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Saturday, May 21, 2011

drapion lv.x(platinum)

This card is basically a stage 2 Pokemon card and has 130 hp which isn't too bad for a Lv. X and is the highest in the Platinum set, tied with Giratina. A x2 weakness to Psychic type Pokemon could hurt it.Drapion has no resistance type and a high retreat cost of 3 colorless energy cards, so you'll lose a lot of cards if you decide to move Drapion to your active Pokemon spot. Drapion's Poke-Power Tri-Poison is very good, it lets you once per turn if you flip heads poison any one of the defending Pokemon and it allows you to put 3 damage counters on that Pokemon instead of 1. Drapion's only move works really well with Tri-Poison its move is called Sniping Tail and does 40 hp damage for a costly for energy cards, 2 darkness energy and 2 colorless, this move also does 40 damage to one of your opponent's benched Pokemon you choose and it also makes your opponent's Pokemon unable to retreat the following turn. The reason I say this works well with Tri-Poison is that one of the ways to remove poison from an active Pokemon is to retreat it but if you use Tri-Poison and flip a heads you are able to poison the defending Pokemon give it an additional 30 hp damage, then use Sniping Tail and do another 40 damage and 40 damage to another benched Pokemon and then force your opponent to stay in and face you, so if you get lucky enough to poison the active Pokemon and have enough energy to use Drapion's move you can basically knock out every Pokemon there is as long as your opponent doesn't have any supporters/trainers that remove poison and Drapion Lv. X can last long enough to knock out that Pokemon. As far as strategy goes I would try and get Drapion Lv. X onto your bench as soon as possible so you could utilize its Poke-Power, I would actually start poisoning the bench Pokemon first until you moved Drapion out to your active spot, then like I was saying earlier I would use Sniping Tail to make your opponent unable to retreat and knock it out very quickly. Because within 1 full turn and the beginning of another, Drapion can do 100 hp damage to the defending Pokemon if it is Poisoned and 40 damage to a benched Pokemon and also poison another Pokemon on your opponent's bench if you get lucky enough and spin a heads. So this card is very strong, I don't even think you would have to use this card in a dark deck but you could just use the card for its Poke-Power and keep it on your bench the whole time just to poison the defending Pokemon. So this is another good pokemon card i wouldnt mind having it in my deck. so thanks for reading and if you have any request or suggestions just pm me.

raichu lv.x(stomfront)

 it has no retreat cost which is very nice so you can retreat without losing any energy. It's hp of 110 could be a little bit better, I wished it would have been at least 120 but you can still retreat for no cost if you do get into any trouble since its hp is a little lower than wanted. On to Raichu's Poke-Body which is called Link Lightning, this says that when you put Raichu Lv. X onto Raichu and use Voltage shoot right after that you can attack again once you get done using Voltage Shoot, so this basically means the first time you use Raichu Lv. X you can attack twice. And this Poke-Body goes along really nicely with its only move Voltage Shoot which does 80 damage to anyone of you opponents Pokemon you choose, the only downside to the move being that you have to discard the 2 electric energy that were needed to complete the move, all you're left with on Raichu is one random colorless energy. So my strategy for this card would be to once again wait a little while into the game before actually putting Raichu Lv. X on top of Raichu so you can use its Poke-Body, that way if your opponent has a really strong active Pokemon and you have enough energy you can do 160 hp damage to the Pokemon and more than likely knock it out. If your opponents Pokemon isn't very strong you can always knock out one of it's bench Pokemon if they have any basic Pokemon on their bench and then inflict a significant amount of damage on another one of their Pokemon with the second attack of Voltage Shoot. In the case you don't have more than 3 energy on Raichu Lv. X you can always do a move from the Raichu underneath the Raichu Lv. X if there is a move applicable with only 1 colorless energy. Raichu's resistance of +20 to metal probably won't do too much for it since Metal Pokemon aren't too popular, its x2 weakness to fighting might be a problem though especially since it already has farely low hp for a lv. x. All in all this card is good, I especially like how you can attack twice in one turn, this can be very damaging to your opponent and it might be the final push you need to win the game. so overall this is a great card i really reconmend you to have at least two of these in an electric deck. thanks for reading and if you have any suggestions of a card i should review comment below.

Wednesday, May 18, 2011

torterra(majestic dawn)

this is a stage 2, grass type Pokemon card with an hp of 140. It has a +30 weakness to fire type Pokemon, no resistance type, and a 4 colorless energy card retreat cost. It doesn't have a Poke-Power or Poke-Body but it does have two powerful moves, the first move is called Earthquake and for two colorless energy cards Torterra does 60 damage but unfortunately this move also does 10 damage to each of your benched Pokemon. Torterra's second move is called Frenzy Plant and for four energy cards, two each of colorless and grass, Torterra does 100 damage but you can't use this move twice in a row. So as far as strategy goes I would recommend using Frenzy Plant as often as you can since it can one hit KO a lot of Pokemon and if you use Frenzy Plant one turn and Earthquake the next move it will do 160 damage in two moves which will knock out pretty much everything. The only bad thing about this card is that Earthquake does damage to your own Pokemon so you can use a Pokemon that removes damage from your own Pokemon or use a lot of trainers and supporters that remove damage or you could just not have very many Pokemon on your bench so you reduce the amount of bad damage Earthquake does. Also Frenzy Plant requires a lot of energy cards so you'll have to either stock up Torterra with energy cards on your bench or devise a way to get more than one energy cards on Torterra per turn. I would rate this card a 4 out of 5 because it has great moves and it can do a lot of damage with both of its moves, what's holding it back from getting a 5 is that it has such a high retreat cost and that it does damage to its own Pokemon but other than that I do like how Earthquake doesn't require a specific type of energy cards and that Torterra has a high hp so it should be able to do Frenzy Plant at least once. so this is a great card to have in a deck i really recomend having a minimum of two and a max of four.

Tuesday, May 17, 2011

charizard ex card review

Charizard ex does have 160 hp, 10 more than the other two starters. What really can kill this card is that it has two weaknesses, both x2, the first being water which is also the most prevalent and the second being electric type, it doesn't have any resistance and a retreat cost of 2 colorless energy isn't very expensive except for the fact if you use Burn Down you won't have any energy left on Charizard to retreat. And if Charizard ex is knocked out your opponent gets two prize cards. Charizard's Poke-Body Energy Flame makes all energy attached to Charizard fire energy, this helps if you have this card in a split deck with two types of energy, and since Charizard needs a lot of energy to do its moves this Poke-Body can come in handy. Charizard's first move is Slash which does 50 hp damage for 3 colorless energy cards, this move is about average I've definitely seen better for three energy cards but it is a nice starter move for Charizard. Charizard's other move Burn Down does 200 hp damage for 5 fire energy cards and also isn't affected at all by weakness or resistance. But you also have to discard all 5 energy cards once you do this move. As far as strategy goes I would definitely wait as long as possible to make Charizard your active Pokemon because it takes way too long to get 5 energy cards on this thing. I would put it on your bench right away and start attaching energy cards to it, but I wouldn't move it out to play until you only have 1 more prize card to take or your opponent's Pokemon is too strong for all your other Pokemon cards. Because every Pokemon out there will be knocked out in one move with Burn Down. So I would stick to using Slash as much as possible so you don't have to discard energy. so this is defanintly a great card but not a card i would use in a deck because of the energy discarding, but i would love to have one for my binder.

mewtwo(legends awakened)

for a basic Pokemon 80 hp is pretty good but for a basic Pokemon that doesn't evolve into anything 80 hp is quite low. It has a +20 weakness to Psychic type Pokemon which isn't too bad, no resistance type and a really high retreat cost for only an average basic Pokemon. Mewtwo doesn't have any Poke-Power or Poke-Body but it does have two moves. The first move is called Hypnoblast and for only one colorless energy card you can do 10 damage to the defending Pokemon and then make that Pokemon asleep. With this move I wish Mewtwo's retreat cost wasn't so high because I would get the defending Pokemon asleep as fast as possible then move in a Pokemon like Snorlax who has moves that does more damage if the defending Pokemon is asleep, if somehow I could get retreat costs to be much lower for all Pokemon I would switch back and forth between Mewtwo and another card quite rapidly. Mewtwo's second move is called Psychic and for 3 energy cards, 2 colorless and 1 Psychic it does 40+ damage, so it does 40 base damage plus 10 more damage for each energy card attached to the defending Pokemon. So Mewtwo's moves contradict each other in a way since the first move makes the defending Pokemon fall asleep and then the second move is better if the defending Pokemon has a lot of energy cards on it, if my Pokemon is asleep I wouldn't attach any energy cards to it, so if you put the defending Pokemon asleep right away Psychic will probably only do minimal damage each turn instead of more than 40 each turn. As far as strategy goes I would either just use Hypnoblast and combine that with Pokemon who benefit from the defending Pokemon being asleep or be more of an attacker with this card and just use Psychic. so this is  an okay card to have in a deck i probobly wouldnt hae it in my deck but it is a good collectors card

charizard card review

This card has the best hp of the 3 starters in the Secret Wonders set with 130 hp. A +40 weakness to water type Pokemon isn't too bad, I thought it would be a x2 weakness to water Pokemon A -20 hp resistance to fighting type Pokemon is always nice to have and a 3 colorless energy card retreat cost is pretty expensive especially considering that when using Blast Burn you may have to discard all 4 energy cards, so you'll probably just have to use this card until you win the game or it feints. Charizard's Poke-Body called Fury Blaze can be really powerful, if your opponent has 3 or less prize cards left than each of Charizard's moves does 50 more hp. This can greatly increase Charizard's only move Blast Burn which already does 120 hp damage for 4 energy cards, 3 fire and 1 colorless. So if your opponent doesn't have very many prize cards left Blast Burn can do 170 hp which will knock out just about any Pokemon. The only downside to Blast Burn is that you have to flip a coin every time you use the move and if it's heads you have to discard 2 energy cards from Charizard, if it's tails you have to discard all 4 energy cards. So with this problem you'll either have to stockpile Charizard with energy cards so you don't have to wait every 2 or 4 turns to perform Blast Burn again, or you should use some type of Pokemon that has a Poke-Power that lets you move fire energy from one Pokemon to another, either way you'll end up having a lot of energy cards in the discard pile, so you'll want to make sure you have supporters in your deck or another Pokemon with a move or Poke-Power that lets you retrieve energy cards from the discard pile.

Monday, May 16, 2011

lucario card review(legends awakened)

this card is a stage two pokemon it evolves form riolu. It is a uncommon from legends awakened. Its first move is focus blast.For on fighting energy you choose one of your opponents pokemon and that attack does 30 damage to that pokemon(not applying weakness and resistance for benched pokemon). So it is an easy way to get thirty damage on your any of your opponents quick. The good thing is it only cost one fighting energy. Lucario's secound move is spike lariat. It states that if the defending pokemon already has any damage counters on it this attack does 60 plus 20 more damage so it would be a total of 80 damage which isnt bad for two fighting, and one coloress energy. So overall this is a great card to have in a fighting deck i recommend having a minimum of 2 and a max of 4.  

lucario lv.x card review

I use this card in my deck is for the Poke-Power and that it has 20 more hp than the Legends Awakened card I use. But I just use all the moves off of there unless I need to use a move that does 80 hp damage. This Lucario has 110 hp which really isn't too much but Lucario is only a stage 1 Pokemon normally so this is pretty decent for that kind of Pokemon. A x2 weakness to Psychic Pokemon can be deadly since they are very popular in the trading card game and Lucario doesn't have too much hp to begin with. It would have helped for Lucario to have a resistance type but it doesn't, and at least you can retreat Lucario Lv. X for only 1 colorless energy in case it gets in trouble. Lucario's Poke-Power is the main reason I use this card, its Poke-Power called Stance says that once you play Lucario Lv. X from your hand to your Lucario in play all effects of an attack including damage are prevented. Lucario's only move is Close Combat and it does 80 hp for only 3 energy cards, 2 fighting and 1 colorless, but the next turn damage done to Lucario is increased by 30 hp. So I would be aware of using this move especially if you aren't close to being knocked out, because if you are close to being knocked out it won't matter if your opponent can do any more damage to you or not. As far as strategy is concerned with this card, I would keep my regular Lucario card in as long as possible since if you use the Legends Awakened one it can hold its own for quite awhile and once you get into trouble I would bring in Lucario Lv. X and then use Close Combat so you can at least knock out 1 Pokemon before you feint yourself. so overall this is a pretty good card for a fighting deck but the legends awakened lucario is also a good card to have if you have this card.

torterra lv.x card review

This card has the highest hp of the 3 Lv. X cards in the set with 160 hp. It also only has a +30 hp weakness to fire type Pokemon which is really nice because usually it is a x2 weakness for Lv. X cards and Torterra Lv. X already has 160 hp so 30 more damage from its weakness type is pretty weak. Torterra Lv. X doesn't have any resistance type but it doesn't need one with such a strong hp and it has an extremely high retreat cost of 4 colorless energy cards, so if you retreat it you'll have to discard all the energy cards attached to Torterra, since Torterra Lv. X's move cost 4 energy cards. Now on to Torterra Lv. X's Forest Murmurs, this Poke-Power lets you switch the defending Pokemon with one of their benched Pokemon if you have more prize cards left than your opponent does, you can use this power once per turn. This power makes it optimal for you to bring in Torterra Lv. X later in the game when some of your Pokemon have already knocked out so you can just switch in the weaker Pokemon of your opponent's and knock them out in one move, since you should have 4 energy cards on Torterra Lv. X by now, with Vigorous Dash which does 100 hp damage to the defending Pokemon, 30 damage to one of their benched Pokemon and 30 damage to Torterra Lv. X for 4 energy cards, 3 grass, 1 colorless. As far as strategy goes as I was talking about earlier I would wait awhile to use Torterra Lv. X even though you could use the Poke-Power while Torterra Lv. X is still on the bench I would prefer to use it when Torterra Lv. X was my active Pokemon. Since you can first use Vigorous Dash on the active Pokemon and do 30 damage to a benched Pokemon then the next turn you can use its Poke-Power and switch the active Pokemon with the Pokemon you just did 30 damage to the previous turn and do Vigorous Damage to that and do 30 damage to the Pokemon you did Vigorous Dash to the previous turn, by doing this you're able to do 130 hp damage to two Pokemon in two turns, and more than likely knock out both of those Pokemon too.  so if you have torterra in your deck make sure to add torterra LV.x in as well.

infernape lv.x card review

This is a stage 2 Pokemon card and it only has 100 hp which isn't very good, but I suppose you could always level it up to Infernape Lv. X. But for only having 100 hp it's weakness is only +30 hp to water type Pokemon which isn't too bad, it always could have been x2, it doesn't have a resistance type and it doesn't have a retreat cost. So for having a somewhat low hp a not too strong weakness and no retreat cost make up for it. This card has no Poke-Power or Poke-Body but it does have two pretty decent moves. The first is called Meteor Punch and takes only one colorless energy card, it lets you flip a coin until you get tails and for each heads you get it does 30x damage. Infernape's second move is called Flare Blitz and for only two fire energy cards it does 90 hp damage, this move is way above average in terms of energy cards needed to damage done but you also have to discard both energy cards when you use this move. As far as strategy goes I would definitely try and use Flare Blitz as often as I could, but I guess I don't have much of an option if I only have 1 energy card on it I would have to use Meteor Punch. But as soon as I get 2 energy cards on it I would use Flare Blitz no matter what. so this is another great card to add to your deck if your not sure what to put in a fire deck i strongly recomend this card.

empoleon lv.x card review

Empoleon Lv. X from the Diamond and Pearl set. This card is right in the middle with an hp of 140, 1 Lv. X card in the set is higher the other Pokemon is lower. Surprisingly Empoleon Lv. X only has a +30 weakness to electric type Pokemon instead of a x2 weakness to a type of Pokemon most Lv. X cards have. Empoleon Lv. X has no resistance type and has an average retreat cost of two colorless energy cards. Empoleon Lv. X has one move and a Poke-Power, its Poke-Power is called Supreme Command and lets you every turn take two cards from the defending player's hand and put them face down next to the active Pokemon card, your opponent cannot use those cards during that turn.  Empoleon Lv. X's only move is called Hydro Impact and takes 3 water energy cards to execute. For 3 energy cards you can do 80 hp damage to any of your opponent's benched Pokemon, but you can't attack with Empoleon Lv. X the next turn. I would only use this move if I could one hit KO one of my opponent's benched Pokemon otherwise I would stick with the moves on the regular Empoleon card. I would use Empoleon's Poke-Power when I know my opponent needs to evolve Pokemon then I will prevent them from evolving by hopefully choosing the right cards to take from my opponent. this is another great card to put in a deck. I reconmend having a minimum of 2 empoleon lv.x's in a deck and a max of four.

regigigas(legends awakened-non holo)

This is a basic, normal type Pokemon card with an hp of 100. It has a x2 weakness to fighting type Pokemon, no resistance, and a four colorless energy card retreat cost. It's Poke-Body is called Recover Mechanism and says that when you attach an energy card to Regigigas you may remove all special conditions from Regigigas. Besides the Poke-Body, Regigigas has one move called Gigaton Punch which requires 3 colorless energy cards and does 60 damage plus 20 more damage to the defending Pokemon and 20 damage to a benched Pokemon if you flip a coin and get heads. So as far as strategy goes I like how this card can go in pretty much any deck since it is a normal type Pokemon card. i really like this card in my deck cause it really helps out alot.

uxie card review

This is a basic, psychic type Pokemon card with an hp of 70. It has a +20 weakness to psychic type Pokemon, no resistance type, and a one colorless energy card retreat cost. Its Poke-Power is called Set Up and says that when you move Uxie from your hand to your bench you may draw cards until you have seven cards in your hand. Uxie's only move is called Psychic Restore which does 20 damage for one colorless energy card. After using this move you may choose to return all cards attached to Uxie and Uxie back to your deck. As far as strategy goes you can use this card in any deck type since it only requires a colorless energy card. But I would recommend using this card in this way, use this card to replenish your hand, then move Uxie into the active Pokemon spot, use Psychic Restore immediately and then return it to your deck, that way you can use Uxie later to replenish your hand again.

magmortar(secret wonders)

 For being a Stage 1 Pokemon 110 Hp is really good, and only a +30 weakness is good for a Pokemon as powerful as this one I thought for sure it would have had a x2 weakness to water. Magmortar has no resistance, but it really doesn't need one since it can be so powerful, it does however have a high retreat cost of 3 colorless energy cards.Its Poke-Body is called Flame Body and says that every time you attach a fire energy to Magmortar you may remove 2 damage counters which is 20 hp damage. Magmortar already has 110 Hp and its Poke-Body really helps it stay alive longer even though it will last long on its own with 110 Hp. Magmortar has 2 really good moves th first one is called  Flame Blast and does 20x the number of Fire Energy cards attached to Magmortar. So this card can inflict unlimited amounts of damage depending on how many energy cards you have attached to it. Its second move called Fireball Bazooka needs 3 energy cards to be performed, 1 fire, and 2 colorless and this does 40 hp damage to the defending Pokemon and 20 hp damage to two of your opponent's benched Pokemon that you choose. When I would use this card in battling I found that I would get a lot of damage of the defending Pokemon using Flame Blast and then would either have only a few hp left on the defending Pokemon or my opponent would retreat the card, in both cases I would then use Fireball Bazooka so I would knock out 1 Pokemon and do 20 hp damage to 2 other Pokemon of my opponents. As far as strategy goes, I would. so over all this is a very good pokemon card for a fire deck i use it in mine and it is very successfull. so if you are trying to make a fire deck i really suggest this card