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Vs. System
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Pojo's Pokémon Card of the Day
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Spinda
- Sun & Moon
Date Reviewed:
May 5, 2017
Ratings
& Reviews Summary
Standard: 1.33
Expanded: 1.50
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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aroramage |
...so, uh, I'm confused.
Spinda's an 80 HP Basic non-EX/GX.
His only attack is Teeter Punch, a 1-for-30 that
Confuses the opponent. That's pretty much it.
...I don't really know why it's on
the list for review. Maybe someone's using it out there
in the world, or maybe it's just a card to put to the
side so we don't have to worry about you readers going,
"Hey when are you going to review another Spinda card? I
really like that guy!" And I like Spinda too...
...this is totally because of you
guys isn't it?
Rating
Standard: 1/5 (sorry folks,
Spinda's not that great)
Expanded: 1/5 (I'd be optimistic
based on the auto-Confusion)
Limited: 2/5 (but really, that's
only asking so much)
Arora Notealus: Spinda needs a very
limited format to benefit from - something that doesn't
allow for Ultra Roads or Rush Ins or SWITCH. Just
SWITCH.
Weekend Thought: What're your
thoughts on these weeks of cards? I know I haven't posed
much of a question the last couple of weeks, but hey,
I'm sure there's something with potential! Herdier seems
like a solid card, but maybe you're thinking of how to
make a Spinda-based deck that proves me wrong! DO IT.
PROVE ME WRONG. I'd love to see Spinda take the top spot
in competitive cause of his Confusion~
|
21times |
Spinda
(Sun & Moon, 102/149) twirls its way into the
meta through the Sun & Moon expansion last
February. A
Coloress Basic Pokemon with 80 HP, it has one attack,
Teeter Punch, which does 30 damage and leaves the active Pokemon
confused.
And that’s it.
It does not have a Stage 1 evolution, and it has
nothing else to talk about.
Certainly, it cannot possibly function as a
feature Pokemon, and I can’t for the life of me think of
a deck it would complement or have any synergy with.
It’s the definition of, “Meh.”
So … umm … either this is going
to be the shortest review ever, or I need to come up
with something else to cover.
Well, let’s look at the Primal Clash version of
Spinda (Primal
Clash, 115/160).
Like its SUM counterpart, it also has 80
HP, but possesses two attacks.
Both attacks cost only a single colorless energy.
Staggering Steps involves a coin flip -
heads the opponent’s active Pokemon is confused,
tails your active is confused.
I’ll focus on the second attack,
Uproar.
This attack does ten damage to each of your
opponent’s Pokemon.
I LOVE spread attackers.
These are my favorite Pokemon in the game, and I
have spent a lot of time trying to get them to get them
into some kind of viability.
My favorite “spreaders” include
Trevenant Break
(Breakpoint, 66/122) and
Greninja (XY162).
Vanilluxe
(Guardians Rising, 35/145) shows promise as
it does 20 damage to each of the opponent’s Pokemon for
a single water energy.
Although
Spinda only does ten damage to each of the
opponent’s Pokemon, it is the only Basic spreader, and
it is the only Colorless spreader.
Many Pokemon exist as
complements to the spreaders:
Gengar (Breakthrough,
60/162), M
Tyranitar EX (Ancient Origins, 43 / 98),
M Alakazam EX
(Fates Collide, 26/124), and
Aegislash (Breakpoint,
62/122) are all decks that I have tried to make as
competitive as possible.
Trevenant Break and Aegislash
are one pairing that I’ve worked especially hard on.
This duo doesn’t win a lot, but when it does it
can be spectacular.
I once took nine prize cards to end the game with
that combo.
Honchkrow (Guardians
Rising, 79/145) will come from Guardians Rising
and for two Colorless energy does ten damage plus
ten more damage for each damage counter on your
opponent’s Pokemon.
This is just screaming, “Put four
Lysandres (Ancient
Origins, 78/98) in your deck and pair me with
Decidueye GX (Sun
& Moon, 12/149).”
Unfortunately, the SUM
Spinda did not
have any kind of spread damage like its older
predecessor from Primal Clash.
Sorry for going off on a tangent, but the SUM
Spinda
didn’t give me anything really to talk about.
Rating
Standard: 1 out of 5
Conclusion
Spinda
just doesn’t have anything to make me want to play it.
At least its older counterpart from Primal
Clash had one redeeming quality, even if its spread
attack was outclassed by many other spreaders.
|
Otaku |
We end the week
with Spinda (Sun & Moon 102/149).
Are we looking at it because we’ve already thoroughly
covered the rest of the SM-era’s “base set” or because
it has some secret use, maybe depending upon cards from
the freshly released SM: Guardians Rising?
Time to find out.
Spinda
is a Colorless Type Pokémon, which means Weakness and
Resistance aren’t a factor because we won’t be bothering
with the Unlimited Format. There are a few pieces
of Colorless Pokémon based support and counters; the
former might come in handy and the latter will likely
never matter for competitive play. Not being
subject to most of the drawbacks of being a specific
Type is good, but it sacrifices a lot of the strengths
as well. As I did mention Type specific
counters/support, don’t consider this a stable position,
either; the powers-that-be probably didn’t completely
intend this state. Being a Basic is the best, and
this seems pretty intentional; both core game mechanics
and specific card effects favor Basics, with only a few
Stage-specific counters that really punish them. 80 HP
means Spinda won’t survive an attack without
help, either intentional (combos) or luck (your good or
the opponent’s bad), at least if Spinda finds
itself Active; it has a little staying power in terms of
damage spread or secondary Bench hits. 80 HP also
allows you to search it out with Level Ball
(sometimes relevant). Fighting Weakness all but
ensures a Fighting Type scores a OHKO if it can attack;
the Type is likely to spam damage bonuses, hitting fast,
hard, and reliable or else scoring slow-ish OHKOs.
Lack of Resistance barely matters due to its common
nature and this card’s HP. The Retreat Cost of [C]
is low and easy to pay. “Teeter Punch” is the card’s
only effect, an attack that costs [C] to do 30 damage
and Confuse the opponent’s Active. Decent damage
and a decent effect, given the Energy, but unless you
have some massive combos, I don’t see how it could carry
a deck.
I am only seeing
two other versions of Spinda legal for Expanded
or Standard play: BW: Boundaries Crossed 115/153
and XY: Primal Clash 115/160. Differences
between them and today’s Sun & Moon 102/149 are
only found in HP and effects. BW: Boundaries Crossed
115/153 has 70 HP and the attack “Whimsy Tackle”, which
costs [CC] to do 30 damage but requires a coin
flip (“tails” means the attack does nothing). This
was poor when the card first released, and is still bad
now. XY: Primal Clash 102/149 has 80 HP and two
attacks, each costing [C]. “Staggering Steps” has you
flip a coin; “heads” means the opponent’s Active is
Confused while “tails” means Spinda confuses
itself. Confusion can be a decent effect, hitting
both your own Active and the opponent’s with the same
effect is sometimes a good deal… but it will seldom be
worth wasting an Energy and an attack for a 50% chance
of Confusing the opponent’s Active, and the only reason
Confusing your own Active isn’t a huge issue is because
Spinda (and most Pokémon capable of copying the
attack) aren’t too likely to survive the next turn.
The second attack is “Uproar” and it hits each of
your opponent’s Pokémon for 10 damage. That’s a
fairly good attack, though lacking in raw power means
you have to be countering a specific matchup for
feeding your own combos. We looked at XY:
Primal Clash 102/149
here, and it turns out I had too high of hopes for it. It hasn’t
been a total no-show, as it is an easy TecH to counter
Gyarados (XY: Black Star Promos XY60;
XY: Ancient Origins 21/98) based decks, but it
didn’t live up to my hopes.
So… what about
Spinda (Sun & Moon 102/149)? I’d love
to have a new secret (or even not-so-secret) deck, but
I’m mostly thinking of Limited/Theme deck play and, just
maybe, a bit of TecH for certain decks. Both
revolve around luck because they revolve around
Confusion. A 50-50 chance of your attack not only
failing to have its intended effect but also
places three damage counters on itself. When the
coin flips go against your opponent, Teeter Punch
effectively became a 60-for-one that also wasted your
opponent’s attack; very nice! Confusion used to be
one of the best Special Conditions; not because it did
20 damage (instead of placing three damage counters) but
because it also forced your opponent to make a Confusion
check to manually retreat. If your opponent can
retreat, Confusion goes away. Evolving gets rid of
it. Effects that change out your Active also cure
it. So how can this work as TecH? Not every
deck has an adequate supply of ways to shake Confusion;
Spinda can force them to waste that just to KO a
little ol’ Spinda. Other decks lock an
opponent out of the resources to easily shake Confusion;
this also strengthens Teetering Punch. Together,
this just may create a niche for Spinda. I
mean, I would be scared to see this suddenly dropped,
powered up, and promoted to attack when Vileplume
(XY: Ancient Origins 3/98) is sitting on the
Bench. Even if I also dread my opponent setting up
Decidueye-GX and attacking with it or something
stronger, I’m probably struggling to setup multiple
attackers of my own; I cannot afford to KO
Spinda, cannot afford to fail the coin flip,
and cannot afford to retreat out of Confusion.
In Limited and the PTCGO-only Theme Deck Formats, this
still applies, except Spinda can do this in
almost any deck!
Ratings
Standard:
2/5
Expanded:
2/5
Limited:
4/5
Theme:
4/5
Conclusion
Luck-based tactics
aren’t appealing when you can handle the situation
through skill or even raw power, but the Pokémon TCG
seems to favor forcing a player to rely on it, at
least some of the time. Quite often, your opponent
will have an answer to Confusion and so Spinda
won’t save you… but the decks that deny your opponent,
or need to counter a deck unusually vulnerable to
Confusion, should give Spinda a whirl.
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