Persian-GX
– Unbroken Bonds
Date Reviewed:
May 29, 2019
Ratings Summary:
Standard: 3.10
Expanded: 2.75
Limited: 3.00
Ratings are based on a 1 to 5 scale. 1 is horrible. 3 is average. 5 is great.
Reviews Below:
Vince If there’s one thing I like about Persian-GX, it will be how resourceful it is! True, Limber replaces Pickup after Evolution, but that’s from the games; the TCG makes up for that loss. I’ve only used it on once when I was participating casual play (meaning unlimited format), and I briefly enjoyed it. Not often enough though, as Ditto Prism Star was the only chance I had to put one in play (I should’ve grabbed and used Meowth from HeartGold & SoulSilver). Anyways, the reason why it’s resourceful is due to its ability, Cat Walk. This ability states that during your turn, when your EX and/or GX Pokemon was Knocked Out during your opponent’s last turn, you get to grab any 2 cards from your deck into your hand. Wow, I really misunderstood what that ability does when I play couple matches. I thought I had to use the ability immediately after my EX/GX Pokemon is Knocked Out. My impression is that the ability is reliant on your opponent’s input. It still is, but because you can use this ability on my turn when the conditions are met, then you can greatly advance my game plan without worrying about my hand being shuffled. Even if Power Plant is there, you can get rid of it and use the ability afterwards! As for the attacks, they both cost CCC, which is easy for Triple Acceleration Energy to fulfill the costs. Vengeance does 10 damage plus 20 damage for each Pokémon in my discard pile, except that you can’t add more than 180 damage. So the damage caps at 190, enough to KO most Basic EX/GX Pokemon and all single prize Pokémon so far sans Wailord. Choice Band can reach certain thresholds, though it’s about to be rotated soon. Slash Back GX does 150 damage and provides a switching effect (same as the switch item card). As good as this ability is, you have to have one of your EX/GX Pokemon Knocked Out, and usually it means giving up two prizes. With six prizes from both players to start, you can, at best, utilize Cat Walk two times per game (unless multiple KOs happen). The damage cap hurts since you cannot hope to OHKO any Pokemon in the game (by that, I mean doing 300+ damage). And it’s GX attack is nothing home to write about. Still, Persian-GX is good at what it does, and you may find yourself benefitting more with the Cat Walk Ability. Ratings:
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Otaku If you’re reading this, then my full review hasn’t been posted. Please keep checking back for it. However, I’ll still chime in with an abridged review and tentative ratings. Persian-GX’s claim to fame is its “Cat Walk” Ability. If your deck revolves mostly around Pokémon-GX but is not about denying your opponent KO’s, you need a good reason to skip what becomes a two-card search when you probably need it most. Note: Good reasons do exist. The attacks are iffy; useful in the right decks but awkward if you don’t have at least some simple combos for them, which includes both meeting their Energy costs and optimizing their effects. Even in ideal conditions, they’re not strong enough to OHKO Evolved Pokémon-GX or Mega Evolutions, unless I’ve forgotten some particularly small examples. Tentative Ratings Standard: 3.2/5 Expanded: 3/5 Limited: 2.5/5 |
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