Trainer Examination:
Team Rocket Trainers/Special Energy Cards
Do you think I'll be able to do all
these?? I'll be using no real kind of format this time; just
comments. I think the format I
use for Pokemon will make this too lengthy and will take too long. (If
it isn't both of those already).
Name: Here Comes Team
Rocket!
Type: Trainer
Card #: 15 of 82, 71 of 82
Rarity: Rare - Holo, Rare
Text: Each player plays with his or her Prize cards face up for the rest
of the game.
In Japan, Here Comes Team Rocket! is an
Ultra Rare Holo. Sheesh! I can't believe making a Trainer
card that isn't good an Ultra Rare Holo.
Wizards made it just a Rare Holo, but you know, I'm sorta
disappointed. I was hoping I could
get some good cards for it... Just to make it clear, I think this
card sucks.
Name: Rocket's Sneak
Attack
Type: Trainer
Card #: 16 of 82, 72 of 82
Rarity: Rare - Holo, Rare
Text: Look at your opponent's hand. If he or she has any Trainer cards,
choose 1 of them. Your opponent shuffles that card into his or
her deck.
Rocket's Sneak Attack is an excellent
card. The ablilty to reshuffle any Trainer card from you
opponent's hand without any drawback to
yourself is an wonderful thing. Rocket's Sneak Attack
and Lass will likely go through tons of
comparison articles dur to their similarty, aand maybe I'll do
one...
Name: Rainbow Energy
Type: Special Energy Card
Card #: 17 of 82, 80 of 82
Rarity: Rare - Holo, Rare
Text: Attach Rainbow Energy to 1 of your Pokemon. While in play,
Rainbow Energy counts as every type of basic Energy but only
provides 1 Energy at a time. (Doesn't count as a basic Energy
card when not in play.) When you attach this card from your hand
to 1 of your Pokemon, it does 10 damage to that Pokemon. (Don't
apply Weakness and Resistance.)
I have mixed feelings
about this card. I acknowledge the fact that it is a great card that can
help
your multicolor decks a
great deal, but in some cases I think it might not work that well. I
know I'll
get e-mail from this,
but hey, feedback is usually a good thing. Let me take Potpourri as an
example.
To be more specific, a
Hitmonchan/Electabuzz/Mime Potpourri. It will also have Scyther, k?
If you
attach a Rainbow Energy
to Hitmonchan, Buzz, or Scyther, it reduces their potential HP to 60.
Now
it only takes 2 30
damage attacks and 3 20 damage attacks to kill them - one whole turn less
thatn if
they had 70 HP (barring
PlusPower).
Name: The Boss's Way
Type: Trainer
Card #: 73 of 82
Rarity: Uncommon
Text: Search your deck for an Evolution card with Dark in its name.
Show it to your opponent and put it into your hand. Shuffle your
deck afterward.
This card can be very useful in decks
that use Dark evolutions. I would suggest this card to anyone
who plans on using Dark Vileplume along
with Pokemon Breeder. Back to the card: The Boss's Way
is a Computer Search for Dark evolutions
without a drawback. If you use Dark evolutions, it is very
good.
Name: Challenge!
Type: Trainer
Card #: 74 of 82
Rarity: Uncommon
Text: Ask your opponent if he or she accepts your challenge. If your
opponent declines (or if both Benches are full), draw 2 cards. If
your opponent accepts, each of you searches your decks for any
number of Basic Pokemon cards and puts them face down onto your
Benches. (A player can't do this if his or her Bench is full.)
When you both have finished, shuffle your decks and turn those
cards face up.
For Wigglytuff fans, Challenge! could
not have been made better. Both drawing 2 cards and filling
your bench are great for Wigglytuff
decks. However, watch out. If you've got your bench full,
playing this card won't help because you
opponent will accept. Nevertheless, if you play Speed
Tuff, use this card. It is also
useful in decks when you're up against the wall with benching out,
because both drawing 2 and filling your
bench can help.
Name: Digger
Type: Trainer
Card #: 75 of 82
Rarity: Uncommon
Text: Flip a coin. If tails, do 10 damage to your Active Pokemon.
If
heads, your opponent flips a coin. If tails, your opponent does
10 damage to his or her Active Pokemon. If heads, you flip a
coin. Keep doing this until a player gets tails.
Ughhhh.... All this stupid Trainer
could do, at most, is 10 damage to your opponent's Active
Pokemon. And half the time it'll
just do 10 damage to yours. It sucks, okay?
Name: Imposter Oak's
Revenge
Type: Trainer
Card #: 76 of 82
Rarity: Uncommon
Text: Discard a card from your hand in order to play this card. Your
opponent shuffles his or her hand into his or her deck, then draws
4 cards.
Imposter Oak's Revenge is similar to
Imposter Professor Oak. There are a few differences: (1) the
discard requirment of 1 other card from
your hand, and (2) your opponent draws 4 instead of 7. In
my opinion, Imposter Oak's Revenge is a
little better unless your goal is to stall. Imposter Oak's
revenge can help you if you run into
frequent mulligan problem.
Name: Nightly Garbage
Run
Type: Trainer
Card #: 77 of 82
Rarity: Uncommon
Text: Choose up to 3 Basic Pokemon cards, Evolution cards, and/or basic
Energy cards from your discard pile. Show them to your opponent
and shuffle them into your deck.
Crash said that Nightly Garbage Run is
the best card of Team Rocket. In many ways, I am inclined
to agree. This card is just so
versatile. Retrieving a combination of 3 Baisc Pokemon, Evolutions, or
Basic Energy cards is just amazing.
It can serve as a form of anti-decking, and it can also put Energy
back in your deck to use again. It
can pull back a key Pokemon that your deck can't run without, or
it can find the Squirtle to evolve.
As I said, a wonderful and versatile card!!
Name: Goop Gas
Attack
Type: Trainer
Card #: 78 of 82
Rarity: Common
Text: All Pokemon Powers stop working until the end of your opponent's
next turn.
Not bad! Sort of a mini Toxic Gas
which makes Pokemon Powers stop for one turn. Maybe you
have a Scyther out against a Mime and
you need a prize to win but have nothing in your deck.
Goop Gas Attack and you can Slash and
kill (well...you get the picture). Oh, I just thought of
something. Goop Gas Attack can
stop a Prehistoric Power so that you can evolve to Blastoise.
Haha! It does prevent you from
Raindance that turn, but you will still be able to later.
Name: Sleep!
Type: Trainer
Card #: 79 of 82
Rarity: Common
Text: Flip a coin. If heads, the Defending Pokemon is now Asleep.
I will once again agree with Crash on
this card. He named Sleep! as the worst card in Rocket. Once
again, I agree. This card will
work 25% of the time. That means that if you stuff your deck with 4 of
them, you'll cause sleep once.
Ugh.
Name: Full Heal Energy
Type: Special Energy Card
Card #: card 81 of 82
Rarity: Uncommon
Text: If you play this card from your hand, the Pokemon you attach
it to is no longer Asleep, Confused, Paralyzed, or Poisoned.
Full Heal Energy Provides 1 Colorless energy. (Doesn't count as a
basic Energy card.)
Full Heal Energy... exciting eh?
This provides just 1 Colorless Energy, which isn't that great.
However, I would forget about Full Heals
with this thing, because it provides Energy as well. A
good compainion for Dark Vileplume, who
often times will confuse itself when it attacks.
Name: Potion Energy
Type: Special Energy Card
Card #: 82 of 82
Rarity: Uncommon
Text: If you play this card from your hand, remove 1 damage counter from
the Pokemon you attach it to, if it has any.
Potion Energy provides 1 Colorless energy. (Doesn't count as a
basic Energy card.)
Hmm. Removing 1 damage counter...
1 Colorless Energy... I have to say, it's not that great. The
fact that it only gives 1 Colorless
Energy makes it not worth it.
That's is everyone. I just
reviewed every Trainer card and Energy card in the Rocket Expansion.
Have fun and good luck.
Thanks,
Sidewinder