Lost Remover

Pedro’s Corner: A Review of the Lost Zone

Hey all you earthlings, this is Pedro here.  Pikkdogs receieved a one article suspension for his cussing last week.  And because the show must go on, Ed asked me to fill in for him.  While I don’t know much about this game, I should be able to  do better than a fat kid that doesn’t know his grammar rules. 

Before we get into the article, we should take care of these italics.  Even though my normal langauge translates into italics, it would be hard to read an article full of italics, so I bought an italics converter.  If I just pop it into my inter-dimensionary porthole like so, that should do it.  Okay lets get to the article. 

Obviously I am an extra-dimensionary being, so I don’t know that much about Pokemon, but one thing that interests me is the Lost Zone.  Since I have to travel through an inter-dimensionary porthole, a portal to the Lost Zone feels very familiar.  So I will start talking about Lost Zone cards and Lost Zone decks. 

The Most Versatile Lost Zone Card- Lost Remover
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Pikkdogs Pikks Three: Battle Road Edition: Mew Prime, Lost Remover, and Tornadus

A big hello to all you OHKOers out there.  This is Pikkdogs here with his sidekick Pedro, and we are bringing you a Pikk Three article.

Hey Pedro, I couldn’t help but notice that you were absent in my last article.

Yes I was.

The word on the street was that Ed had suspended you for one article, is that true?

Absolutely not.  I was actually traveling in a different dimension that day.

Really, what dimension were you in?

Well, one pretty much similar to this one, except that you were a good Pokemon player.

Okay, let’s just go on to the article.  If you haven’t seen a Pikk Three article before-

count yourself lucky-

As I was saying, if you haven’t seena  Pikk Three article, it is basially a big card of the day article.  It reviews three cards; one card that is popular, one that I feel is under-played. and one that is from a new or un-released set.

Card #1 The Staple-Mew Prime

Description– Mew is a 60 HP Psychic Pokemon with a weakness to Psychic and a free retreat cost.  His Poke Body “Lost Link” lets you use the attacks from any Pokemon in the Lost Zone (either yours or your opponent’s).  He only has one attack, “See Off”, which for one psychic energy lets you put one Pokemon from your deck to your Lost Zone.

Mew has seen some play since its release in Triumphant.  It was first used to assist Gengar Prime in putting Pokemon in the Lost Zone.  However, that deck wasn’t all that good.  Its meager HP prevented it from seeing serious play until this season.  It is now good in a deck that uses Mew and Vileplume to lock your opponent.  It is also the best Gothitelle counter.  You just need to “See Off” something like Cincinno or Jumpluff, and you will be able to OHKO Gothitelle very easily.

Analysis– Well, the 60 HP is never good.  Donphan Prime and Yanmega Prime can easily knock it out.  But, you do have 6 prizes to work with.  If you can lock down an opponent or knock out a very important Pokemon, you will gladly sacrifice one Pokemon.  Another problem with Mew Prime is that if you do not “See Off” early in the game, it can be hard to setup.

The good part about Mew is that he is very versatile.  You can use Mew Prime to trap, mill, Lost Zone, or attack.   The Mew lock deck that is out right now is really good, it may not be the BDIF, but it is awfully good.  Attacking with Mew might take a while, but when you get a good setup you can attack with any Pokemon in the format from a basic Pokemon.

In this Battle Road season you will have to watch out for Mew.  The lock deck will easily beat almost any deck in the format with a little luck.  And even if you don’t play against that deck, you will see Mew in other decks, so you will need to know how Mew is used.

One good way to counter Mew is to play Mew yourself.  If your opponent tries to “See Off” anything, you will be able to use the attack first on your opponent.  You can use Muk’s “Sludge Drag” attack to bring up your opponent’s Vileplume, or you can use Jumpluff’s attack to knock out any active Mew.

Final Rating8/10– It is not a perfect card and has a lot of drawbacks, but it is a very useful card in this format.  It also is a very fun card.

Card #2- The Underdog-Lost Remover

Description– Lost Remover is a very simple item card.  It lets you put one special energy card attached to your opponent’s Pokemon, and put it in their Lost Zone.  The card has never really seen that much play.  Last year it did see a little play in a Dialgachomp deck, but it was more of a rogue choice.

Rogue Choice, isn’t that the name of a Bruce Springsteen Album?

I don’t think so. 

Analysis–  I think that Lost Remover is a good card in this format.  Right now almost every deck is playing some kind of Special Energy, mostly either DCE or Rainbow Energy.  Cincinno is the card that has possibly the fastest growing play rate of any card in the format, and Cincinno almost exclusively uses Double Colorless Energy to attack.  There are a lot of other attackers that use DCE like Zoroark, Beartic, and Zekrom/Reshiram.  It can be very disruptive to take away a DCE because it is very hard to get a DCE when you need it.

The major problem with Lost Remover is that it is hard to fit into a decklist.  A lot of Pokemon that use DCE are easy to knock out, so it doesn’t seem right to waste a card on taking out a card that will just get knocked out this turn anyway.  And since it is very hard to get DCE back from the discard pile, putting the card in the discard pile is almost as good as putting it in the Lost Zone.

I do think that this card is as useful as ever and that it could have a great impact on Battle Roads if it gets some play.  One good play is to Lost Remove an active Poekmon’s Special Energy, and then catcher up something on the bench that they were going to use next turn.   This would leave them without an option to attack. 

Final Rating7.75/10– This card is really under-played right now and I think it could make a good impact on Battle Roads if it gets some play.

Card #3 The Young Gun-Tornadus

Description– Tornadus is a basic Pokemon with 110 HP, a 1 retreat cost, a weakness to lightning, and a resistance to fighting,  He has two attacks.  The first one, “Energy Wheel”, just lets you move one energy from a benched Pokmeon to Tornadus.  The second attack, “Hurricane”, does 80 damage for CCC, and you move 1 basic energy from Tornadus to a benched Pokemon.

Tornadus is fairly new and has not seen a lot of play so far.  It has mostly seen play in a deck with Zekrom, to be a Donphan counter.  It is also used in the upstart Mew/Cincinno deck, also as a Donpha counter.

Analysis–  I think Tornadus is  fairly cool card.  One way of getting around the
energy moving effect of “Hurricane” is to only attach special energy cards.  If you only have a DCE and a Rescue Energy, there will be no basic energy to move to the bench. 

People mostly talk about it as a Donphan Prime counter.  The rationale is that Donphan Prime can only hit it for 40, while Tornadus can hit it back for 60. 

The problem with that is that a lot of people are playing Zekrom with their Donphan.  So in order to OHKO a Tornadus, all the Donphan player will have to do is to use “Earth Quake” 4 times (or attach Rainbow Energies), and they wll be able to “Outrage” for the needed 120 damage for a knock out. 

Another problem is that if you want to try to knock out Donphan Prime with Tornadus, you will basically need to have only Toranduses in play.  If you have anything else, the Donphan Player will use Pokemon Catcher to bring it active, and by pass the whole Tornadus thing. 

Final Rating7/10-In some situations Tornadus does work, but I feel that most times Tornadus will not work the way we think it will.  Yes it is still a good card that deserves some play, but I think it has receieved a little too much hype. 

So, Pedro…………That’s all I got for today.  Why don’t you tell the good people how there voice can be heard.

Sure thing.  If you would like to correct all the errors Pikkdogs made, just leave your thoughts about these cards in the comment box. 

So Pedro, how do we normally end things here.

Well, we normally dance to Bruce Springsteen’s song, “Rogue Choice.”

No we never dance here, and that’s not even a song. 

Well, can we show a picture of him dancing?

Sure

Top 5 Impactful Cards of Call of Legends.

Hey all members of Omar-Nation, this is Pikkdogs here with a set review and the top 5 cards of Call of Legends.

If you look on any Pokemon site now a days, you will find no shortage of people bashing this set.  A lot of people are calling it the worst set ever, and are just mad at it. It only has a handful of playable cards, and most cards are reprints of so-so cards from the last couple sets.  Most players call this set a total blunder for Play Pokemon.  The poster child for this so called blunder is Phanpy.  Phanpy has a Poke-Body that twice misspells its names.  The card just sums up what a lot of people think Play Pokemon did with this set.

But, there are people who think that this set is pretty good, we call these people collectors.  These collectors love challenges, and this set features 11 shiny Pokemon, that is what I call a challenge.  There is sure to be value in these Shiny Pokemon if you pull any from the pack, a lot of collectors will be happy to find the rare cards of this set.

Besides being a good set for collectors, this set does still have some luster in it.  Of course this set has one big giant card, Lost World.  This card is what players have been waiting for for months.  In addition to Lost World, there are still some good playable cards here, so lets look at some of the best cards of the set.

5. Tangrowth

One of the cards that nobody has talked about is Tangrowth. It may  not seem like a great card to look at, and it honestly never seems great, but it is a good combo with Tangrowth Lv.X.  Well lets look at the card.     

It has 110 HP, a 4 retreat cost, a weakness to fire, and a resistance to water.  The HP is decent for a stage 1 and the resistance is good with Gyarados running around, but the retreat cost and weakness are terrible.  It has one good attack, its called “Grind”, which does 20 damage times the amount of energy attached to it.  Besides being able to use DCE, it works great with its Level X.  Besides adding 20 HP, the Level X adds an attack that will let you attach as many grass energy cards from you discard pile as you like to any of your Pokemon.  If you were able to discard a lot of Grass Energies, you can then use “Big Growth” to attach energies, and then attack with Grind for a lot of damage.  The Level X also adds healing, which is always good for a tank.

This combo is a little slow and isn’t the best, but is worth a look.  It will be a good fun deck, but it won’t ever be Tier 1.

4. Mr. Mime

Mr. Mime has 70 HP, a 1 retreat cost, and a psychic weakness. These stats aren’t very good, but they aren’t what we are here for.

We are here for the Poke-Power.  “Trick Reveal” forces each player to reveal their hand to one another, and Mr. Mime can use this power each turn, and he does not need to be active.  It is all in all a great power, it would be nice to not have to show your hand, but the only thing Mr. Mime will cost you is a bench spot.

The most common combo for this card is Gengar Sf, since you will be able to see if your opponent has enough trainers in his/her hand for a knock-out.  It should find a home in any Trainerlock deck right away.  This would be a great use for Mr. Mime, and I’m sure you could find other combinations for it.

3. The Reprints

In this category I am grouping a lot of different varied cards.  There are a lot of decent cards that got a re-print in this set.  Some of the good ones are Smeargle, Slowking, Professor Oaks New Theory, Copycat, Umbreon, Ninetails, Dual Ball, Interviewer’s Question, and the Reverse Holo Energies.

These cards are all playable and the reprint will let you get a lot of copies of these cool cards.  Also if a card got new artwork in this set, its usually pretty sweet (except Eevee, I think this Eevee was inbred or something).                                                                      

2. Lost Remover

Lost Remover is a trainer card that lets you put one special energy card that is attached to one of your opponent’s Pokemon, and stick it in the lost zone.

Right now this is not good enough to be a staple, but I think it soon will.  Once the SP engine rotates out I think Special Energies will be more popular, and this card will stop them.  Even now you can use it to combat Tyranitar Prime and Steelix Prime. Putting a Special Metal card attached to Steelix in the Lost Zone would be devastating.   So its not a great card, but it is a card that I believe will be good soon.

1.  Lost World-

This is the grand-daddy of them all, Lost World.  This is what makes this set worth it, a game changing card.

It lets anyone win the game, if their opponent has 6 Pokemon in their Lost Zone.

It is format changing because it makes cards like Gengar Prime, Palkia G, Absol G, and others playable.  It will probably make at least 1 or 2 first or second tier decks.  Now people will be trying to get Pokemon cards in the Lost Zone, when the Lost Zone was once ignored.

It will cause a lot of things to be changed, because each deck and player will have to adjust to fight this new way to win a game.  Only time will tell how impactful this will be, but for right now it seems like this card will be extremely impactful.

I don’t get a lot of people who bash this set, it is a decent set that will get you a lot of playable cards.  Nobody seems to like this set, but I bet everyone would love to get another Smeargle, RH energy, or PONT.  Despite what everyone says, it is a decent set that has some good cards in it.  I highly recommend that everyone go to the next pre-release that its in your area.  For some reason these pre-releases are very fun to go to.  And of course, these events are always great to trade at.

So long and thanks for all the fish.