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                      of the DayPokémon
                      Tower
 In
                      Loving Memory =DMost of you probably remember my CotD section.. I did it
                      shortly after I started writing for Pojo.  I used to
                      have fun with it, but it did get tedious.  However,
                      while I was writing, I figured, for old time's sake, I
                      would write a detailed CotD like I used to, to tickle my
                      fancy.  It's late, I just got finished wiping my
                      friend Matt out in poker (yes, we all bet junk rares,
                      sometimes in stacks of 100 in poker.. it's fun), and I
                      don't have anything else to do.  This, literally, is
                      being written exclusively because it tickles my fancy.
                      Yes: My fancy is tickled.  ANYWAY... let's see if I
                      remember how to do this.
 
 THE ANTI ITEM FINDER
 Pokémon Tower literally prevents Item Finder from
                      doing it's job- getting the card back.  Sure, your
                      opponent can discard it and two cards from their hand
                      while Tower is in play if it tickles their fancy, but this
                      usually isn't going to help them do anything.
 
 The problem?  The fact that basically every deck
                      relies on Item Finder for consistency and speed. 
                      Now, there are three ways to look at this, and I prefer
                      the second:
 
 1) Pokémon Tower Hurts a lot of decks.  The opposing
                      deck is forced to play a default gym to allow their Item
                      Finders/Recycle Energy to be productive, and this allows
                      you to play YOUR Item Finder, then play Tower again.
 
 2) If you play enough copies of each trainer, you can get
                      by without Item Finder.  It just is more important
                      that you use the trainer at the right time, because like
                      Chandra Levy- it ISN'T coming back.  Yeah, that was
                      really low of me.   I'm attacking a dead woman.
 
 3) Even if Pokémon Tower hurts you, the psychological
                      effect of it's dark background is so scary, it can freak
                      your opponent out- completely, causing him or her to go
                      into shock, and have a foaming seizure on the floor,
                      allowing you to win by default.  Some people have
                      trouble getting the total psyche effect on their opponent,
                      and this is where you may want to repeatedly play Towers
                      over the old one, and eventually they'll break down
                      sobbing, followed, OF COURSE, by the foaming seizure. 
                      If this doesn't work, stand up on the table and take a big
                      crap all over it.  If your opponent doesn't resign
                      after that, then THEY'RE the weird one.
 
 Of course, Pokémon Tower has another important use in
                      today's standard environment, and that is:
 
 METAGAME: RECYCLE ENERGY
 Recycle
                      Energy's best option versus Pokémon Tower is similar to
                      that of a 6 year old boy's best option when surrounded by
                      3 catholic priests:  BEND OVER, AND TAKE IT LIKE A
                      MAN.   Just kidding.  No need to offend any
                      priests out there.
 
 Like you'd think,
                      Recycle Energy goes to the discard, but it simply doesn't
                      come back.  It justs sit there.   Combined
                      with high energy removal, Pokémon Tower is deadly versus
                      Wigglytuff, Chansey, and even Clefable focused decks. 
                      These decks usually play 4 Recycle Energy, and rely on
                      colorless to attack, and because of this, they play low
                      energy, usually around 12.  A 4/4 ER/SER line with
                      Pokémon Tower could literally remove EVERY energy in the
                      deck.   However, Pokémon Tower is unable to
                      stop the Energy Charge options, but it is able to prevent
                      Item Finder for the Energy Charge, which is good,
                      considering numerous heads are needed to get back the
                      recycles, dce's, etc. that you remove.
 
 WHAT TO PLAY IT IN
 Well, high
                      Energy Removal is obviously needed for Pokémon Tower. 
                      The problem?  SER works with the Recycle Energy. 
                      Recycle Energy doesn't work with Tower?  If you play
                      Sneasel, or Steelix, you may be forced to SER away your
                      dark or metal energies.  Not cool.   So,
                      it's obvious that Pokémon Tower, with it's high ER/SER,
                      works best in basic energy decks.
 These decks include:
 1) Typhlosion
 2) Arithmetic Variants
 3) Jumpluff
 Typhlosion and Zapdos have the ability to get energy back
                      from the discard to play (not to the hand, and therefore
                      are not prevented by Pokémon Tower like many people
                      think), and Jumpluff manages to attack for one energy,
                      allowing you to be able to afford discarding your energy
                      because it simply will hurt your opponent more.
 
 AGAINST POKEMON TOWER
 Your best bet
                      versus Pokémon Tower is not to lay the two recycles
                      versus their big hand and walk right into the Tower+SER. 
                      You want to default, then use your Item Finders for a card
                      that will be useful later while you can.  Gust of
                      Wind and Super Energy Removal are usually good choices to
                      leave yourself with, when possible, as they're both good
                      in the lategame, and games with Pokémon Tower can be
                      stretched out.  A good example is Arithmetech versus
                      Snechu.  Snechu should win because it eventually gets
                      the EcoGym in play that Arithmetech cannot Tower because
                      it only plays 3 Towers.  Snechu plays 5 gyms. 
                      Eventually Arithmetech runs out- and with the Energy
                      Charges- Snechu is abel to build the Sneasel, and take
                      down the Rocket's Zapdos.  Arithmetech is still left
                      with the Tyrogue option, however.
 
 MODIFIED AND MODIFIED MODIFIED USES
 The card
                      simply isn't worth it in either modified.  Sure,
                      Recycle Energy shows up occasionally, usually not maxed
                      out, but Item Finder isn't around to metagame, Energy
                      Removal isn't around to help, and there are simply better
                      gyms to play because of this.
 
 RATING
 From 1-10, I would rate Pokémon Towe a 7.0
                      in
                      standard, and definitely consider it one of the best
                      Stadium cards ever made.  As for modified, I'd give
                      it a 4.0.
 
 Have fun guys, and play Pokémon with your friends.. that
                      truly is the best part of Pokémon..  and if you have
                      a lot of junk rares, play some poker with them.  =)
 
 -jason
 onettness@aol.com
 (note: ness@pojo.com is no longer my e-mail address)
   
                      
          
          
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