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Pojo's Pokémon Card of the Day
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Throwback Thursday
Scramble Energy
Date Reviewed:
Sept. 14, 2017
Ratings
& Reviews Summary
See Ratings Below
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
In lieu of a card that was
announced for...not the next mini-set but the next BIG
set, we're looking at a similar card called Scramble
Energy!
Basically Scramble Energy only gets
attached to Evolved Pokemon, and it only provides 1
Colorless Energy. But on the chance that you have more
Prizes left than your opponent, it'll instead apply 3 of
ANY Energy you'd like to that Pokemon. That's pretty
intense!
The upcoming "Counter Energy" works
the same way, just that you can attach it to anything
and it applies 2 of any Energy while you have more
Prizes left. I can't speak for how impactful Scramble
Energy might have been, but considering it could provide
3 of any Energy at all? I'm sure it was very very
useful.
Rating
Standard: N/A (even on just Evolved
Pokemon, 3 Energy is great)
Expanded: N/A (it wouldn't be
useful on most EX though)
Limited: 3.5/5 (but for GX? there
are a few good candidates)
Arora Notealus: It oughta be
interesting to see Counter Energy's impact on the game.
It might be a "catch-up" card, but it's also a great
means of Energy acceleration in a single card. Imagine
being able to power up things that much faster - if
Scramble Energy was around, most GX could get their
strongest attacks with ease! Though you do have to have
MORE Prizes left than your opponent.
Next Time: Shiny shiny rocks!
|
Vince |
Today’s Throwback
Thursdays is Scramble Energy (EX Deoxys, EX Dragon
Frontiers, Pokemon Organized Play Series 4). It
was reviewed by the crew on March 11, 2005.
There’s a lot of effect text, so to pinpoint the
important parts:
-It can be
attached to evolved Pokemon (as of right now, it would
be Stage 1, Stage 1 GX, Stage 2, Stage 2 GX, all BREAK
Evolutions, and all MEGA Evolutions)
-It cannot be
attached to Pokemon-ex (this affect ALL ex Pokemon from
EX Ruby and Sapphire to EX Power Keepers) (EX Pokemon
from BW and XY era are allowed since capitalizations are
different, making them separate from their old
counterparts)
-It provides one
Colorless energy initially, but if you have more prizes
than your opponent, it provides THREE units of energy of
all type!
-When this Pokemon
evolves to a Pokemon-ex or devolves down to a basic,
this special energy is automatically discarded.
(Devolving is still a thing in Expanded, with
Espeon-EX’s Miraculous Shine devolving all of your
opponent’s highest staged Pokemon)
Well, there’s some
important information to be aware of. Alongside
Boost Energy, Scramble Energy is one of the very few
Special Energies that provide three units of energy.
There are several other Special Energies that provide
two units of energy (which had their own limitations and
setbacks), but they couldn’t compare to Scramble
Energy’s raw power.
Scramble Energy
could be used as a “catch-up” or “insurance” card,
giving the player who is behind on prizes get back to
equal footing. Since it provides three energies of
all types, it can be splashed on any evolved Pokemon
with ease regardless on type, even dragons who need two
different energy types in order to attack. This
energy singlehandedly can meet any attack cost up to
three energies. It could also pay for discard
costs such as an effect text of an attack or performing
a manual retreat cost of three or less.
Not only Scramble
Energy can be a “catch up” card, but there are decks
that benefit from having as much energy loaded on one
Pokemon or all of your Pokemon in play. Gardevoir
GX with Scramble Energy means you could be doing 90 more
damage, and factor in with four uses of Secret Spring
abilities and a Choice Band, your damage output goes
from zero to 240 damage, almost a OHKO on any Pokemon
currently in the Standard and Expanded formats.
Unfortunately, loading this much energy on one Pokemon
may be a bad idea, since opposing Gardevoir GX or Mewtwo
EX X Ball returns fire for a revenge KO, thus losing
most energies on the process. Mega Mewtwo EX is on
the same boat with its Psychic Infinity attack.
Delphox XY has Blaze Ball which does more damage for
every fire energy attached to it, which Scramble Energy
alone covers (110 damage).
Darkrai-EX (XY
Breakpoint), Gallade (BW Plasma Storm), Delphox (XY
Fates Collide), and Xerneas BREAK (XY Steam Siege) are
another group of Pokemon that benefits having energy on
the field instead of one Pokemon. Gallade and
Xerneas respective attacks (Powerful Storm and Life
Stream) does 20 damage time the amount of energy
attached to all of your Pokemon. With 12 energies
loaded (or 4 Scramble Energy), that’s a total of 240
damage, needing only Muscle Band or Choice Band to OHKO
anything! Delphox is even better, taking into
account not only energies on your side, but on your
opponent’s side as well. Darkrai-EX’s Dark Pulse
would love to have Scramble Energy as well, given that
Darkrai has been paired with Dragon Pokemon with their
Double Dragon Energy, Scramble Energy amplifies the
damage output! Unfortunately, Skarmory’s Metallic
Sound discards all special energy from each Pokemon,
which brings their setup down to a halt on both groups.
Given that
Scramble Energy provides any type of energy, this card
can tap on type specific support. Again, just to
name a few:
-Scramble Energy
can be moved via energy transfer abilities such as
Klinklang’s Shift Gear (Black & White), Hydreigon’s Dark
Trance (BW Dragons Exalted), Aromatisse’s Fairy Transfer
(XY), and Lunala-GX’s Psychic Transfer (Sun & Moon).
-Shadow Circle
provides Pokemon with dark energy attached to them no
weakness!
-Fairy Garden,
Darkrai-EX Dark Cloak, and Manaphy-EX Aqua Tube provides
free retreat to Pokemon that has appropriate energy
attached to it (Fairy, Dark, and Water), which Scramble
Energy covers.
-Fairy Drop or
Lana heals 50 damage to your Pokemon that has water or
fairy energy attached to it.
That’s what I can
think of in regards to type specific support.
Unfortunately, strategies revolving attaching energies
from deck, hand, and/or discard pile does not work on
Scramble Energy since that counts as a colorless energy.
However, it can be retrieved by using Special Charge,
Puzzle of Time, and very few Pokemon attack effects.
Enhanced Hammer has been reprinted, so having a way to
recover Scramble Energy is handy.
If Scramble Energy
would be reprinted, it will see play on nearly all
Evolution decks, but not so much on other subjects.
Assuming no errata has been placed on Scramble Energy, I
believe that’s how players might use on some paragraphs
that I’ve mentioned. Unfortunately, Enhanced
Hammer and some anti-special energy has deterred player
from heavily relying on Scramble Energy. Giratina-EX
(XY Ancient Origins) and Noivern-GX (SM Burning Shadows)
prevents special energy attachments for one turn (Chaos
Wheel and Sonic Volume). Aegislash-EX (XY Phantom
Forces) takes no damage from Pokemon with Special Energy
attached to it. Skarmory (Sun & Moon) gets rid of
those energies. Fortunately, you’ll be able to
take advantage of Scramble Energy’s effect for the turn
you played this card, so time it right!
Overall, Scramble
Energy is a very good card for what it does. I
still have one copy left, but I probably won’t put it in
my deck. The reason the crew looked at Scramble
Energy is that there is another Special Energy that is
similar to Scramble Energy. The card in question
is Counter Energy. I won’t go too much in detail,
but long story short, it is a modernized weakened
version of Scramble Energy. At least it’s better
than nothing!
Ratings:
Standard: N/A
(would be 4/5 if reprinted)
Expanded: N/A
(would be 4.25/5 if reprinted)
Limited: 3/5
Unlimited: 3.5/5
Summary: Scramble
Energy is a powerful card that provides three energy of
any type, something that we won’t be able to fully enjoy
for a very long time. This was probably useful
since back in the day damage output for three energy
attacks was around zero to 70 damage while now it is
between zero to 230! Solgaleo-GX can actually
stream Sunsteel Strike every turn (well, up to four
times due to having just four Scramble Energy in one
deck). What used to be a helpful card in the past
suddenly becomes too power if it were reprinted!
Having to be behind on prizes keeps this card from being
broken, hence why I didn’t award it perfect scores.
|
Retro |
Its Throwback Thursday again, and we got a very
powerful card that defined the meta that it has ever
been. And that is the legendary Special Energy in the
late Gen 3 – mid Gen 4 meta; Scramble Energy. And
although this website has made a feature of this card,
it doesn’t hurt to review it again, no?
Scramble Energy is an Evolution Pokemon only
Special Energy that works its magic on slow decks. It
can’t be attached to Pokemon-ex however (its the EX/GX
of the generation) but it can be attached to Lv.X
Pokemon, which is where the card abuse goes crazy.
Normally this card gives one Colorless energy, but when
you are behind on prizes, the Scramble Energy gives 3 of
any Energy color at any one point. So its 3 colored
energy for just 1 energy attachement, in a meta that has
no Special Energy hate? That’s too good to be true, is
it? But that is what happened; and in the Gen 4 meta,
where the big chase cards are Pokemon Lv.X, the usage of
Scramble Energy soared.
There are a lot of Lv.X decks that fully abused
Scramble Energy back then, but it found home in a deck
that is destined to be slow and amazing; the Psychic
Lock deck, featuring Gardevoir, Gallade and Gardevoir
Lv.X from DP Secret Wonders. These 3 cards has the same
deck basics as the Gardevoir-GX/Gallade deck of the
modern age, with both evolving from a Kirlia, abusing
Broken Time Space or with a Rare Candy. As they all
needs an average of 3 energies to attack, and both of
them are Stage 2 Pokemon, using Scramble Energy is a
match made in heaven and it propelled them to greater
heights. Gardevoir’s Psychic Lock is basically
ability-lock in the meta, and combined with Scramble
Energy that made Gardy ready in a single turn by
purposefully giving your opponent a prize, it made for
an extreme balance of lock and damage. Gardevoir Lv.X is
the main cleaner of the deck; it has the Teleportation
Poke-Power (basically its Solgaleo-GX (SM
Base Set)’s Ultra Road but centered around Gardevoir)
to pivot around the battlefield, and it also can use
Bring Down for 2 Psychic energies to clean up any
Pokemon with the lowest HP at any given moment; useful
to destroy deck engines back then while gaining 1 prize.
Gallade is the wallbreaker with Psycho Cut; the attack
costs a weird 1 Psychic and 2 Colorless energies to deal
as much as 180 damage from your first turn. But it also
has Sonic Blade which costs 1 Fighting and 1 Colorless
energies and it deals damage until your target has 50 HP
remaining, useful to clean up for a late game Bring
Down.
As you can see from the utterly weird energy
costs needed by all 3 attackers, it makes perfect sense
to use Scramble Energy as it seriously helps smooth deck
speed at the point. And just that one example might just
describe the Special Energy as a whole; as most
attackers has expensive and weird energy costs at the
time, and the Double Colorless Energy isn’t heard off in
this meta, Scramble Energy and also Double Rainbow
Energy ruled the format, fueling the energy costs of
these strong attackers.
Rating:
2008-2010 meta: 4.7/5
(A perfect Special Energy to accelerate aggression;
although it has a weird if clause, it fits the slower
meta back then.)
Next on SM Burning Shadows:
Another Gardevoir tech. Duhh...
|
Pojo Note |
Last time we reviewed this card in 2006 ...
William Hung, from American Idol fame, chimed in!
:-D |
Otaku |
I’ve been trying to schedule cards early enough so that
we reviewers at least have the option of doing a little
testing before the actual review - not everyone wants to
run on Theorymon - so this card was inspired by a card
leak from the new Japanese set goes on sale
Friday (but was translated almost two weeks ago).
That card will probably be named Counter Energy;
as a reminder, I’m a lazy otaku, so I’ve never gotten
around to actually learning Japanese and am relying on
translations from other sources. If they are
correct, Counter Energy will provide [C] when its
effect isn’t Active. That effect triggers when you
have more Prizes left in play than your opponent,
at which point it provides two units of Energy that
count as all Energy Types. The only catch appears
to be that it cannot be attached to Pokémon-EX or
Pokémon-GX. If you’re an old hand at the game like
me, Counter Energy probably rang some bells and
prompted me to select today’s subject:
Scramble Energy! It has the following release
history:
-
EX: Deoxys
95/107 (February 14, 2005), adding
Scramble Energy to the 2005-2006
Standard Format about halfway through.
-
POP Series 4
10/17 (August 2006), keeping Scramble
Energy legal for the 2006-2007
Standard Format.
-
EX: Dragon Frontiers
89/101 (November 8, 2006), not affecting
legality as it was the last release
but rotated from Standard play at
the same time as the previous release.
So what does Scramble Energy do? It is a
Special Energy card that can only be attached to
Evolved Pokémon other than Pokémon-ex; it
provides [C] Energy unless you have more Prize
cards remaining than your opponent, at which point it
provides three units of Energy that count as
all Types! Three-for-one is great, Energy that
counts as all Types at once is great; even with the
restrictions, even with the difference in cardpools and
even rules, this was an amazing card for its day.
Though a bit obvious now, back at the time when this
released the only other card that provided three Energy
was Boost Energy, so we were amazed that
Scramble Energy stuck around. Well,
unless by Evolving/devolving your Pokémon stopped being
Evolved or started being a Pokémon-ex. Boost Energy
provided [CCC], could only be attached to an Evolved
Pokémon, prevented you from retreating that
Pokémon, and discarded itself at the end of the
turn. Scramble Energy could lurk on the board,
waiting to trigger and meeting a [C] Energy requirement
until then.
Really
explaining this card is a bit beyond the scope of this
review; I was reminded of this in my first attempt at
writing this Card of the Day. Unless you already
have a good idea of how game mechanics and even rules
differed, and how the metagame worked, I’d probably need
a few pages to communicate all of this. So
the broad strokes are that Pokémon-ex are not
Pokémon-EX or Pokémon-GX, even though they are very,
very similar. Scramble Energy not working
directly with them was a real drawback to the card
but some decks didn’t bother running Pokémon-ex
and most ran a mix of regular and Pokémon-ex
attackers. The first turn rules were different -
you’ll need to look those up for yourself - so the fact
that Rare Candy allowed you to Evolve a Basic
Pokémon into either its Stage 1 or Stage from
hand was not quite as broken as it should sound now. Pow!
Hand Extension and Rocket’s Admin. also
fixated on Prize counts and were widely played; there
were competitive decks that simply contained all three
and some that focused on manipulating Prize
counts and those three. You had some
surprisingly useful Pokémon like Electrode-ex
that could KO itself via a non-attack effect to force
your opponent to take Prizes. That non-attack
effect actually attached up to five Energy cards from
your discard pile to your Pokémon, making Scramble
Energy an even more obvious combo. If you were
thinking about holding off on taking the first KO to
gain a stronger position, remember that Double
Rainbow Energy was also legal during this
time.
Reliably
pulling off such plays would seem difficult considering
we lacked both older and modern powerhouse draw/search
Trainers, but at this time Pokémon based effects
were better at picking up the slack; go check out
Pidgeot (EX: FireRed/LeafGreen 10/112) and
Magcargo (EX: Deoxys 20/107). Attacking
for damage on your first turn was allowed even if
you went first, but trying for damage was usually
far less effective than spending that attack (sometimes
another two or three) on setting up. No examples
here; just think of some of the openers and would-be
openers that aren’t about taking an early lead in
Prizes, and imagine them under such circumstances.
How well did Scramble Energy work? If it
was intended to help balance out the spikes of luck in
the Pokémon TCG? Poorly. If Scramble
Energy was intended reward players on the extreme
ends of the skill spectrum? Then it was
brutally effective. The environment I describe
meant you had to expertly control your Prize count.
As someone who wishes skill was more important to
victory, that sounds like I should have loved
this card. Well,
when we first reviewed it,
I just didn’t understand most of what I
summarized, above, and was more focused on
back-and-forth gameplay for any reason.
About 16 months later,
when we looked at it again,
I… didn’t submit a review. I believe it eventually
became a loose staple, with only decks that really
couldn’t use it well skipping at least one copy (and
most decks could use it well).
Scramble Energy
is long gone from all formats save Unlimited and
Limited play (the latter being rather difficult and/or
expensive to do). I’m still pretty clueless about
how the Unlimited Format is doing at present, so I
cannot comment on how well it works there. For
Limited play, seems like a must run unless you’re
going with the +39 approach. It seems it is
returning to Standard and Expanded play, though, in the
form of Counter Energy; it can now work with
Basic Pokémon but not Pokémon-EX or Pokémon-GX.
Even a new, potent Special Energy counter releasing in
the same set, I expect Counter Energy to go far.
Ratings
Standard:
N/A
Expanded:
N/A
Limited:
4.75/5
Conclusion
By the time Scramble Energy rotated, I was
thrilled it was gone. Low skill players could too
easily “steal” a win with it, even if it wasn’t
happening all the time. High skill players,
however, could manipulate Prize counts to turn what
ought to have been a fairly even match into a one-sided
affair, where the other player was basically punished
for not making a lucky play. Even now, I
worry that this is just sour grapes on my part as the
notions seem almost contrary to each other.
Perhaps a better way to express it is that the net
improvement to skill-based matches doesn’t seem worth
the increase in luck based wins, especially if you found
it more constraining than liberating in deck building
and making plays. Take the lead, and either a
skilled or lucky opponent would clobber you with
Scramble Energy. Don’t take the lead, and a
skilled opponent had time to set up and take the lead
themselves, with just as much capacity to fall
back on Scramble Energy as you. It is the
resource investment and turn count that is the thing.
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