Saturday, April 24, 2010
Pokemon Card of the Day: Garchomp (Supreme Victors)
Today's Pokemon Card of the Day is Garchomp from the Supreme Victors set. First off I would like to say this card has a lot of potential especially with 130 hp and no retreat cost. And this card doesn't even have a x2 weakness to normal type Pokemon but only a +30 weakness. Garchomp also has no resistance. This card has a Poke-Body and then two excellent moves. Garchomp's Poke-Body Dragon Intimidation can only be used when Garchomp is your active Pokemon, if any Pokemon does damage to Garchomp, no matter if it knocks it out or not, you can choose an energy card attached to the defending Pokemon and return it to their hand. This Poke-Body allows for you to make your opponent do one of two things: The first thing your opponent might do is not attack you one turn so it can add an energy to do a more powerful move the next turn. The other option your opponent can do without using supporter/trainer cards is just attack with a weak move and then never be able to get more energy cards attached to it then just the one you put back in their hand the next turn. So it will prevent them from using more powerful attacks or make them wait to play their powerful attacks. Garchomp has two moves, the first move Guard Claw does 40 hp damage for 2 colorless energy cards, and once you perform Guard Claw the next turn any damage done to Garchomp by your opponent is reduced by 20 hp, so in effect this can act like Garchomp's resistance. Garchomp's second move Speed Impact takes three colorless energy cards and does 120 hp damage minus 20 hp for each energy card attached to your opponent's active Pokemon, so the faster you can get Garchomp out the more effective this move will be for you. As far as strategy goes, I would try and get Garchomp to be my active Pokemon as soon as possible so I could limit the number of energy cards attached to the defending Pokemon, if I get Garchomp out there when the defending Pokemon has no energy cards attached to it, the most energy they can attach to it, more than likely, will be 1 since they'll have to put the energy card back into their hand every time if they attack, since I will use Garchomp's Poke-Body. And if your opponent waits two or three turns to before it attacks it should be knocked out by Speed Impact, since it will do 120 damage on the first turn, and 100 damage on the second turn, and there are no Pokemon out there will higher than 220 hp. The only time I would use Guard Claw is if I was close to feinting and the -20 hp the move does will help me stay alive for more than one turn. So overall I highly recommend this card and would use it in just about any deck I would make. So thanks for reading my review and stay tuned for tomorrow's review of Arceus Lv. X. Any suggestions on which one?