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					Pojo's Pokémon Card of the Day 
					
                        
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                           |  | 
							 Top 15 Sun & Moon: 
							Guardians Rising 
							#3 -
							Garbodor  - S&M: Guardians Rising
 
							Date Reviewed: 
							May 31, 2017
 
							
							Ratings
                            & Reviews Summary
 Standard: 4.67
 Expanded: 4.75
 Limited: 4.00
 
							Ratings are based
                            on a 1 to 5 scale. 1 being horrible. 
							3 ... average.  5 is awesome.
 
							
							Back to the main COTD 
							Page 
							 |  
 
            
              |  aroramage
 | This is the card of the format 
						right now. No joke, this Garbodor has single-handedly 
						defined an entire genre of deck types as of late and has 
						absolutely dominated a variety of tournaments since its 
						release - here in the States, in Japan, in Europe, 
						everywhere.  There's a pretty big reason for 
						this, naturally, and it's not Acid Spray. The second 
						attack Garbodor has is a 3-for-70 hit with a coin flip 
						to discard an Energy from the opponent's Active Pokemon, 
						which honestly doesn't mean it's a bad attack at all. 
						Maybe a little underpowered for 3 Energy, but the coin 
						flip is justified for the Energy-discard, which can be 
						beneficial. The truth of the matter though is that the 
						attack is completely overshadowed by his first attack, 
						Trashalanche.  Trashalanche is the kind of attack 
						people love. They see the 1-Psychic Energy cost, they 
						see the 20x multiplier for damage and get excited, and 
						then they read the description and feel their eyes widen 
						as they find the crazy description that says, "I do 20 
						damage for every Item in your opponent's discard pile." 
						At first glance, this card seems awfully reactive. It's 
						not quite like Vespiquen or Night March, where you can 
						throw stuff into your discard pile and profit 
						immediately in the early game before steamrolling into 
						the mid-late game. It's reliant on your opponent playing 
						a bunch of Items to be effective, and if you can't fight 
						off their set-up, it's just not as useful.  That's what I imagine people 
						thought of this card at first. It's alright, it's 
						powerful, it'll be in a couple of decks, but it'll 
						probably not do so well against faster decks. And while 
						that might be the case for some match-ups, it seems for 
						the most part that THAT IS NOT THE CASE FOR THIS GUY AT 
						ALL!! Think of it this way - it takes about 8 Items to 
						OHKO most evolving Pokemon, 9 Items to do the same with 
						Basic-EX and Basic-GX, and only 12 Items to OHKO most 
						any Pokemon in the game that's not a Stage 2 GX or named 
						Wailord-EX. And a quick Choice Band or Muscle Band will 
						change that. And how many decks run 12+ Items?  EVERY. SINGLE. ONE.  Garbodor may not have an amazing 
						early game damage output like some other cards, but 
						looking around at various lists featuring him, he's not 
						usually the early game attacker anyway - he's used as a 
						finisher, a midgame piece to put out to take out your 
						opponent's advantage, and possibly even a counter to 
						switching around. Partners-in-crime include Trevenant 
						(GRI), Espeon-GX (SM), Drampa-GX (GRI) - even Garbodor 
						(BKT) himself! And you can see why - Drampa-GX can set 
						things up quickly, Espeon-GX can spread out damage 
						across a wide field, and Trevenant can be used to 
						inflict early heavy damage on your opponent with 
						Poltergeist! It's a strong card on its own, but 
						partnered with these guys, he ends up becoming a clear 
						top-tier threat - better than Decidueye-GX, better than 
						Vespiquen, better than even Night March.  Garbodor is going to be the card 
						that people will build every deck around now - less 
						Items will counteract him and other cards like Vileplume 
						(AOR) who love benefiting from your opponent's lack of 
						Items, and there may be decks that stray away from the 
						Prize-costly EX and GX. Needless to say, Garbodor is the 
						card everyone's going to plan around now, and it's 
						something you should strongly consider when building 
						your next deck over the next couple of years.  Rating  Standard: 4.5/5 (despite a slow 
						early game and being a Stage 1, Garbodor is a MASSIVE 
						competitor)  Expanded: 5/5 (and in the right 
						set-ups against the right decks, he can be a force to 
						reckon with)  Limited: 4/5 (but in smaller 
						environments or even Limited ones, he might not be so 
						bad...provided you can play around him)  Arora Notealus: What is it with 
						Garbodor always having to butt into the meta? His 
						previous incarnations have had format-shaping Abilities, 
						and now he gets to be the latest Night March/Vespiquen/Vengeance 
						deck? High damage for a low cost? At least he forces the 
						opponent to play differently instead of working decks to 
						play solitaire.  Next Time: Speaking of Items... |  
              |  21times
 | 
						Anybody wanna argue that
						Garbodor (Guardians 
						Rising, 51/145) isn’t the best card out of the 
						Guardians Rising expansion set after its showings 
						this past weekend in Seattle, Milan, and Austria? 
						  
						Anyone? 
						Bueller? 
						Bueller? 
						  
						So I’m feeling pretty good 
						right now about listing
						Garb as my 
						number one card … but that’s all the bragging I’m going 
						to do about it because I’m sure there will be a HUGE 
						swing the other way this upcoming weekend for regionals 
						in Madison, WI USA and Birmingham, England. 
						I have no doubt that many people will be playing 
						decks specifically designed to beat
						Garb. 
						Some ideas: 
						
						·        
						
						
						
						Greninja Break 
						(Breakpoint, 41/122) 
						
						·        
						
						
						
						Excadrill 
						(Primal Clash, 97/160)
						Dhelmise (Guardians 
						Rising, 59/145) 
						
						·        
						
						
						
						Gyarados 
						(Ancient Origins, 21/98) 
						
						·        
						
						
						
						Decidueye 
						
						(Sun & Moon, 12/149)
						Vileplume (Ancient 
						Origins, 3/98) 
						
						·        
						
						
						
						Vespiquen 
						(Ancient Origins, 10/98) 
						Obviously, the most favored 
						pairing with Garb 
						this past weekend was
						Drampa GX (Guardians 
						Rising, 142/145). 
						I personally have had more success with
						Trevenant (Guardians 
						Rising, 7/145) than
						Drampa, but I 
						just got a couple of
						Team Magma’s 
						Secret Base (Double Crisis, 32/34) last night 
						and haven’t had the chance to work those into the deck 
						yet.  But if 
						you’re a regular reader, then you know me – when I saw 
						all those Drampa Garb pairings, my instinctual reaction was to go the other 
						way.  I don’t
						feel that Garb &
						Drampa are the 
						best partners… but just looking at the top 32 from 
						Seattle is pretty good evidence and makes it hard for me 
						to argue that. 
						What I am very happy to see, 
						however, was that we did NOT have a repeat of Anaheim 
						regionals.  
						If you remember, very few cards from Sun & Moon 
						were used at Anaheim. 
						That was the first major tournament where SUM 
						cards were legal, but very few players took advantage of 
						them.  That 
						changed, obviously, a few weeks later at Oceania, but it 
						makes me happy to see that players weren’t tentative 
						about using the new cards from GRI. 
						 
						And for those of you who are 
						freaking out about how 
						Garb is SOOOO broken and needs to be banned… stay 
						calm and find a counter. 
						Like I said above, Madison and Birmingham will be 
						filled with anti-Garb 
						decks.  And 
						there are plenty of decks that can beat it: I’m 7-6 
						against Garb 
						with decks that don’t include
						Garb. 
						The pendulum always swings the other way, and 
						it’s going to be swinging really quickly this week. 
						
						Rating 
						Standard: 5 out of 5 
						
						Conclusion 
						I know that this review didn’t 
						really talk about what
						Garb does, but 
						I’m pretty sure that anyone reading this already knows 
						how nasty this card is. 
						I didn’t initially have this as my number one 
						card, but it didn’t take long for me to figure out that 
						it would be more impactful to the meta than any other 
						card in this expansion… maybe more than any other card 
						since Night March. 
						Quick post-script: just learned 
						today of a new GX coming out in Burning Shadows 
						that will save us from
						Garbodor:
						Gardevoir GX has a GX move that allows you to take TEN (yes, as in 
						one more than nine one less than eleven) cards from your 
						discard and put them back in your deck. 
						While it’s not
						Karen (XY 
						Promo 177), it’s at least something to help stem the 
						tide against Garbodor. |  
              |  Otaku
 | 
						Today we look at 
						our pick for the third best card of SM: Guardians 
						Rising, and that card is Garbodor (SM: 
						Guardians Rising 51/145), a Stage 1 Pokémon.  
						Being a Stage 1 means it takes twice the space as a 
						Basic, and either an extra turn or additional resource 
						(like Wally) to hit the field.  Basic 
						Pokémon are the dominant force in the game, but this 
						slight slowdown hasn’t kept the best of them from 
						proving competitive.  Being a Psychic-Type comes 
						with a few perks, and the only real drawback is how most 
						Darkness-Type and Metal-Type Pokémon are naturally 
						Resistant.  Psychic Weakness is typical of many 
						Fighting- and Psychic-Type Pokémon.  Psychic-Type 
						support is fantastic in Expanded, mostly due to 
						Dimension Valley and Mystery Energy; for 
						Standard play you’ll have Altar of the Moone 
						(though that works with [P] Energy and not just [P] 
						Pokémon) and… nothing else relevant springs to mind.  
						Let us move on; Garbodor has 120 HP, a decent 
						amount that has a chance of surviving a hit, though not 
						a great chance.  Psychic Weakness is not a surprise 
						and enables a Psychic Type a probable OHKO.  Lack 
						of Resistance is the worst, but also the most common, 
						and even while present Resistance doesn’t usually mean 
						much, so it isn’t as bad as it sounds.  The Retreat 
						Cost of [CCC] is chunky; you want to avoid paying this 
						if you can, but it has a small chance of helping if the 
						deck can make adequate use of Heavy Ball.  
						Garbodor 
						has two attacks, “Trashalanche” and “Acid Spray”, priced 
						at [P] and [PCC], respectively.  While not 
						optimally splashable, needing a single source of [P] 
						Energy isn’t too bad a cost and the staggering of the 
						attack costs makes attacking while building viable.  
						The first attack does 20 damage times the number of Item 
						cards in your opponent’s discard pile; with the way 
						decks have been running for the last several years, even 
						in the face of Item lock, this adds up quickly.  
						Just five gets Trashalance into 2HKO range for all 
						Evolutions that aren’t Mega Evolution or Pokémon-GX 
						cards, and 2HKO range for almost all Basic Pokémon-EX 
						and Pokémon-GX.  Without radically altering one’s 
						deck to plan ahead, your opponent is not only going to 
						hit this amount but sooner or later, reach about 10 
						Items in the discard pile, at which point you’re OHKOing 
						those same targets.  15 Items, a not unrealistic amount, 
						means only cards with extensive protective help are 
						safe; even a Wailord-EX sporting Fighting Fury 
						Belt is a OHKO for Trashalanche at that level.  
						The 70 damage and coin flip to discard an attached 
						Energy from the opponent’s Active of Acid Spray are much 
						less impressive, but not useless.  Some 
						decks and players will adjust to Trashalanche by running 
						and playing few Items (Item lock decks already reward 
						this to an extent).  While even just four Items in 
						the discard means Trashalanche hits harder than Acid 
						Spray, if you’re not getting the OHKO and 70 damage 
						still sets up for the 2HKO (or 3HKO), taking a chance to 
						discard the Energy could definitely be worth it.  
						Trubbish 
						(SM: Guardians Rising 50/145) actually matters; 
						while not a fantastic combo, this 70 HP Psychic-Type 
						Basic with Psychic Weakness, no Resistance, and Retreat 
						Cost [CC] has one goodnot bad attack.  For 
						[P], “Stomp Off” discards the top card of the opponent’s 
						deck.  Even if your opponent is trying to not 
						use Item cards, this is a chance to add one to the 
						discard pile.  “Drool” is the usual filler attack, 
						though: [PCC] to do 30 damage.  This isn’t a strong 
						enough combo to make it the guaranteed best Trubbish, 
						but it puts it in the running.  The only other 
						related card we’ll worry about is Garbodor (XY: 
						BREAKpoint 57/122); “Garbotoxin” is still a 
						fantastic Ability and is a perfectly fine Bench-sitter 
						to partner with today’s Garbodor.  You don’t 
						have to, though; either Garbodor might be run on 
						its own or run as partners with various splits. 
						Guess who became 
						the new top deck?  This ‘mon!  I’m hoping some of 
						it is growing pains, but Garbodor (XY: 
						BREAKpoint 57/122) backed decks are now sometimes 
						Garbodor (SM: Guardians Rising 51/145) or 
						both.  The popular Decidueye-GX plus 
						Vileplume (XY: Ancient Origins 3/98) deck was 
						hit far harder than I expected.  There are 
						multiple variants using Garbodor(s) and 
						they’re doing great.  Just this last weekend, 
						Drampa-GX/Garbodor won the Seattle Regional 
						Championship in the Masters Age Bracket.  Also, it 
						took third, fourth, and sixth place!  Seventh and 
						eighth place went to Espeon-GX/Garbodor 
						builds.  If you want decklists, keep checking
						
						the official 
						website 
						or try your luck with Google… or maybe another reviewer 
						will provide one.  Besides running out of time 
						(like usual), I don’t think I really need one to explain 
						the merits of this card.  Even needing a specific 
						Energy Type, even being a Stage 1, even potentially 
						competing with an older version of itself, Garbodor 
						is pretty plainly potent.  We’ll see if it lasts, 
						or if this ends up being more like Night March and 
						Vespiquen (XY: Ancient Origins 10/98) decks; 
						everywhere because the deck isn’t too hard to learn or 
						build, but horribly overhyped because it still ends up 
						being difficult to master.  
						Wait!  How can 
						you say such a thing Otaku?  How much have you 
						tested this?  Tested against this?  
						Oh, I haven’t run 
						or faced Garbodor yet.  I named two other 
						decks built around a Stage 1 that had the mixed blessing 
						of not relying on the opponent to fuel their 
						attacks but having to dedicate space in themselves for 
						damage-boosting discard-fodder.  There aren’t any 
						glaring weaknesses here to exploit, at least of which I 
						am aware.  If you have something like a nice, 
						chunky Stage 2 Pokémon-GX up front, do your best to go 
						light on Item usage in that matchup and hope the 
						Garbodor player can’t force you to discard some as 
						well.  Yes, some builds do include cards like 
						Team Rocket’s Handiwork to force discards in the 
						hopes of hitting your Items!  Even if your opponent 
						uses Choice Band backed by a Professor Kukui, 
						though, he or she will need you to have at least eight 
						or nine Items in your discard pile for the OHKO.  
						So if you OHKO two Garbodor before it 2HKO’s you, 
						you that’s breaking even.  Yeah, the resource costs 
						and/or whoever scored the KO first matter, but most of 
						the Garbodor decks I am seeing still run 
						Pokémon-EX and Pokémon-GX as well.  So, just like 
						with Night March, you try to remain calm, adjust to the 
						situation at hand, and power through.  I am not 
						guaranteeing you victory if you do, but if you don’t 
						only pure luck can save you.  This is the new face 
						of Standard, might be the new face of Expanded, and is 
						even pretty good for Limited; there might not be many 
						Items to fuel Trashalanche, but being a 120 HP Stage 1 
						with Acid Spray is still pretty good.  
						
						Ratings  
						Standard: 
						4.5/5  
						Expanded: 
						4.5/5  
						Limited: 
						4/5  
						
						Conclusion  
						Garbodor 
						is here, and it’s already winning tournaments.  
						Just remember not to panic, or you’ll make things worse.  
						It isn’t unbeatable, just the hot new thing that isn’t 
						too hard to come by (it is a Normal Rare), isn’t too 
						hard to learn, and is already being heavily played.  
						The event I mentioned it had already won and dominated 
						the top eight?  If the ratio from the top 32 was 
						similar to that of general participation, two-thirds of 
						the decks used were Garbodor backed or based.  
						When you outnumber all other decks combined two-to-one, 
						you should have a commanding presence.  
						Garbodor 
						edged out Choice Band by eight voting points, and 
						only missed tying tomorrow’s second place finisher by 
						one single point.  One.  Single.  Point. 
						 Which is my fault as Garbodor was my fifth place 
						pick.  Yeah, I ranked it below Aqua Patch 
						and Choice Band above it, plus our last two 
						cards.  Aqua Patch, I regret, but the other three 
						are as good or better.  Yes, that sounds insane, 
						but there are two more amazing cards left in this set! |  |