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Pojo's Pokémon Card of the Day
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Top 10 Sun & Moon:
Guardians Rising
#15 Trevenant
- S&M: Guardians Rising
Date Reviewed:
May 15, 2017
Ratings
& Reviews Summary
Standard: 3.62
Expanded: 3.00
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 |
WELCOME BACK TO THE NEW SET AND
IT'S TOP 10 LIST!! Which is so big that IT'S ACTUALLY A
TOP 15 LIST!! To be fair, this set had a lot of good
cards in it, so let's take a look at what we generally
agreed upon to be some of the best cards in the set!
Trevenant starts out at #15, which
is pretty good for a non-GX Stage 1. He's got two big
things going for him right now - being a Grass-type
means he can mooch off of Forest of Giant Plants until
it rotates out this year, and then there's his attacks,
one of which is cheap AND potentially explosive!
That attack is Poltergeist, and at
2 Energy, it allows you to look at your opponent's hand
and deal 30 damage times the number of Trainer cards
there - that includes Items, Supporters, AND Stadiums!
Now Items would probably be the least number of cards
you see in their hand outside of niche picks, but
Supporters and Stadiums may end up sticking around a
while simply due to the nature of their play. And if you
combine Trevenant with something like Vileplume (AOR) to
lock down those Items, well then you've got a major
attack on the way. Remember, it only takes 6 Trainer
cards to KO an EX or Basic-GX, and only a couple more
cards need to be used for most others.
Add onto that Horn Leech, which is
a 3-for-90 hit that heals for 30, and Trevenant does
look decently solid. At least, that's the theory anyway.
Unfortunately, the Vileplume-Trevenant build would be a
very hefty one in terms of Pokemon, and even with Forest
of Giant Plants pushing out the duo faster, it may be a
bit cumbersome to execute if you don't get them out Turn
1. Still, it's probably the one deck that'll see play
with Trevenant until the rotation, and after that he may
fall back a bit in terms of usage simply because he'll
be a little slower. Ideally by that point, though, a LOT
of decks will be slower, not only because of the lack of
Forest of Giant Plants or anything similar but also
because of the focus on the more evolutionary GX
Pokemon.
For now though, it's easy to see
why Trevenant's such a good pick, and if it's only in
15th place, then it makes you wonder what other great
cards are in the set that outranked it!
Rating
Standard: 3.5/5 (the main issue
with Trevenant I find is his reliance on the opponent's
moves)
Expanded: 4/5 (but with the right
set-up, he can be a devastating OHKO machine)
Limited: 3.5/5 (even then, it'll be
tough to work with)
Arora Notealus: Trevenant's got a
lot going on for him at the moment, and it may be a good
time to try him out. He'll probably be on the cheaper
side of things too, and if Vileplume-Trevenant builds
turn out to be successful, we may see a lot of them come
into play.
Next Time: The return of a
legend...in a slightly different form.
|
21times |
Trevenant
(Guardians Rising, 7/145) debuts as our first
review for a card from the new Guardians Rising
expansion set.
A Grass type Pokemon, the attack that we will
focus on is
Poltergeist, which for two Colorless energy does
damage equal to thirty times the number of Trainer cards
in your opponent’s hand.
As you might guess, this attack begs to be paired
with Vileplume’s
(Ancient Origins, 3/98) ability
Irritating Pollen.
This pairing worked
extremely
well for me.
I went 14-6 in twenty matches.
Even more impressive: my opponent had the
advantage in twelve out of the twenty matches, and
neither of us had the advantage in six matches.
I only had
the advantage twice in twenty matches.
I went 7-5 in matches where the opponent had the
advantage and 7-1 in the other eight games.
The list of Pokemon I beat with this deck stands
without reproach:
Tauros GX (Sun & Moon, 144/149),
Solgaleo GX (Sun & Moon, 143/149),
Garbodor (Guardians Rising, 51/145),
Volcanion EX
(Steam Siege, 107/114),
Umbreon GX (Sun
& Moon, 80/149), and more.
The list I used:
##Pokémon - 20
* 1 Morelull SUM 16
* 1 Shiinotic SUM 17
* 2 Oddish AOR 1
* 2 Gloom AOR 2
* 2 Vileplume AOR 3
* 4 Phantump GRI 6
* 4 Trevenant GRI 7
* 4 Unown AOR 30
##Trainer Cards - 36
* 3 Professor Sycamore STS 114
* 4 Trainers' Mail ROS 92
* 4 N NVI 101
* 2 Revitalizer GEN 70
* 1 Olympia GEN 66
* 1 Professor Sycamore BKP 107
* 2 Acro Bike PRC 122
* 4 Forest of Giant Plants AOR 74
* 4 Ultra Ball SUM 135
* 1 Special Charge STS 105
* 4 Level Ball AOR 76
* 1 Lysandre FLF 104
* 4 Float Stone BKT 137
* 1 Professor Birch's Observations PRC 134
##Energy - 4
* 4 Double Colorless Energy EVO 90
Only one time did I note that item lock backfired on me.
Also, in only one match did playing only the four
DCE backfire on me as well (I had two DCE prized in that
match). I
did actually force myself to put
N in this
deck as well.
For those of you who don’t know, I strongly
resist playing N
because in a study I did about six months ago I found I
gave my opponents more cards twice as often as I used
N to reduce
their hand size.
I also found that by giving your opponent one
additional card, this increased the chances of improving
the opponent’s hand by about 50%.
Two extra cards raised it to about 67%, and three
more came to about a 75% chance of improving your
opponent’s hand.
However, I knuckled down and decided to play
N for the
expressed purpose of putting more cards – specifically
more Trainer cards – in my opponent’s hand.
I’ve played quite a bit of item lock since SUM.
I don’t know that
Trevenant
will win more than
Decidueye GX
(Guardians Rising, 12/149)
Vileplume
with Tauros GX,
and I don’t know if
Golisopod (Guardians
Rising, 9/145) might not work better either(I
haven’t played a single match with
Golisopod
yet). I
enjoyed playing
Trevenant Vileplume, though, and I would highly
recommend giving this deck a whirl.
Rating
Standard: 4 out of 5
Conclusion
Trevenant Vileplume
combined as an excellent duo that frustrated many very
good opponents and dominated lesser ones.
If I can say one more thing, dear reader: if you
have the misfortune of playing against this deck (or any
Vileplume)
deck, let me give you a word of advice – don’t
Lysandre (Ancient
Origins, 78/98) up
Vileplume and
KO it.
Every time my opponent KO’s
Vileplume it
never fails: I am ALWAYS able to use the items now
available to me to return
Vileplume
back into play.
This happens one hundred percent of the time –
there has never been an exception.
I ALWAYS can put
Vileplume
back on the board.
I’m not saying this to brag, but just to state a
fact: it’s not hard for anyone playing item lock to
bring Vileplume
back into play.
By KO’ing
Vileplume, all you do is give your opponent a free
turn with items.
I actually use this as part of my strategy – if I
feel I’m falling behind in the match, I will frequently
serve up
Vileplume,
hoping my opponent will KO it so I can use all of
the item cards clogging up my hand to get me back into
the game.
Therefore, if you take nothing else away from this
review, at least remember not to KO
Vileplume.
|
Otaku |
Welcome to our Top 15 Countdown for SM: Guardians
Rising! If you’re new, how we compile our list
is each current Card of the Day reviewer submits his or
her own top 10 list; each card receives “voting points”
based on its ranking on each list, and these voting
points are tallied at the end to create the site’s
official list. Sometimes we have contributors
beyond the usual CotD crew, and sometimes reviewers
submit a list that is a little longer or shorter than 10
cards. This time, everyone submitted at least a
top 15 list, so we decided to countdown from 15 instead
of 10. After all, we often end up doing a
runners-up week anyway, which is just a Top 15 presented
out of order. Another important thing to know is
that under normal circumstances, reprints aren’t
allowed. Pokémon is pretty good about
reprinting key cards, but that makes for some boring
countdowns when we all know first hand that a card like
Decidueye-GX, Double Colorless Energy,
Enhanced Hammer, and Max Potion are quite
good. We may make exceptions if a card has been
absent Standard and/or Expanded play for some time, and
it does have to be an actual reprint; if it
wouldn’t be considered the same card in terms of deck
building, it was a potential pick for these lists.
Finally, I’ll add that we sometimes bundle cards
together. This can happen because you need
to use the cards together, or because they occupy a
similar niche in deck building, or probably something I
can’t think of right now.
So with that out of the way, let us begin our abridged
review of Trevenant (SM: Guardians Rising
7/145). As I’ve been slacking off when it comes to
the PTCGO, I don’t have the vast majority of new SM:
Guardians Rising cards, nor is this set tournament
legal yet. In short, I’m operating on pure Theorymon.
I’m also short on time, so I’m just going to cover the
more important bits. The Typing is useful because
this latest set pumps up the often Grass Weak Water
Type, plus improved synergy with Vileplume (XY:
Ancient Origins 3/98). Being a Stage 1 is
adequate; being a Basic is better, but at least it isn’t
a Restored Pokémon, Stage 2, etc. 120 HP is decent;
OHKOing this amount rapidly, reliably, and repeatedly is
hard for most decks, and even competitive decks are
probably just doing two of the three. Fire
Weakness means those attackers should accomplish those
three R’s, while the lack of Resistance is typical but
the worst. The Retreat Cost of [CC] is low enough
you can probably afford it in the short term, but high
enough that it hurts in the long run. Trevenant
is bringing back “Poltergeist”, with its classic effect
of hitting harder based on the number of Trainers (Item,
Stadium, and Supporter cards) in your opponent’s hand.
This time, the cost is an easy to meet [CC] and the
damage is 30 per Trainer; not overwhelming, but
definitely showing potential. Don’t forget the
bonus of seeing your opponent’s hand. “Horn Leech” has
also shown up before, but what matters is that this
version costs [GGC] to do 90 damage to the opponent’s
Active while healing the attacker by 30. A
friendlier Energy cost could have made this a nice
fallback, but as is, it’s subpar.
Trevenant
has some key cards to combo and compete with in its own
Evolution line. Phantump (XY: BREAKpoint
64/122) can use its “Ascension” attack for [C] to search
out and Evolve into Trevenant; very useful if
you’re going second. It can even cash in on
Dimension Valley (in Expanded) to use the attack for
free. The new Phantump (SM: Guardians
Rising 6/145) is a Grass Type, so in either Standard
or Expanded Formats, Forest of Giant Plants this
simple combo enables a first turn Trevenant,
possibly multiples, and even if you’re going first. Trevenant
(XY 55/146) has been reviewed
twice
before,
and it is still a competitive deck… possibly more with
the new Phantump. While its “Tree Slam”
attack isn’t on par with Poltergeist, it has the
“Forest’s Curse” Ability that locks down your opponent’s
Items while it is Active. I’m not sure if the deck
can take the hit to reliability to sneak in a single
copy of today’s Trevenant as a cleaner,
though the two would complement each other. Trevenant
BREAK is another
familiar face,
but even though it is still legal, it hasn’t been doing
anything in Standard. Possibly, it could work with
this new Trevenant; it retains access to the
attacks of its previous Stage, so it could make use of
Poltergeist while shifting to the Psychic Type and
jumping to 160 HP. If you can afford to run it
with a source of [P] Energy, you would also gain access
to “Silent Fear”, a solid spread attack that places
three damage counters on each of your opponent’s Pokémon
for [PC]. I’m not expecting this, though.
The obvious use for Trevenant (SM: Guardians
Rising 7/145) is as a new partner for Vileplume…
which is why I mentioned it already. Of course,
pretty much everything that can Evolve from a
Grass Type Basic is worth looking at in this light, but
“Irritating Pollen” keeps your opponent from playing
Items so Poltergeist can hit bigger numbers. If
you can also squeeze in Decidueye-GX, “Feather
Arrow” also helps with hitting key numbers. You
could also pair Trevenant with the new
Garbodor (SM: Guardians Rising 51/145); its “Trashalanche”
attack does more damage based on the number of Items in
your opponent’s discard pile. If your opponent
burns through Items to avoid powering up Poltergeist,
you shift to Trashalance. Garbodor (XY:
BREAKpoint 57/122) and Trevenant BREAK might
even be options in such a build. Even with
something to prevent or discourage Item usage, you need
to remember that hand-size is something a player can try
to control and that even with decks being up to
two-thirds Trainers, a four or five card hand by the end
of your turn means Poltergeist might whiff on damage.
Even with help, you’ll be hard pressed to OHKO bigger
targets with Poltergeist; one Trainer for 30 damage, two
for 60, three for 90, four for 120, five for 150, six
for 180, seven for 210, eight for 240, nine for 270,
etc. So, I am not sure if it is worth using with
Vileplume in place of another attacker, but now
I’m intrigued with what it might accomplish with
Garbodor. Plus, I really am expecting a
spike in Grass Weakness; needing half as many cards for
a KO addresses that concern about damage.
With all that being said, the buzz I’ve heard about this
card means we will be seeing Trevenant in
competitive Standard play, and I think it will meet with
at least a little success there. For Expanded, it
might get a little face time, but the original
Trevenant is the real star. As for Limited
play, Poltergeist is more valuable for seeing your
opponent’s hand and forcing him or her to quickly use up
Trainers that may otherwise be more valuable saved for
later… which wouldn’t be worth much except Horn
Leech suddenly carries its weight. The lower
average damage output and HP scores mean the 120 HP on
Trevenant, the 90 damage output and 30 points of
healing all mean more here. It isn’t super easy to
splash with another Type due to the Energy requirements,
but it should be possible.
Ratings
Standard:
3.35/5
Expanded:
2/5
Limited:
3.5/5
Conclusion
Trevenant
(SM: Guardians Rising 7/145) has a nifty attack
in Poltergeist, but I don’t think that will do it much
good in Expanded. I do expect something in
Standard, but not where I expected it. Decidueye-GX/Vileplume
decks have a lot to include already, including some
other potential new attackers, but I can’t deny the
appeal. I also can’t deny that I like the idea of
pairing this with the new Garbodor (and the old
one for that matter), though in both cases Trevenant
is riding on the coattails of other strong cards.
I realize I’ve been putting my fellow reviewers in a bit
of a bind by giving such exacting details about voting
point, so instead of the exact amount of voting
points Trevenant garnered, I’ll just state its
relative performance. Trevenant actually tied
with another card, which I’ll reveal when we get around
to reviewing it after the countdown. Trevenant
won the dice off to take 15th place. 14th place only
beat Trevenant by a single voting point.
Finally, for my personal Top 15, Trevenant didn’t
make it. I did award it 20th place; we’ll soon
know if I lowballed it.
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