Yo Pojo!
I have been overwhelmed by the responses you guys
have sent me about my last 2 articles, so I decided to have another go, this
time a bit lighter than the other two. So remember, this one, although
designed to inform, is more just for a bit of a laugh, so if I happen to
insult your favourite pokemon then don't start sending me nasty e-mails, ok?
I hope you enjoy this article.....
Well, recently in the TCG Tips and Strategies section I have been reading more
"Top 10 Neo Cards" articles than I care to remember. It seems
everyone wants their say on what the best cards are. So in light of
these, I decided it was time to do something a little different. So I
present for your reading pleasure:
The 13 Worst Cards in Neo
Now these are the cards which you should never see in a deck. They are
the cards that make you ask WHY? Why were they created? To fill
folders, albums, and booster packs? Because WOTC have to follow rules
where there a maximum number of playable cards they can put in each set?
Or maybe because they want to see our faces fall when we pull yet another
useless card from that booster. I don't know, but I can guarantee that
in this set, each previous set, and all sets to come after this, there will be
useless unplayable cards. So without further introduction, here we go.
#13 Card-Flip Game
At #13, we have a pointless card. This card
is certainly not unplayable, it just isn't very useful. In most decks it
would just take up space, and serve no real purpose. Well, let's see.
You flip over a prize, and guess whether it is a trainer, pokemon, or energy
card. Ok, in most decks you could take a good punt that it would be a
trainer. So you get to draw 2 cards then, or maybe not if it happens to
be something else. This card either lets you look at one of your prizes,
or look at one of your prizes AND draw 2 cards. But there is not really
much point at looking at one of your prizes anyway (at least not worth wasting
card space in your deck for this), and Bill can fulfil the other part of the
deal. So although interesting, this card is not really that good, and is
mainly there to sit in folders. It only rates #13 because it is not
entirely useless, just not particularly useful.
Rating: 4.5/10 (not unplayable, but not
useful either. Note we start at a 4.5)
#12 New Pokedex
Oh, please stay away! I mean, one pokedex
was enough, but do we really NEED another one? The one positive point of
this card, is that it isn't a rare. Phew. Maybe WOTC had sobered
up a little when they made this card. Or maybe not. Let me compare
this to the base card, Pokedex. Hang on, they are exactly the same!
I mean, ok with one you shuffle your deck first. Yippee. That sure
makes a lot of difference, doesn't it? Of course, for all you honest
players out there, this makes absolutely no difference at all. But for
those of you who like to shuffle the cards you need (wigglies/removals/oaks/CPUs
etc) to the top of your deck, this is your lucky day. Other than that,
this card is ultimately useless unless you play a bill or other card drawing
mechanism after it. And if you can't, it is most likely that your
opponent is going to have something to make you shuffle your deck during their
turn (RSA in many places, Lass or Sabrina's Gaze or something). Either
way, the effect is lost. And people, just one thing, a card tip if you
want to call it that. And don't laugh, I HAVE seen someone do this.
NEVER, and I mean NEVER EVER EVER EVER play this card followed by a Nightly
Garbage Run. Just DON'T, ok? Good, now we have that out of the
way, I can move on to something else. Overall, this card is not the
worst in Neo, and that is why it rates relatively low down the list.
This card is kind of playable, although a waste of space in most good decks.
Rating: 4/10 (vaguely interesting, has value
for cheaters)
#11 Super Rod
Yes, I know, another trainer, but the trainers are
not as bad as the pokemon to come. Well, I must say, it is about time
one of the fishing rods got transferred to the TCG. Unfortunately, WOTC
have succeeded in making it pretty bad. I mean, why couldn't it be
"Search your deck for a Water Pokemon and put it into your hand"?
Wouldn't that be more appropriate? Anyway, enough about that, let's look
at the card. You can take a pokemon card from your discard pile and put
it into your hand. Good, right? Well, not bad, but the problem is
WHAT pokemon card it is. This card becomes useless half the time in
haymaker decks, and decks with few evolution cards. Even in evolution
decks though, it is not very good. First of all, it is likely that the
card you want (unless you happen to want either an evolution or basic pokemon)
is not what you are going to get. If you want that Meganium, then there
is a 50% chance you are going to end up with a Chikorita instead, and vice
versa. So that is what effectively makes this card useless, the coin
flip factor. Oh well, it is only a common card so you can't expect much,
and that is why it rates quite low on this list.
Rating: 4/10 (probably playable, but not in
the tourney environment)
#10 Heracross
This is not a totally useless card, however it is not really a playable one
either, at least not when you want to win.
HP
60
Retreat
2
Weakness
Fire
Resistance None
60 HP is not bad for a basic pokemon, however the retreat cost of 2 is going
to slow this card down. Two is quite a lot for a 60 HP pokemon, and
the weakness is standard.
So we are looking at 60 damage for 3 grass energies, what's so bad about
that? Once again, WOTC have prevented a card being good by one simple
line: "Flip a coin, if tails this attack does nothing".
Put simply, this sucks. And the pokemon power, although useful, is not
going to make much difference as this pokemon is probably usually going to
find itself taken out in one hit. However, when a Focus Band is
attached, this could be useful, but for 3 energies of one colour you expect
a little more than a 50% attack. Really, this card just provides
another excuse for Clefable to have some fun.
Rating: 4/10 (Not bad, although probably not playable in a tourney
environment)
#9 Lugia
I know, I know, stop complaining. Before
some of you out there start telling me that this card is good, let me do some
explaining as to why it makes this prestigious list. Beforehand,
however, I would like to point out how once again WOTC have turned a good
pokemon (in g/s) into a bad card.
HP
90
Retreat
2
Weakness Psychic
Resistance Fighting
Well, looking at those statistics you may wonder
how this card got here. The 90 HP is fantastic for a basic pokemon, and
2 retreat cost is standard when you have HP like that. A weakness to
psychic is standard for psychic pokemon, and it has the same resistance of all
flying pokemon.
So why is it rated so low? Well, let me begin. You need THREE
DIFFERENT types of energy to use this attack! Three different types!
Not only that, but you have to DISCARD one of each of those three types to USE
the attack! That is a Nightly Garbage Run's worth EACH turn you attack!
Ok, you do 90 damage for 3 energies, but the only time this pokemon could be
good is when you have one prize left, not to mention the fact that you are
probably gonna need a minimum of 15/18 energy cards in your deck just for this
pokemon. Of course, you could attack with it and then scoop it up, but
let's be realistic, it is still a waste of energy and deck space.
Players seem to have trouble getting 2 energies of the same type on a pokemon
in today's Energy Removal dominated environment, let alone THREE of different
types! Of course, there is always rainbow energy, but this does 10
damage to your Lugia, and also has to be discarded just like all the basic
types. And do I even need to mention Clefable bait? So overall,
this is a one-shot pokemon, unless you happen to be able to build 6 energies
on it at once. It has VERY limited use in decks, and that is why
it is part of this list. So all you Lugia-lovers out there can now
e-mail me and tell me how wrong I am, but at least I have had my say as to why
I think it belongs in this place. I know some others of you will think
that it should be closer to #1, but please if that is all you are going to say
then don't e-mail me.
Rating: 4/10 (Again a 4/10, but it does have
good HP and stats, just a bad attack)
#8 Sunkern/Sunflora
I am also going to look at these two cards
together, seeing as they are an evolution chain. From high retreat to
low HP, these pokemon look unlikely to greatly change the current environment.
Sunkern Sunflora
HP
40 70
Retreat
2 1
Weakness
Fire Fire
Resistance None
None
Geez. That little Sunkern sure takes a lot
of pulling to dislodge it from the ground! 40 HP and 2 retreat cost
pretty much sum up this pokemon. 40 HP is never good for a basic
pokemon, but a retreat cost of TWO means that this little seed is here to
stay. There are very few cases where the Stage 1 has less retreat cost
than the Basic Pokemon, unless when you look at say Persian or Rapidash.
Sunflora looks a little better, although the 70 HP is not brilliant for a
Stage 1, but at least it retreats easier. Neither of these pokemon is
strong on attack.
Sunkern has 2 attacks. Growth is not bad, although once again that
cursed coin flip means you do nothing half the time. If you can get
growth to work, it could be good if you can slap down a Sunflora turn 2.
But you still have to have 3 grass energy in your hand to take full advantage
of this attack (one attach, 2 from attack). Perhaps you could get three
grass energies turn 2, then slap on another one to energy transfer to Venusaur
and deal 60 on turn two. Or perhaps not. Mega Drain, like many
grass attacks, removes damage counters from Sunkern, but with 40 HP it is
gonna get taken out easily anyway. Sunflora also has attacks that are
common among grass pokemon, with a petal dance doing a maximum of 90 damage,
but with an average of 30 or 60 damage. This is a reasonable attack,
except for the fact that Sunflora gets confused after doing damage. Most
decks are not going to have room for full heals or switches (and full heal
energy is a waste on a pokemon that requires all grass energy), so perhaps you
would just have to *gulp* put your faith in the coin for this one. Of
course Sunflora is very prone to energy removals, and 70 HP is not going to
last long against sneasel and/or wigglies. Overall, these are not the
very worst cards in Neo, but they are still bad enough to make the top 10.
Rating: 3.5/10 (TWO retreat cost on a 40 HP
basic? Not really playable)
#7 Bellossom
So this is a Stage 2? You are telling me
that I have to evolve twice to be able to get this piece of cardboard on the
table? There has to be a mistake somewhere, surely. Let's take a
look:
HP
70
Retreat
2
Weakness Fire
Resistance None
70 HP. That magical number, the number that
all BASIC pokemon aspire to. Not Stage 2's. By that second stage
of evolution, you expect a little more than 70 HP. A retreat cost of 2
is not bad, and the weakness to fire is pretty standard among grass pokemon.
Well, it must have some good attacks then, to make up for the less-than-good
HP. Sorry, not this time. One grass energy, and remove all damage
counters from one of your pokemon, but only 50% of the time. If this was
a pokemon power, Bellossom would be broken, but it is an attack, and half the
time it does nothing. But if your opponent isn't doing much damage, then
perhaps this could be useful. Second Attack, 2 grass and a colourless
energy, you deal 30 damage times the number of vileplume in play. Hey
COOL! 120 damage for 3 energy! Nope. The maximum number of
oddishes you can have in your deck is 4, and seeing as one is taken up by
Bellossom, you can only do a maximum of 90 damage. So all you need is 4
Stage 2 pokemon to deal 90 damage a turn. Err....yeah..... Plus
all these evolution cards are going to take up space in your deck, plus other
basics (you DO need more than 4 oddishes in a deck). Remember also, that
70 HP makes it vulnerable to Wigglies, Sneasels, and other pokemon which can
deal damage for few energy. Three energy to deal damage also makes it
prone to Energy Removals, and pretty much most decks are gonna take this out
with ease (or gust and ko that oddish, as most people will suspect Dark Plume
the second they see an oddish). So really, this card serves very little
purpose, and requires a great deal of luck to ever work (if that oddish is in
the prizes......)
Rating: 2.5/10 (I know, the ratings get LOW
from here on in)
#6 Time Capsule
Well, what do we have here? Another useless
card, and this one is RARE, that being just one of the pitfalls of this card.
It looks good, like a super Nightly Garbage Run, until you read a few certain
lines: "Both Players". Ugh. This immediately
devalues this card. You are helping your opponent to not deck, while at
the same time helping yourself. Nightly Garbage Run suddenly looks a
whole lot better. "Until the end of your opponent's next turn, you
may not play any trainer cards". Excuse me? This looks
familiar. Hmmm......haven't I seen this text on both Pokegear and
Professor Elm? WOTC obviously wanted to find some way to prevent these
cards from being playable, and thought that this was the most effective.
Well, they have done a good job. Professor Elm is still good despite the
drawback, but Time Capsule? No, it is wrong. The time when most
people play a Nightly Garbage Run is before they Oak, and with Time Capsule
you can't do that. You would have to plan one turn in advance before
Oaking, and also, it HELPS your opponent. You DON'T want to do that.
The only time this card could be better than a Nightly Garbage Run is where
you have only a few energy or pokemon cards in your hand, you only have a few
cards left in your deck and your opponent has heaps, and you need a few more
turns to build up something powerful to crush your opponent. Other than
that, don't use it, just stick in those Garbage Runs instead. Seeing as
this card is rare, you may not want to mutilate it too badly, perhaps you can
trade those spare Time Capsules for some nice rares, or twink out the no
trainer part and sell it to some little kids.....
Rating: 2.5 (Not playable, and has a
substitute card that is way better)
#5 Snubbull/Granbull
Well, we are into the top 5. From now on, I
advise discretion, and I also advise you to NEVER play these cards in your
deck. I have included these 2 cards as one, seeing as they are one chain
of evolution, and are both equally useless. It is easier to look at them
together than as at 2 separate numbers.
Snubbull Granbull
HP
50 70
Retreat
1 2
Weakness Fighting
Fighting
Resistance Psychic
Psychic
Well, they don't look too bad from those stats.
The 50 and 70 HP are ok, and the retreat costs are reasonable, although not
outstanding. And a standard weakness and resistance to fighting and
psychic respectively. Snubbull is weak to a lot of attacks, and
hitmonchan with a pluspower ko's it. Other than that, it probably isn't
going to last very long even if your opponent does not play fighting pokemon.
But the attacks are where these 2 pokemon really hit rock bottom.
Roar. Ok, it would be GOOD if it was like a gust of wind. But it
isn't. Your opponent gets to CHOOSE which pokemon they bring out, and
you have to flip a coin, doing nothign half the time. This attack begins
to make base gastly look better. And 2 Colourless energy for 10 and
possible paralyse. Hmmmm....somehow a TR dratini flashes through my
mind. Somehow, I don't think you want to waste a double colourless
energy on this pokemon anyway. On to Granbull. It looks ugly
(DON'T send me hatemail if you don't agree with this), and its attacks really
are not very good. A double colourless for 20 damage looks ok, and at
least is better than the attack on Snubbull. And for 3 energy, a rage
attack, doing a maximum of 70 damage. With Focus Band, this could be
good, seeing as you will be left on 60 damage half the time, right?
WRONG. This attack deals 20 damage to yourself. How pathetic.
That means that if you DO have a Focus Band, you might not take yourself out,
but it is most likely that your opponent will next turn. If you don't
want to take out Granbull when you use this attack, then you are looking at 50
damage instead of 70, and this will still leave you a sitting duck (err...dog)
for a ko next turn. Overall this attack is NOT good, and I highly
recommend something like a Tauros instead. These 2 pokemon were not very
good in g/s, and have been made into bad cards also. But hey?
Every set has cards like these, and you might even get lucky and trade a
Granbull for a Neo Electabuzz.......
Rating: 2/10 (Bad, bad, bad. Just don't
use them EVER)
#4 Arcade Game
Well, another pointless card. By this point,
you are probably getting qiute used to them. Again I ask, WHY? And
you tell me this is a RARE? I would rather pull any other card from my
booster than this. Ok, you look at the top 3 cards of your deck.
If 2 are the same, then you get to keep all of them. BIG WOW! Why
not use Bill, or Mary, or Erika? Or ANYTHING, but why this? Unless
you happened to play some deck with a whole heap of energy (like Blaine's
Magmar), it is VERY unlikely that 2 of the cards will be the same. And
with Blaine's Magmar, you don't even WANT the fire energy in your hand!!!
And I repeat, this is a RARE? Once again, you get the idea that WOTC
almost have a need to put a certain amount of useless rares in each set, just
so people will have to buy more boosters to get the cards they want.
Perhaps a good marketing ploy, but really, this card sucks. Don't use
it. If you want card drawing, try Oak, Bill, Erika, Mary, Blaine's
Quizes even, just NOT this card.
Rating: 2/10 (Well, perhaps it is more useful
than....errrr.....ummm.....ok, maybe it isn't)
#3 Pokegear
At first, this looks like a really cool card.
A Master Ball for Trainer cards, right? WRONG. Read the fine print
people. I struggle to find different ways to express this, but WHY?
Why did they need to add ONE little line to this card, to make it completely
useless? After playing it, you cannot play any more trainers this turn!
So you can't even play the trainer you got with it! Again, it appears
that WOTC were in an altered state of mind when creating this card, as I
personally cannot think of anything more pointless. This card is NOT
good. I mean, if you are going to play it, you have to play it at the
end of your turn, so you don't have any other trainers to play before you
attack. But to be honest, the only thing this card does is take up deck
space. You would be better off adding more of the trainers you would
usually use this card to get, than this card itself. And having only
this card and an Oak in your hand is kind of like Lass and Oak or Chaos Gym
and Oak - one of them has gotta go. Anyone who chooses Pokegear above
Oak might want to look into a new hobby. And it is a RARE! WOTC
have certainly outdone themselves with useless rares in this set.
I think it is fair to say that this card certainly deserves the rating it is
given.
Rating: 1.5/10 (Watch them pink elephants
fly, eh WOTC?)
#2 Electabuzz
Well, folks, I looked at this card, and I did not
think WHY? I thought WHAT? As in, WHAT were WOTC smoking when they
came up with this card? I am not sure as to the point of this card, but
it probably burns well in household fires. Apart from that and
wallpaper, I can't see much future for this card.
HP
70
Retreat
1
Weakness Fighting
Resistance None
Let me see, these stats look familiar. Yes,
they are almost identical to that of base Electabuzz. The 70 HP is good,
so is the retreat cost, the weakness and resistance are normal, however it is
in the attacks that this card falls on its face, dies, and becomes buried
under 7 feet of dirt. Perhaps WOTC wanted to make an uncommon
Electabuzz, so that those who could not afford the rare cards could still use
big basic pokemon in their decks. Good idea, right? Wrong.
And so is this card. For a double colourless energy, it can deal 20
damage. I suppose that is ok, although I don't really want to waste my
Double Colourless first turn, when instead I could play a lightning energy on
base Electabuzz, for a possible paralyse. Now THREE lighting energies
for a colourless 30 damage! WHY? Why would ANYONE waste 3 energies
of one type on this pokemon to do a mere 30 damage? Of course, it is
better than base electabuzz against the ever-popular cubone decks (sarcasm
check), but really, this attack sucks. Even other pokemon which require
3 of one type of energy can do better. Look at Electrode, Hitmonlee,
Gyarados......all deal a good deal MORE damage for all those energies.
And meanwhile, base Electabuzz is dancing around, doing his little
thunderpunch thing, for one lighting and colourless energy (and MORE
damage than Neo Electabuzz). Was Neo Electabuzz necessary? NO!
This card is useless in comparison to the Electabuzz we already have, and we
don't need new versions of cards we already have. The only time this
card could be useful is in a no-rares games, but even then, for a Double
Colourless, get a Lt Surge's Pikachu. So overall, this card is just
wrong, like so many others. Perhaps you can all find new creative ways
to use this card, after all, you did need something to test those new pens out
on.......
Rating: 1/10 (Keep AWAY I said! Keep
away!)
# Aipom
Well, here we are. The worst card in the Neo
ste, in my opinion. What can I say? I suppose that after the huge
success of base gastly, WOTC must have realised that it was overpowered, and
needed something similar to counter it. Here's your answer. And
Aipom is certainly about as useful as base gastly. In fact, about the
only good point about it is the resistance to psychic.
HP
40
Retreat None
Weakness
Fighting
Resistance Psychic
As I typed out the stats for this card, I was
tempted to put "Everything" in the place where I typed the word
"Fighting". This card is, in a word, USELESS! Ok, you
see it, and you think that the Stage 1 must be REALLY good for this card to
even be CONSIDERED playable in non-tourney play. But wait for it, there
IS NO Stage 1! This is a basic pokemon, and it doesn't evolve! 40
HP is just wrong. For a pokemon that doesn't evolve, 40 HP is sinful.
Erika's jigglypuff, scyther with a pluspower, hitmonchan etc etc, leaves this
card in the position that I have put it in. The no retreat cost is nice,
but it shouldn't even be in your deck, let alone your active pokemon.
The weakness to fighting is standard, as is the resistance to psychic for
normal pokemon. This card really makes you ask WHY? even LOUDER than
before. There are few explanations as to why this card was made, as it
is just the most useless neo card by a mile. Perhaps Wizards needed some
card to use for Origami, needed a new target for their dartboard (that EVIL
grin on Aipom's face is somehow enchanting yet irritating), else perhaps it
was created after a late night.
I suppose we better take a look at the attacks:
Make Off With. Hmmmm. This could be useful if you were about to
deck, but then again, isn't Nightly Garbage Run so much less pathetic?
You shuffle Aipom and all cards attached to it into your deck. Not the
kind of attack you want when it is the only pokemon you are left with.
Then again, if this is the only pokemon you are left with, then chances are
you should sell your cards and take up rock collecting instead. NEVER in
ANY deck should this card be played, EVER. Wait! There is one more
attack! Could this save Aipom from a 0/10 rating? Not likely.
One energy, for an average of 10 damage. Hardly exciting, and hardly
useful, this really just makes Aipom look even worse (if that is possible).
Altogether, this card is just wrong, and should not be used. That is why
it has earned itself the honour of being in my opinion, the WORST card in the
entire set of Neo.
Perhaps we will see Aipom competing against base gastly, and bellsprout in an
international pageant to find the most useless card in the world. You
never know, Aipom might win something, but it certainly won't be any Pokemon
TCG matches.
Rating: 0.5/10 (SAVED by the no retreat cost)
Well, people that is it. We have come to the end of our journey. I
hope you have enjoyed this article, and perhaps at least I have gotten a
chuckle out of you. If not, then oh well, I am sure I will ne writing a
few more article to Pojo in the future. If you want to contact me, you
can e-mail me at drg@xtra.co.nz
But please, do read the piece I said at the beginning of this article about
not taking things too seriously.
But you can send me comments, whether you agree/disagree (BE NICE though), or
anything else. Thanks for taking the time to read this, See ya!
Cheers
DRG3