| Ness'
          Card of the Day 
 Blaine's
          Charizard
            
 "Complicated."
           11.13.00 
          I'm very sorry that I haven't been able to get a card done for
          so many days, I've been very busy with school and preparing for the
          STS!  I have been playing in the STS format a lot recently, and
          have been experimenting with some new decks.
           After playing this many
          games, my feelings on Prop15/3 have changed again. All 15/3 games I
          played yesterday were longer than normal games, and there wasn't less
          strategy, it seemed like there was the same amount of thinking, maybe
          more. There's not as much hand destruction and almost no quick wins,
          where a player doesn't have a chance to do something, and I think 15/3
          has it's advantages, but it still has disadvantages. I'm still not
          even sure if I'm for it, right now I'm neutral, since I've seen it
          make the game more fun, but also more lucky.. but who knows, we'll see
          what happens at the STS. Most important about the 15/3 format,
          though: it's fun!
           And just so everyone
          knows, this is an evaluation on Blaine's Charizard, not Blaine's
          Charmanders and Charmeleon. I will mention them, but I will have a
          look at the Charmander, and maybe Charmeleon, separately, eventually.
          I just try to mention the earlier stages, when I do an evolution.
           As always, you guys pick
          the next card of the day! Vote at the bottom of the page!
           Roaring Flames- Anti Scyther
 There
          IS an error on this card, and the card is to be played as though the
          fighting energy symbol is a fire energy symbol. This goes for
          sanctioned tournaments. Unlike non-holo Dark Vileplume, this
          fighting/fire sign mix-up was errated by Wizards.
           What's
          interesting about this attack is, with ONE(there was an error before,
          I wrote two) fire energy, Scyther, Rocket's Scyther and Pinsir can be
          knocked out. You do lose all your energy with this attack but one fire
          discarded for 40(80 to popular grass Pokemon) is something to not be
          worried about, plus Flame Jet is only two. And there's always Blaine.
           For
          those of you who are wondering about the "if all fire energy
          cards attached to Blaine's Charizard provide two fire energy, discard
          all of them," a Buzzap'ed Electrode is an example of when that
          text means something.
           Flame Jet- Two Energy for a TF Attack?
 TF,
          if you're wondering, is my little term for "Tail-Fail." A
          Tail-Fail Attack/Trainer is anything like Recycle, Farfetch'd's Leek
          Slap, or Tickling Mahcine. If you get tails, it does absoloutley
          nothing. I would hate to use an attack that cost more than one energy
          for such a risk, but with heads, it can really do some serious damage,
          and can target ANY of your opponent's Pok�mon. You can take out any
          Pok�mon that are weak and essential to the deck with it. For example,
          the Rain Dance that still plays Base Squirtles. (Those died a while
          ago, in my opinion.) If you manage to successfully Flame Jet the
          Squirtle, you get a prize, and screw up your opponent's plan.
           You
          can also just go after anything, weaken it, so you can K.O. it when it
          comes out with anything else. Remember, all this is assuming you can
          flip heads.
           Flame
          Jet does NOT apply weakness and resistance. This is a disadvanatge to
          you, as nothing (yet) has resistance to fire, and things that do won't
          be that popular in future decks, anyway.  If Flame Jet did apply
          weakness/resistance, it would be a little better, as the benched
          Scyther would not be safe.
           Weakness/Resistance/Retreat
 The
          weakness to water shouldn't be a big deal. Rain Dance is even less
          popular now because of Rocket's Zapdos. If you are afraid of Blastoise
          and Artiucuno, Cinnibar City Gym can protect it, but I don't think you
          should have to try to elminate it's weakness.
           The
          Resistance to Fighting is useful against Chan, and the one Brock's
          Rhyhorn (the rare one) that is appearing in more and more Hays.
           The
          retreat is high, and I think Switch is the solution for that.
           Stage 2, 100 HP
 Stage
          2's are hard to get out, since they require two other cards, and with
          all the work of getting it out, you'd hope it would have a high HP.
          100 HP isn't bad, but it just can't do enough damage without a coin
          flip, or burning all it's energy. It's kind of like Lt. Surge's
          Electabuzz, as it needs the right timing, coin flips, and has to waste
          all it's energy to do damage.
           Weakness / Resistance / Retreat
 The
          weakness to water doesn't mean much, but Rain Dance is still around.
          he three reteat cost hurts, especially since it's best attack discards
          all it's energy.
           Charmander/Charmeleon
 The
          Charmander is awesome! A colorless attack that can deal 40 to Scyther,
          and Kindle is great, this brave little Charmander can go face-to-face
          with a Wigglytuff and Kindle away it's Colorless. (and possible
          realize they had another in their hand and get smacked to the moon.)
           The other Charmander, with Tail-Slap, isn't too good, I would
          never consider using that in ANY deck, since the other one with Slash
          is just better, that's the easiest way to look at it.
           The
          Charmeleon isn't great, it's something that you could actually use
          instead of just breedering, but it's pretty much totally coin flip
          reliant, but then again, isn't everything?    
 Will it be Good at the
          STS?
           Nah,
          it really won't be too good anywhere. It burns it's energy with it's
          first attack, the other is 50% no effect. Isn't that enough bad stuff
          to make you not want to play it?
           
 My Rating (1- Almost
          completely useless, 5- Useable, 10-Totally broken)
 Just like I mentioned above, it
          burns all it's energy or has a 50% of it's attack failing. It's Stage
          2, which is hard to get out, and it just really isn't good. It can get
          it's butt kicked in any tournament, but don't be afraid to just have
          fun, and try new cards out.
 Afterall,
          it's all suppose to be fun, isn't it?  
           I
          think this Charizard deserves a 4.5.
          You'd expect better from Stage 2, but it does have a great advantage
          on Scythers!~Jason Klaczynski
    
 ~Jason Klaczynski  
           
  
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