Ladies and Gentlemen, The
Whether Man...
Whether Man: Thank
you. Today we'll be investigating the enigma called "Gust of Wind".
Appropriately named, many have complained about this strange phenomenon of
wind blowing their pokemon back to their bench. Today, we go to see where all
the wind is coming from. Mewtwo?
<Thanks Whether Man. I'm at... Himalayan Mount... The winds are getting
stronger, but I can't find the source... What?... We're losing reception...
Over.>
Well thanks Mewtwo. Keep us in touch! Over. Hi everyone! This is the Whether
Man. Today we'll be discussing a great disruption trainer, Gust of Wind. This
article addresses the players who don't use it. To those players: WHAT ARE YOU
THINKING?!!!!
Since we all know what it does, let's begin. This card, in my opinion, is the
best disruption trainer in the game that doesn't go near the "broken
range". This card has the amazing ability to screw up what your
opponent's doing. It can destroy an evolved pokemon before it even evolves, or
pick off a defenseless pokemon and destroy it for an easy prize... Say,
Mewtwo, did you get anything? <Umm.. Negative. I'm at the Sahara desert,
and the winds are strong, but no source. I'll get back to you... Over>
Good luck Mewtwo! This card is extremely versitile. I can't imagine a deck,
with the exception of Hay Fever decks, that can afford not to play gust of
wind. It's beyond me why anyone wouldn't play with two-four gusts. This deck
fits into any deck. In a deck that works on knocking out your opponent's
pokemon, Gust of Wind is a no brainer. Pick off that pokemon on the bench
that's got no energy. Destroy that Squirtle/Wigglytuff/Growlithe on the bench
before it evolves. Take that pokemon that's annoying you and blast it 20,000
leagues under the sea! There is no good reason on the planet, with the
exception of playing Dark Vileplume, not to play this card.
Even Stall decks can't afford to play without Gust. The gust now has a
diiferent function, but it still works. This time, gust out that big pokemon
with no energy and 3 retreat and let it sit there. It's not going anywhere,
allowing you to stall for a few more turns. Also, if you play Mew or Promo
Mewtwo, you can gust out a powerhouse and destroy/devolve it, causing a major
set back and making them unable to do much for a few turns. Any results
Mewtwo? <Wwwwelll... I'mmm fffreezing for sstarterss! My location issss the
Sssouth Pol, and the winds are blowing, but I can't find anything but
penguins. I'll report later. Over.>
Right. Where was I? Oh right... There is no deck, especially decks that work
toward knocking out pokemon, that can't play without Gust. No matter how good
you are, and how good your deck is, you can't afford to just let your opponent
do whatever he's going to. If you do, one day you're just going to sit and
witness how quickly that Squirtle/Abra will evolve and your entire game will
be ruined. Plus, it's fun to watch your opponent's face as you destroy the
cornerstone of their deck! Hey the best laid plans... Mewtwo? Got anything?
<Yeah. I'm orbiting around the Earth, and I've found the source. There's
some kind of strange satelite up here that's causing the winds via strange
rays. It has immense heat radiating from it...> Mewtwo, that's the Sun!
<My whole point! Nothing strange about the winds, chief. Chalk one up for
El Nino. Back to you.>
Gust of Wind. A fluke weather pattern whose "controlled" effects are
coincidental, or something much more mysterious? There's only one way you can
find out, by watching the next Whether Report!
-The Whether Man