Thursday, July 1, 2010

Pokemon Card of the Day: Salamence ex (EX Dragon Frontiers)

Today's Pokemon Card of the Day is Salamence ex from the EX Dragon Frontiers set. Before I start the review I just want to say how I am excited I am to open a lot of booster boxes again, I plan on doing a big booster box opening again at the end of the summer and this card reminds me how much I want to get a Dragon Frontiers box. If any of you guys have suggestions for me of what boxes you want me to open definitely comment and tell me. Now onto the review, Salamence is a stage 2 water type ex Pokemon card with an hp of 160. It has a x2 weakness to colorless Pokemon and a resistance of -30 to both fire and fighting type Pokemon. And Salamence has a somewhat cheap retreat cost for an ex card with a cost of two colorless energy cards. I really like Salamence's Poke-Power called Type Shift which lets you change Salamence's type from water to fire for one turn. So by doing this you can basically become a Pokemon type that many many Pokemon are weak to and be able to do even more damage than Salamence can already do. Besides the Poke-Power Salamence has two moves, the first is called Claw Swipe and this move does 60 hp damage for 3 energy cards, 2 colorless and 1 water. Salamence's second move is called Dual Stream and this move takes 4 energy cards, 2 water and 2 colorless, this move does an incredible 80 hp unless you want to do 40 hp to the active Pokemon then you can do 40 more damage to one of your opponent's benched Pokemon. So as far as strategy it is really straightforward if you have 4 energy cards on Salamence definitely use Dual Stream and do the full 80 damage unless, 40 hp will knock out the Pokemon or the Pokemon is weak and it won't matter if it is out there for more than one turn. So thanks for reading my review of Salamence ex from the EX Dragon Frontiers set, stay tuned for tomorrow's review of Garchomp Lv. X from Majestic Dawn.

Pokemon Card of the Day: Walrein (Mysterious Treasures)

Today's Pokemon Card of the Day is Walrein from the Mysterious Treasures set, this is stage 2 water type Pokemon card with an hp of 130. It has a +30 weakness to metal type Pokemon which won't be used much since Metal is rarely used, which is good for Walrein. Walrein doesn't have a resistance and it has a somewhat high retreat cost of 3 colorless energy cards. Walrein's Poke-Power is called Freeze-up and this move does the following: When you move Walrein from your hand to evolve one of your Pokemon, you may flip two coins, if both are heads you may choose one of your opponent's Pokemon and discard that card and all cards attached to it, this doesn't count as a knockout however. Walrein's only move is called Ice Bind and this move does 70 hp for only 3 energy cards, 2 water and 1 colorless. When you use this move the opposing player must discard a card from their hand or otherwise the defending Pokemon is paralyzed. So both Walrein's Poke-Power and move both utilize discarding cards so if your opponent doesn't have anything in their deck to retrieve discarded cards their whole strategy will be ruined especially if Walrein gets two heads when it is put into play. I would definitely wait until my opponent has a card all stacked up and ready to go with plenty of energy cards so I can hopefully get lucky and make them discard everything they worked so hard to do to play in a turn or two. So thanks for reading today's review of Walrein from Mysterious Treasures, stay tuned for tomorrow's review of Salamence ex from EX Dragon Frontiers.

Pokemon Card of the Day: Palkia G (Platinum)

Today's Pokemon Card of the Day is Palkia G from the Platinum set. This is a basic water type Pokemon with an hp of 100 which is pretty good for a basic, it does however have a x2 weakness to electric type Pokemon which will affect it quite a bit with all those Luxray GL Lv. X cards out there. Palkia doesn't have a resistance type and it has a somewhat high retreat cost of 2 colorless energy cards. Palkia doesn't have a Poke-Power or Poke-Body but it does have 2 moves. The first move is called Splashing Turn which needs two energy cards, one colorless and one water, this move does 20 hp damage and allows you to switch Palkia G with one of your benched Pokemon, so this move basically eliminates the need for you to ever retreat Palkia, the only time you would need to retreat it would be if you had less than two energy cards but that doesn't make sense either because in order to retreat Palkia you need two energy cards, so when you do have 2 energy cards on Palkia you can either use Splashing Turn, do some damage and switch Pokemon or retreat, discard the two energy cards and bring in a Pokemon to attack. Palkia's second move is called Pearl Breath and this move takes 3 energy cards, one water and two colorless energy cards. This move does 50 hp which is a little below average for 3 energy cards but this move also lets you do 10 hp damage to each of your opponent's Pokemon. As far as strategy goes I would use Pearl Breath all the time and I would also try and evolve Palkia G into Palkia G Lv. X so it has a higher hp and would be able to last longer. So thanks for reading today's review of Palkia G from the Platinum set, stay tuned for tomorrow's review of Walrein from Mysterious Treasures.

Pokemon Card of the Day: Dusknoir Lv. X (Stormfront)

Today's Pokemon Card of the Day is Dusknoir Lv. X from the Stormfront set. This is a stage 3 Pokemon card, since it is a level up card from the stage 2 Psychic type Dusknoir. Dusknoir has 140 hp which is pretty good. It also has a x2 weakness to dark type Pokemon which is actually pretty good for a x2 weakness because there aren't that many dark type Pokemon used out there, and with 140 hp Dusknoir will be able to last quite awhile being hit with just base moves. Dusknoir, surprisingly, has a -20 resistance to colorless Pokemon so it will be able to last even longer because most decks have some normal Pokemon in it so that Pokemon's damage will do 20 hp less to Dusknoir. Now getting on to the review part of the card...Dusknoir Lv. X doesn't have any moves on this card it only has a Poke-Power so obviously you'll have to use whatever Dusknoir card you want's moves when using this Lv. X card, you can use the regular Dusknoir card from the Supreme Victors, Diamond and Pearl, and one of the two Dusknoirs from the Stormfront set, you can choose which one you want to use yourself. Now onto Dusknoir Lv. X's Poke-Power called Ectoplasm, this Poke-Power is really long on the card so I'm going to try and simplify it for you here, it basically says that if Dusknoir would be knocked out by damage from your opponent you can make Dusknoir a stadium card by discarding all cards attached to Dusknoir and leaving it next to your new active Pokemon card, this does count as Dusknoir being knocked out however, with Dusknoir as your stadium card, between each turn you may put 1 damage counter on each of your opponent's Pokemon, so basically with this card Dusknoir poisons every Pokemon of your opponent's at once, Dusknoir does however act exactly as a stadium card when you use its Poke-Power, so when Dusknoir needs to be discarded you actually return it to your hand, so because of this you would only have to have the 1 Lv. X card of Dusknoir in your deck because you'll never have to discard it. Strategy is pretty straightforward with this card since it is only a Poke-Power, it doesn't matter at all what moves the Dusknoir card underneath the Lv. X card has because you just want to use this card for its Poke-Power and try and take down your opponent's entire team all at once. So thanks for reading today's review of Dusknoir Lv. X from the Stormfront set and stay tuned for tomorrow's review of Palkia G from Platinum.