mewtwo EX 
						(Breakthrough, 64/162),
						Volcanion EX 
						(Steam Siege, 107/114),
						Darkrai EX (Breakpoint, 
						118/122), Lapras 
						GX (Sun & Moon, 35/149), and
						Espeon GX (Sun 
						& Moon, 140/149). 
						So we need to keep that in mind –
						Arcanine was 
						completely overmatched in all of these games… but at the 
						same time, it was completely overmatched in all of these 
						games.  
						We’ll give 
						Arcanine a little bit of a break because it went up 
						against such strong competition, but the fact is that 
						it’s just not a very good card, and I think it will 
						struggle against all of the good decks out there right 
						now. 
						
						Rating 
						
						Standard: 1.5 out of 5 
						
						Conclusion 
						
						While Arcanine 
						would appear to have a couple of decent attacks, the 
						cost of powering up these attacks makes it difficult for 
						him to compete against the best decks in the format. | 
            
              |  Otaku
 | 
						Arcanine 
						(Sun & Moon 22/149) is a Fire Type, allowing it 
						to score double damage against most Grass Types and 
						nearly all Metal Types (due to their Fire Weakness).  
						The best Fire Type support right now is Blacksmith 
						(Expanded-only) and the “Steam Up” Ability found on 
						Volcanion-EX (but that only helps Basic 
						Pokémon).  While there are other bits, including 
						some very nice Basic attackers, dedicated [R] Energy 
						acceleration, etc. most of it still works best with 
						Volcanion-EX.  There are some anti-Fire Type 
						effects, but other Parallel City (usually played 
						for its other effect), you aren’t likely to 
						encounter them in competitive play.  Arcanine is 
						a Stage 1, so while it isn’t as fast or cost efficient 
						as a Basic Pokémon, it beats out all other Stages, and 
						may still be competitively viable.  Just don’t 
						forget to adjust for Stage-specific or 
						Evolution-specific support and counters; I’d couldn’t 
						think of a good use for any of the pieces specific to 
						Stage 1 Pokémon.  Arcanine has 130 HP, enough I 
						believe it is more likely to survive a hit than not, but 
						by a small enough margin, I wouldn’t count on it.  
						Water Weakness shifts that to an almost guaranteed OHKO, 
						as Weakness usually does.  Arcanine has no 
						Resistance; expected and yet still a bit disappointing.  
						The Retreat Cost of [CC] is low enough you can probably 
						afford it but high enough you’re better off if you can 
						work around it.  
						Arcanine 
						has two attacks.  The first is “Searing Flame” for 
						[RCC], which does 60 damage while Burning the opponent’s 
						Active, so an effective 80 damage for three, with an 
						ever-diminishing chance of extra damage.  Not 
						great, but not bad.  For [RRRC] Arcanine can 
						unleash “Firestorm” to do 190 damage, but you have to 
						discard three [R] from itself.  Factoring in the 
						discard cost, this is another attack that isn’t great, 
						but neither is it bad.  190 damage scores a OHKO against 
						almost anything that isn’t an Evolved Pokémon-GX, a Mega 
						Evolution, protected by an effect, or enjoying boosted 
						HP.  That sounds great but remember that 
						Basic Pokémon-EX and Pokémon-GX are still a major 
						presence and may use Fighting Fury Belt to 
						simultaneously boost their damage output by 10 while 
						their HP goes up by 40… usually enough to endure a hit 
						from Firestorm.  One also needs to remember that 
						Basic Pokémon that are not Pokémon-EX or 
						Pokémon-GX are usually less resource intensive than 
						Arcanine, but may still be able to OHKO it 
						back.  Fire Storm has some real potential, but 
						you’ll need a deck that uses it well and compensates for 
						the drawbacks of Arcanine.  
						As I am running 
						behind, I am not going to address every card 
						directly related to Arcanine.  I will cover 
						the ones I think are most relevant.  For 
						Growlithe, none are particularly good, but I 
						favor Growlithe (XY: Evolutions 17/108).  
						It is a Basic, Fire Type Pokémon with 70 HP, Water 
						Weakness, no Resistance, Retreat Cost [CC] and two 
						attacks.  70 HP is the lower of the two HP scores we see 
						on Expanded and Standard legal Growlithe, but I 
						think it has the most useful attack on them: “Hind Kick” 
						costs [C] and does 10 damage, but the main thing is that 
						it then sends Growlithe to your Bench.  
						Unless we run something like Shrine of Memories 
						or Celebi-EX, so Arcanine may use the 
						attacks of Growlithe, “Hind Kick” seems to be the 
						only attack that realizes Growlithe is there to 
						Evolve.  One or two others might help with setup, 
						but not realistically due to the pacing of the game: 
						Growlithe is getting KO’d if it remains Active after 
						attacking.  Growlithe (XY: Evolutions 
						17/108) may also use “Flare” for [RC] to do 20 damage, 
						but Hind Kick is why I decided to actually mention this
						Growlithe. 
						For other 
						Arcanine, we are only going to look at Evolutions 
						18/108.  It has the same stats as today’s 
						Arcanine (Sun & Moon 22/149) but with the 
						Ability “Burning Road” and the attack “Scorching 
						Breath”.  The former triggers whenever this 
						Arcanine moves from the Bench to the Active 
						position; you may any [R] Energy attached to your 
						Pokémon to this Arcanine.  That can be a 
						handy trick, as it allows you to quickly power-up this
						Arcanine albeit at the cost of Energy already in 
						play.  Scorching Breath costs [RRRC], the same as 
						Firestorm, but does less damage with a different 
						drawback: 150 instead of 190, and Arcanine (or 
						whatever used Scorching Breath) cannot attack the next 
						turn, instead of having to discard Energy from itself.  
						I’d rather have to deal with that effect than replace 
						[RRR], as there are multiple workarounds for it, but 
						150 damage doesn’t hit as many key HP scores.  The 
						good news is that it should 2HKO almost everything in 
						the game, but most competitive cards it can OHKO could 
						be taken out with a less costly attack.  You can 
						combo it with other cards to increase its OHKO range, 
						but the same effort has a better yield elsewhere. 
						Finally, let us 
						consider Arcanine BREAK.  As the BREAK 
						Evolution of a Stage 1, it functions like a Stage 2 
						without the perks.  It remains a Fire Type and has 
						160 HP with the attack “Turbo Flame” which costs [RC], 
						does 80 damage, and attaches two basic Energy cards from 
						your discard pile to one of your Benched Pokémon.  
						It will also retain access to the effects, Weakness, 
						Resistance, and Retreat Cost of the underlying 
						Arcanine.  While this increases the resources 
						invested, 160 HP is noticeable sturdier and Turbo Flame 
						does solid damage while fueling your next attacker.  
						So do I have a deck with any of these?  
						Unfortunately, no; I don’t have the cards on the PTCGO 
						and even if I did, I didn’t leave myself enough time to 
						test.  This is another review of pure Theorymon, 
						but there is just enough here I would like to test the 
						deck… except SM: Guardians Rising is 
						slated to help Water Type decks in a big way with 
						Aqua Patch.  If you already have the needed 
						cards, give it a whirl while you can.  Otherwise, 
						this card will only be worthwhile in Limited play, where 
						even an opponent’s lucky-pull Basic Pokémon-GX has to 
						fear being OHKO’d.  Just remember that you’ll need 
						to invest some extra Energy and alternate between 
						Searing Flame and Firestorm, as you won’t have the 
						combos to constantly refuel Firestorm. 
						
						Ratings  
						Standard: 
						2.25/5  
						Expanded: 
						2/5  
						Limited: 
						3.5/5  
						
						Conclusion  
						If you read some of 
						our 
						
						older
						
						CotDs, 
						I’d been waiting for this Arcanine probably isn’t 
						going to prove useful anytime soon.  The package is 
						reasonably solid, but it was released in a format of 
						hard hitting decks and/or Item lock, and likely we’ll be 
						awash in reinvigorated Water decks.  I’m not really 
						expecting anything out of this card in the immediate 
						future, and its long-term prospects aren’t great either… 
						just not abysmal. |