Well, I was reading this article, and even though these are his own opinions,
I disagree with his "Worst 13".

Number 13, Card-Flip Game
Pointless huh? This card, along with almost all of your thirteen are pure
TecH. We all have those "close" games, where insanely-critical cards like
Item Finder and NGR are in your prize. This card is pure recon., the extra
two cards aren't too shabby either. Sure, there are better choices, but not
that bad. Also, one more thing, in your second sentence here, you state,
"This card is certainly not unplayable, it just isn't very useful", and after
your little rating, you say, "not unplayable, but not useful either". Well,
whatever your decision is, let me say, NO card is "unplayable". From Base
Gastly to Goldeen, I'll give you a ten hour lecture on how these cards can be
used.

Number 12, New PokeDex
Another TecH card, let's see: Card Analyzation, Card-Draw Manipulation, and
yes, the shuffle is always good. Take a look at those key factors. You don't
need a card-drawing mechanism to utilize this card either. This card falls
directly next to Masterball in the category "Late-Game Card Analyzation
tools".

Number 11, Super Rod
So there's that coin-flip. It's useful, think of it. There's the partial
Stall capability there, good against MM Trap. Well, in the case you're stuck
with some lowly Basic you didn't want, it's increased hand-size. Most people
don't realize the "little things" about cards. Think about it, that Squirtle
could easily be Comp. Search bait instead of that needed Lass.

Number 10, Heracross
Ok, so Pinsir can easily be taken out on turn one. The fact is that these
pokemon aren't for Setup purposes. This pokemon has "Cleaner-status (term,
not deck)", as with Pinsir. I see nothing totally wrong with this pokemon,
just the coin-flip. Not all pokemon are solid attackers, plus, GGG for 60 is
great. Speed-Factor takes role here.

Number 9, Lugia
I see that the attack really isn't that great.  I will admit that he isn't
that great, but he certainly is playable. By the way, Energy Removal
dominated enviroment? Certain Metagame and not to mention Cards take in play
here. No Removal Gym, Eco Gym, all are great. Sure, you could easily play
Narrow and ER, but the question is, would you want to go through all that
trouble (meaning getting the Narrow, and wasting the ER on a Lugia?)? Also,
the 90 HP and CC retreat is Tank status.

Number 8, Sunkern/Sunflora
Here's where I, GrayFox, shall go insane. I know Sunkern isn't all that
great, but let's put that all aside for now. Let's move onto a certain
Sunflora attack. If you're a regular at the Decks forum on the PoJo message
board, and have seen "Incense", you'd know why I heavily object to your
little bashing of Sunflora. You know, I actually use Dark Vileplume in my
Incense. And here's a little tip, maybe if you'd actually have some
EXPERIENCE with the card, see how it works, maybe you wouldn't bash these
cards. Full Heal Energy is a WASTE? FHE was never exactly meant to pay for
energy requirements. Maybe if you'd combo Sunflora with neat little cards
like Miracle Berry and FHE, he'll do good, yeah, just maybe. Don't tell me,
"Oh, Miracle Berry is a waste of space", because a certain person hasn't had
a full three months experience with these cards.

Now, calming down =/

Number 7, Bellosom
Actually, if you really thought about it, the entire family is great. Rocket
Oddish -> Neo Gloom -> Bellosom. That's straight status havoc. By the way,
it's not like you're going to use Bellosom as a big hitter or anything. Who
said Stage Two's were always meant to be up front? Bellosom is, once again,
TecH, as going 4 TR Oddish and 4 Neo Gloom is already too good. Play One
Bellosom with that order, it's useful, maybe situational, but certainly not
#7 on some "Worst Neo cards" list.

Number 6, Time Capsule
It's insane anti-decking. It's one of these cards that belong in CERTAIN
decks. Blaine's Magmar for example, it's not like you need any excess trainer
playing anyway, and so it helps the opponent anti-deck, the point of Blaine's
Magmar is to get prizes early, not Stall them out. By the way, you're
supposed to play this card After your Trainer playing and stuff. That's the
whole point of evaluating your options/steps. Again, you tend to fault the
cards by their TEXT, and not gameplay value.

Number 6, Snubbull/Granbull
Snubbull: Roar is pretty good, considering the disruptuion it CAN cause. Of
course Brock's Mankey is better in that situation, but that's not the point.
It's other attack is pretty good status, sure Lickitung can do that for C,
but Retreat factor is key in comparison too.

Granbull: Tackle is decent, solid at least. Raging Takedown is ok,
considering you can set up an easy 30 damage next turn. There's always Gold
Berry to rely on, after the damage clean-up, there's always Tackle.

Number 4, Arcade Game
Again, there's the card analyzation factor, yet maybe not as powerful
comapred to PokeDex and Masterball. There's always the shuffle tool too. Hmm,
Arcade Game really isn't that great, it's playable, however.

Number 3, PokeGear
You know, just to tell ya, the "no trainers for the rest of the turn" thing
really isn't that bad. Unless you were some random player who played Trainers
at random times without evaluating your options correctly. Again theres that
Card Analyzation factor. The key is to get Needed cards. Pretty much turning
your PokeGear into that needed Lass to secure the win next turn. If you
really thought about it, sacrificing that one turn, and then playing that
card you got from PokeGear isn't really that bad. Again, you seem to lack
playing experience with this card. When you play PokeGear, you usually have
control, whether its having Disrupted the opponent via Energy/Trainers, or
have poised yourself in a position where your opponent is stuck.

Number 2, Electabuzz
Apparently, you don't see what's good about this Pokemon. Say you run a
Ninetales deck, you could EASILY splash this card in to counter Water pokes.
Plus, in a Lightning deck, Swift does Great against Wooper, Brock's Rhyhorn,
etc. Electabuzz is NOT bad.

Number 1, Aipom
Again, no actual play experience. Aipom is GREAT anti-decking, and the free
retreat is good too. Look at this, possible 3 Cards back into deck,. the
energy card could be that needed Steel Energy to secure Steelix in there.
Aipom is pure TecH. You tend to think in a sense that all these cards belong
in every deck. Then you start comparing, "Hmmm, Erika's Jigglypuff could
easily take this out, pssh! This card sucks!". Well you know what? Erika's
Puff could easily be taken out by Ditto. So Erika's Puff now sucks. But wait,
Ditto can be taken out by Erika's Puff, so now, they BOTH suck? You don't
focus on Combos/techniques that can be worked out with these cards. You
pretty much look at the stats, then list them in your top 13.

Again, we are all entitled to our own opinions, I respect that, these are
just my "disagreements". If you, DRG3, or anyone else have taken this
offensive, then you have my sincere apologies.

Well, that's about it. Hope you had fun, er, at least ;)

GrayFox
GrayFox@Pokecon.cjb.net

Creator of Incense and SunDown
PoJo UBB Moderator (The only kool one, right Sat?)