Golem
Golem

Golem – Mythical Islands

Date Reviewed:  January 24, 2025

Ratings Summary:
Ratings are based on a 1 to 5 scale. 1 is horrible. 3 is average. 5 is great.

Reviews Below:


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The eighth best card of Mythical Island is Golem (Mythical Island 045/068)! This is a (F) Type, Stage 2 Pokémon that evolves from Graveler, which in turn evolves from Geodude. It has 160 HP, (G) Weakness, (C)(C)(C) Retreat Cost, no Ability, and one attack. “Guard Press” costs (F)(F)(F)(C) and does 120 damage to your opponent’s Active, and it places an effect upon the user (Golem) so it takes -30 damage during your opponent’s next turn, though only from attacks. Golem is only available at the ♦♦♦ rarity level.

There are several cards closely related to Golem, that we’ll address later in the review. There’s one I need to address first, because it makes a major difference to Golem’s effectiveness, but influences how almost all of its other stats and effects play out. That card is Brock (Genetic Apex 224/226, 271/226), a Trainer-Supporter that attaches a (F) Energy to a Golem or Onix you have in play. Brock can be used before or after you use your normal Energy attachment for the turn, and doesn’t care what Energy Type is currently displayed there.

We also need to ignore my regular review order and cover Golem’s attack, Guard Press. Without Brock, you need to attach four Energy cards manually. You can do at least some of that with Golem’s lower Stages, and attack with them, but I wouldn’t recommend it. Either hide behind a non-attacking meatshield or take a little longer by splitting attachments between Golem and other attackers. Even with Brock, it isn’t much faster, as Brock can’t attach to Geodude or Graveler.

The need for so many (F) Energy make it difficult to work Pokémon who don’t run on (F) and/or (C) Energy into your deck, but Hitmonlee (Genetic Apex 154/226), and Marshadow (Mythical Island 047/074) fit the bill. They’ve proven useful in multiple decks, including their own. There’s also Druddigon (Mythical Island 056/068); it doesn’t have its own deck, but it’s been popping up in several. Just remember to deselect (R) and (W) Energy when building your deck; you just need Druddigon for its HP and Ability.

Guard Press’s 120 damage 2HKOs anything in the game before factoring in other card effects. If they can soak damage and/or heal a lot, it’ll take longer. Many will only take one hit, because 120 HP is high when you’re not talking a Pokémon ex, or a Stage 1 (ex or not). The -30 effect is also important; we’re in a metagame where Potion – Potion! – is often worth running because healing 20 causes so many 2HKOs to become 3HKOs. Not taking 30 increases the spread and also applies to would-be OHKOs!

Only seven Evolved Pokémon have more than the 160 HP of Golem. It takes an extra heavy attack to OHKO Golem before Weakness or combos. Now factor in Guard Press. The -30 to damage taken does not protect against non-attack damage, like what you take from Poison1 between turns, or from Greninja’s “Water Shuriken2” Ability. Still, coupled with Golem’s HP, it means everything that can OHKO Golem requires one or more of:

  • Coin flips3
  • Complex combos4
  • Discarding Energy5
  • Exploiting Weakness
  • Unusual circumstances6

I’ve been mostly positive so far, so let’s get to what Golem has going against it. Being a Stage 2 makes Golem slow and – in terms of time and deck space – expensive. The (F) Type isn’t as good as it could be: no Type support. Fighting hits a lot of Pokémon for Weakness, but between the ones OHKO’d before Weakness and the (F) Weak Pokémon who do not see competitive play, there’s only a few left where it helps. Golem’s Retreat Cost of (C)(C)(C) can also be a problem; the deck doesn’t really have room for both X Speed and Leaf, so either expect to pay some-to-a-lot to retreat, or leave an Active Golem up front.

Let’s talk lower Stages. You get to pick between Geodude (Genetic Apex 147/226) and Geodude (Mythical Island 043/068). Both are (F) Type Basic Pokémon with 70 HP, (G) Weakness, Retreat Cost (CC) and one attack. The former uses “Tackle” for (F) to do 20; the latter uses “Light Punch” for (F)(C) to do 30. +10 damage is not worth (C) extra Energy, even for a twice evolving Basic you hope you never need to use to attack. The Retreat Cost is another reason the deck needs Leaf, but if Geodude is stuck up front, hitting Weakness with Tackle can actually matter: 40 damage instead of 20.

Your next choice is between Graveler (Genetic Apex 148/226) and Graveler (Mythical Island 044/068). Both are (F) Type Stage 1 Pokémon with 100 HP, (G) Weakness, and (C)(C)(C) for their Retreat Cost. The older Graveler needs (F)(C)(C) to use “Rollout” to do 70 damage; the newer needs (F)(C) to do 40 damage via “Lunge Out”. Once again, you don’t want to have to attack with either of these, but if you do, you’re slightly better off with Lunge Out. There will be times when your Graveler will be stuck up front, with three Energy, but unable to Evolve… but they’re lower than it being stuck with two Energy and unable to evolve.

There’s also Golem (Genetic Apex 149/226). It has the same stats as today’s Golem, but its attack is different. “Double-Edge” costs (F)(C)(C)(C) and let’s Golem do 150 damage to the opponent’s Active but also 50 to itself. Being just shy of an extra heavy hitter is handy; reducing your own HP to the point a medium attack can KO you is not. I don’t think this Golem is hopeless, but with only two slots for cards named “Golem” in your deck, it probably isn’t worth running one of it and today’s Golem.

Let’s not forget Onix (Genetic Apex 150/226; Promo Series A 21/P-A). It is a Basic (F) Pokémon with 110 HP, (G) Weakness, (C)(C)(C)(C) Retreat Cost, and the attack “Land Crush”. This attack costs (F)(F)(F) and does 70 damage. In short… then did Onix dirty. It isn’t strong/fast enough, even with Brock, to be its own deck. However, it also isn’t worth running with today’s Golem. It needs too many resources to attack, you’d almost never get Golem setup as well. If you don’t attack with it, then there are better meatshield.

Rating: 3.5

Golem helped Brock decks ascend to the “Promising” Tier over on Pokémon Zone. I might be a little biased, as I enjoy “tank” decks that can take a hit while also hitting back. It is a deck where a misplay can cost you the game several turns later, but that can be hard to beat when setup and run well. I’m uncertain if it will have staying power, but for now, it rocks.

1,2In the full TCG, mechanics like Poison and Abilities like Water Shuriken place damage counters, instead of doing damage. For now, just doing damage is simpler than placing damage counters in Pocket. It is possible this could change; Poison and non-attack effects were changed to place damage counters because, with the cardpool of the time, it reduced complexity, instead of increasing it.
3As in, more than just one.
4More than just a simple Giovanni, or one Benched Evolution.

5The attacker’s own Energy, not Golem’s.
6Like attaching more than four Energy, so attackers that do damage based on Energy attached to their target can hit hard enough.


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