Big Set Incoming — A Lost Thunder Set Review

Hello everyone! Grant here once again, this time with an article a little different than normal. I recently took a look at some of the new cards coming out in Lost Thunder and thought they were neat, and that inspired me to write a set review piece on it. Additionally, I just made Top 8 at Memphis Regionals with [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] / [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”name”][/card], so I’ll briefly touch on that before getting into the set review.

[decklist name=”zorocargo” amt=”60″ caption=”” cname=”Oranguru” set=”Ultra Prism” no=”114″][pokemon amt=”16″]4x [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”deck2″ amt=”4″][/card]4x [card name=”Zorua” set=”Sun and Moon Black Star Promos” no=”SM83″ c=”deck2″ amt=”4″][/card]2x [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”deck2″ amt=”2″][/card]2x [card name=”Slugma” set=”Celestial Storm” no=”23″ c=”deck2″ amt=”2″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]1x [card name=”Sudowoodo” set=”Guardians Rising” no=”66″ c=”deck2″ amt=”1″][/card]1x [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”40″]4x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”4″][/card]3x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”3″][/card]2x [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”deck2″ amt=”2″][/card]2x [card name=”Lillie” set=”Sun and Moon” no=”122″ c=”deck2″ amt=”2″][/card]2x [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”deck2″ amt=”2″][/card]2x [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”deck2″ amt=”2″][/card]1x [card name=”Judge” set=”Forbidden Light” no=”108″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Ultra Ball” set=”Fates Collide” no=”113″ c=”deck2″ amt=”4″][/card]4x [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”deck2″ amt=”4″][/card]3x [card name=”Great Ball” set=”Emerging Powers” no=”93″ c=”deck2″ amt=”3″][/card]3x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”3″][/card]2x [card name=”Weakness Policy” set=”Primal Clash” no=”142″ c=”deck2″ amt=”2″][/card]2x [card name=”Enhanced Hammer” set=”Dark Explorers” no=”94″ c=”deck2″ amt=”2″][/card]1x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”1″][/card]1x [card name=”Escape Rope” set=”Primal Clash” no=”127″ c=”deck2″ amt=”1″][/card]1x [card name=”Pal Pad” set=”Ultra Prism” no=”132″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Devoured Field” set=”Crimson Invasion” no=”93″ c=”deck2″ amt=”2″][/card]1x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”4″]4x [card name=”Double Colorless Energy” set=”Next Destinies” no=”92″ c=”deck2″ amt=”4″][/card][/energy][/decklist] 

This deck is absolutely not Zoroark Control. It is an aggressive Zoroark deck that uses Hammers and [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”name”][/card] to complement Zoroark in certain matchups. Maybe this deck doesn’t do well because people play it like Zoroark Control. I built this deck on the morning of the Regional and didn’t practice with it at all. My friend Eddie (who I seem to mention in articles quite often) did the same thing and he made Top 64. It is a decent deck but I did not feel like I really did anything yet somehow made Top 8. I just had good luck. I cut a Slugma and a Max Potion from my Regional list. I added busted [card name=”Sudowoodo” set=”Guardians Rising” no=”66″ c=”name”][/card] to beat Malamar as well as another [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card]. This deck is favored against everything when it can get going.

[card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] might be the most brutally efficient tech card of all time. It makes [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] a laughably easy matchup. The somewhat heavy [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card] count is absolutely necessary. I used Cynthia on turn one or turn two in almost every game. My friend Corey Mesimer got me on the deck, but he bricked in most of his rounds because he only ran one Cynthia. [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”name”][/card] is a tech for mill and I was glad to have it because I faced [card name=”Sylveon-GX” set=”Guardians Rising” no=”92″ c=”name”][/card] round two.

The only matchup I would be worried about going forward is Buzzwole / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] / Magcargo. A [card name=”Deoxys” set=”Celestial Storm” no=”67″ c=”name”][/card] tech might be worth including but the Buzzwole version without Magcargo isn’t too much trouble. In Top 8, I dead drew game one against Buzzroc. He dead drew game two. I prized both Plumeria game three for the loss. It was a very unlucky series.

I faced four Rayquaza decks without [card name=”Xurkitree-GX” set=”Sun and Moon Black Star Promos” no=”SM68″ c=”name”][/card] and I beat all of them easily. I faced a Ray player with Xurkitree in both day one and day two and tied him both times. One time I was definitely going to win game three, and the other I was likely going to lose. I played against four Malamar and beat all of them except Gustavo because he ran very hot. None of them ran [card name=”Chimecho” set=”Crimson Invasion” no=”43″ c=”name”][/card], which is something I was concerned about. I think including Sudowoodo would greatly improve the matchup against Malamar regardless of what techs they run. Now let’s look at the fun stuff.

Set Review

Meganium

Meganium – Grass – HP150
Stage 2 – Evolves from Bayleef

Ability: Early Ripening Herb
Once during your turn (before your attack), you may choose 1 of your Basic Pokemon in play. If you have a Stage 2 card in your hand that evolves from that Pokemon, put that card onto the Basic Pokemon to evolve it.

[G][C][C][C] Solar Beam: 110 damage.

Weakness: Fire (x2)
Resistance: none
Retreat: 2

Meganium has an interesting Ability that allows you to skip a Stage 1 in Evolution once per turn. Unfortunately, it is a Stage 2 itself. I don’t know if building up to a Meganium is worthwhile when you could spend the same effort building up the Stage 2 that you would be supporting with Meganium. However, once Meganium is established, you could fairly easily stream Stage 2 Pokemon. I would consider a thin Meganium line in decks such as [card name=”Swampert” set=”Celestial Storm” no=”35″ c=”name”][/card] / [card name=”Empoleon” set=”Ultra Prism” no=”34″ c=”name”][/card] and Swampert / [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card]. You could also try it in a deck running many [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card] and even [card name=”Vikavolt-GX” set=”Guardians Rising” no=”134″ c=”name”][/card]. I will try to make Meganium work with something as it seems like a very fun card. Competitively though, I’d give it only a 2/5 at the moment.

Spinarak

Spinarak – Grass – HP50
Basic Pokemon

[G] Web Vanish: Your opponent’s Active Pokemon is now Poisoned and Paralyzed. Put this Pokemon and all cards attached to it into the Lost Zone.

[C] Sting: 10 damage.

Weakness: Fire (x2)
Resistance: none
Retreat: 1

Spinarak is a rare case of a Basic Pokemon being better than its Evolution. Its attack only costs one Grass Energy and it Paralyzes and Poisons the opponent’s Active at the cost of sending Spinarak to the Lost Zone. This could be used to stall and power up Lost March, which I’ll discuss shortly. Unfortunately, many decks play high counts of [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] which enables them to escape Paralysis. [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card] is heavily played in Malamar as well. A couple ways to counter Guzma do exist though. For example, if you’re feeling brave, you could have only one Pokemon in play. Then your opponent would need a switching Item or an Acerola to escape Spinarak’s attack. You could also have only beefy Pokemon on your Bench. Your opponent would be able to escape with Guzma, but then be left to deal with [card name=”Hoopa” set=”Shining Legends” no=”55″ c=”name”][/card] or [card name=”Steelix” set=”Celestial Storm” no=”89″ c=”name”][/card].

Spinarak’s best option would probably be in Lost March as an early attacker. If you use it early on, the opponent is less likely to have a Guzma and an attacker ready to go. You then get to send Spinarak to the Lost Zone to power up Lost March. Like Meganium, Spinarak earns a meager 2/5 as a competitive card.

Skiploom and Jumpluff (Lost March)

Skiploom – Grass – HP60
Stage 1 – Evolves from Hoppip

Ability: Flower Bridge
Once during your turn (before your attack), you may search your deck for a Jumpluff and switch it with this Pokemon. Place this Pokemon and all cards attached to it into the Lost Zone. Then, shuffle your deck.

[G] Tackle: 30 damage.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: 0


Jumpluff – Grass – HP70
Stage 2 – Evolves from Skiploom

[G] Lost March: 20x damage. This attack does 20 damage times the number of your Pokemon in the Lost Zone (excluding Pokemon Prism Star).

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: 0

Skiploom has an excellent Ability that simultaneously sends itself to the Lost Zone while searching your deck for a Jumpluff and putting it on the Bench. Jumpluff’s Lost March attack deals 20 damage for each Pokemon in your Lost Zone and it only costs one Grass Energy. For some reason it excludes Prism Star Pokemon in the Lost Zone, which is kind of lame but whatever. These two Pokemon make up the basis of the new Lost March archetype. Each Skiploom adds 40 damage to Jumpluff’s attack because it sends itself and the Hoppip underneath to the Lost Zone. Even if you only manage to get three Skiploom out in a game, that is 120 damage before all of the other supporting cards that you can play. I believe that Lost March will be incredibly strong and it is not as hyped as it should be. I’ll give the Jumpluff line a 4/5.

Busted Shucks

Shuckle – Grass – HP60
Basic Pokemon

Ability: Juice Extractor
Once during your turn (before your attack), when you play this card from your hand onto your Bench, you may search your deck for up to 3 Basic Energy cards and discard them. Then, shuffle your deck.

[G] Energy Drink: Attach 2 basic Energy cards from your discard pile to your Pokemon in any way you like.

Weakness: Fire (x2)
Resistance: none
Retreat: 1

Shuckle gets a lot of love with this new set. First up is the Basic version. Shuckle has a neat Ability that allows you to discard three Basic Energy from your deck. However, you can only use it once per Shuckle. Its attack attaches two Basic Energy from your discard to your Benched Pokemon. I actually don’t think its attack will be used all that much despite its synergy with the Ability. If I’m using a Pokemon to accelerate Energy, I’d rather play [card name=”Shining Mew” set=”Shining Legends” no=”40″ c=”name”][/card] due to its free Retreat and its ability to attach Special Energy.

I think Shuckle will replace [card name=”Oricorio” set=”Guardians Rising” no=”55″ c=”name”][/card] in [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] decks. Additionally, it might make [card name=”Alolan Exeggutor” set=”Forbidden Light” no=”2″ c=”name”][/card] relevant in Standard. You can also use Shuckle in decks with Aqua Patch, but [card name=”Volcanion Prism Star” set=”Forbidden Light” no=”31″ c=”name”][/card]’s Jet Geyser along with [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card] is enough in my opinion. Finally, I’ll definitely pair Shuckle with the soon-to-be-discussed Zeraora-GX. Shuckle gets a conservative 3/5, though an argument can be made for a four. Shuckle may also have an application in Expanded for some decks. While [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] is better in a vacuum, Shuckle is easier to find via Ultra Ball and [card name=”Level Ball” set=”Ancient Origins” no=”76″ c=”name”][/card].

Shuckle-GX

Shuckle-GX – Grass – HP170
Basic Pokemon

Ability: Protective Pot
Prevent all damage done to this Pokemon by your opponent’s Pokemon with 2 or less Energy attached to them.

[C] Triple Poison: Your opponent’s Active Pokemon is now Poisoned. Put 3 damage counters instead of 1 on that Pokemon between turns.

[C] Wrap GX: 40 damage. Your opponent’s Active Pokemon is now Paralyzed. (You can’t use more than 1 GX attack in a game.)

When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Fire (x2)
Resistance: none
Retreat: 1

Shuckle-GX has a solid Ability as well as two cool attacks. Currently, Shuckle-GX is outclassed by other disruption decks. Unfortunately, Malamar and Vikavolt are very popular right now, which render its Ability useless. Its Ability is its best feature, so when that is nullified, Shuckle is pretty bad. Hopefully it can be viable in the future. Shuckle-GX ranks 1/5 for now.

Sceptile-GX

Sceptile-GX – Grass – HP230
Stage 2 – Evolves from Grovyle

[G] Mach Cut: 60 damage. Discard a Special Energy from your opponent’s Active Pokemon.

[G][G] Leaf Cyclone: 130 damage. Move a [G] Energy from this Pokemon to 1 of your Benched Pokemon.

[G] Jungle Heal GX: Heal all damage from each of your Pokemon with any [G] Energy attached to them. (You can’t use more than 1 GX attack in a game.)

When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Fire (x2)
Resistance: none
Retreat: 1

I don’t understand why this card is receiving any amount of hype. I get that you can run it with the baby [card name=”Sceptile” set=”Celestial Storm” no=”10″ c=”name”][/card] to give it invincibility to Ultra Beasts, but both Sceptile are extremely underwhelming. 1/5. The best way to run it would be with healing (similar to [card name=”Metagross-GX” set=”Guardians Rising” no=”85″ c=”name”][/card]), but then it still loses to Vikavolt and Malamar.

[premium]

Magcargo-GX

Magcargo-GX – Fire – HP210
Stage 1 – Evolves from Slugma

Ability: Crush Charge
Once during your turn (before your attack), you may discard the top card from your deck. If that card is a basic Energy card, attach it to 1 of your Pokemon.

[R][R][C] Lava Flow: 50+ damage. You may discard any number of basic Energy cards from this Pokemon. This attack does 50 more damage for each card discarded in this way.

[R] Magma Burn GX: Discard the top 5 cards from your opponent’s deck. (You can’t use more than 1 GX attack in a game.)

When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Water (x2)
Resistance: none
Retreat: 3

Magcargo-GX is one of the best cards in the new set. Its Ability allows you to discard the top card of your deck and attach it if it’s a Basic Energy. You can rig your topdeck with something like the baby [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”name”][/card] or [card name=”Mallow” set=”Guardians Rising” no=”127″ c=”name”][/card] to guarantee Energy acceleration every turn. You can also pair it with [card name=”Sableye” set=”Celestial Storm” no=”88″ c=”name”][/card]’s Excavate. Magcargo’s first attack carries a heavy cost and does more damage for each Energy you discard from it. Nothing special there. Its GX attack is quite cute. The GX attack only costs one Fire Energy and lets you mill five cards from your opponent’s deck. Magcargo has 210 HP and a Weakness to Water, so it will likely never be KO’d. Magcargo-GX earns a 4/5. It will see play in Buzzwole and [card name=”Lapras-GX” set=”Sun and Moon” no=”35″ c=”name”][/card]. You could possibly play it in ZoroRoc as well to charge up a [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] in one turn, though [card name=”Multi Switch” set=”Guardians Rising” no=”129″ c=”name”][/card] is probably still better. There are many possible applications for Magcargo-GX as a universal form of Energy acceleration.

Blacephalon-GX

Blacephalon-GX – Fire – HP180
Basic Pokemon (Ultra Beast)

[R] Bursting Burner: Your opponent’s Active Pokemon is now Burned and Confused.

[R][R] Mind Blown: 50x damage. You may send any number of [R] Energy attached to your Pokemon in play to the Lost Zone. This attack does 50 damage times the number of cards sent in this way.

[R] Burst GX: Discard 1 of your Prize cards. If that card is an Energy, attach it to 1 of your Pokemon. (You can’t use more than 1 GX attack in a game.)

When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Water (x2)
Resistance: none
Retreat: 2

This set has not one but two strong Fire-type Pokemon-GX. Blacephalon has three attacks, all of which have merit. Its first attack is its weakest but it still can be useful. Blacephalon’s second attack is basically Lost Burn from [card name=”Magnezone” set=”Triumphant” no=”96″ c=”name”][/card] Prime. Send as many Fire Energy in play to the Lost Zone as you want, and deal 50 damage for each. This attack costs only two Fire Energy and it can quite easily OHKO any Pokemon. Finally, Burst GX discards one of your Prize Cards, and attaches it to anyone if it’s an Energy card. This GX attack is ridiculously good. Blacephalon also has a Weakness to Water, which is great because almost no competitive cards right now are Water-types.

Blacephalon did well in Japan alongside the new Naganadel which I’ll cover in a bit. I suspect that Blacephalon will be paired with Naganadel in America as well, and potentially with Magcargo-GX and / or [card name=”Kiawe” set=”Burning Shadows” no=”116″ c=”name”][/card]. It’s hard to tell how much of an impact this card will make, but it is obviously a strong card in a vacuum. I’ll give it a 3/5. This card may see some play in Expanded as well, as there is a lot of Fire Support in Expanded.

Slowking

Slowking – Water – HP120
Stage 1 – Evolves from Slowpoke

[W] Memory Loss: Your opponent reveals their hand. Choose 1 card and put it into the Lost Zone.

[C][C][C] Psychic: 60+ damage. This attack does 20 more damage times the number of Energy attached to your opponent’s Active Pokemon.

Weakness: Grass (x2)
Resistance: none
Retreat: 2

This card is severely underrated. It might be used for its first attack, which chooses a card from your opponent’s hand and puts it into the Lost Zone while only costing one Water Energy. Its second attack is the same as [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card]’s Psychic, which isn’t very good. To be honest, I think the first attack is actually ridiculous. It’s similar to Xuritree’s Lighting-GX, but you can use it every turn. I will try my hardest to come up with some disruption deck utilizing Slowking, because I am a huge fan of this card and this effect. It could also be used to facilitate Unown MISSING which I’ll talk about in a bit. I’ll be a little generous here and give Slowking a 2.5/5. It’s not good enough to earn a 3 until I figure out an application for it.

White Kyurem

White Kyurem – Water – HP130
Basic Pokemon

[C][C] Field Crush: 30 damage. Discard your opponent’s Stadium in play.

[W][W][C] Freezing Flame: 80+ damage. If this Pokemon has any [R] Energy attached to it, this attack does 80 more damage.

Weakness: Metal (x2)
Resistance: none

I’m actually going to give White Kyurem a shoutout here because it has some interesting properties. It’s got 130 HP which is always nice. It’s also got an irrelevant Weakness to Metal. Its second attack sucks but its first attack deals 30 damage for a DCE while discarding an opponent’s Stadium. In decks that either run DCE or Energy acceleration (every deck), White Kyurem could be a decent tech for countering Stadium cards and Fire-type Pokemon. Slap a Choice Band on it and it can swing into Blacephalon or Magcargo for 120 while requiring them to toss a few Energy just to deal with it. 1/5 for now, but definitely something to keep in the back of your mind.

Zebstrika

Zebstrika – Lightning – HP110
Stage 1 – Evolves from Blitzle

Ability: Fast Break
Once during your turn (before your attack), you may discard your hand. Then, draw 4 cards.

[L][C] Head Bolt: 60 damage.

Weakness: Fighting (x2)
Resistance: Metal (-20)
Retreat: 1

Here we go everyone! Remember [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”name”][/card]? I’ve missed dear sushi friend, but Zebstrika is here to offer a similar effect. Zebstrika’s Ability lets you discard your hand and draw four cards! Yup, this card is going to be heavily played. It is just really good. Any deck can and will play it. In particular, I’d run it with Lost March. Not much else to say here, Zebra gets a 5/5. I’m happy to see a card like this enter Standard. Hopefully it will help improve the format by offering a consistency boost and allowing more options during each turn.

Zeraora-GX

Zeraora-GX – Lightning – HP190
Basic Pokemon

Ability: Electric Zone
Each of your Pokemon that has any [L] Energy attached to it has no Retreat Cost.

[L][L][C] Plasma Fists: 160 damage. This Pokemon can’t attack during your next turn.

[L] Full Voltage GX: Attach 5 basic Energy cards from your discard pile to your Pokemon in any way you like. (You can’t use more than 1 GX attack in a game.)

When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Fighting (x2)
Resistance: Metal (-20)
Retreat: 2

Zeraora is an interesting card. Everything about it screams “good card,” until you realize that it is weak to Fighting. On top of that, Lightning has virtually no support in the current format. However, this set, being named Lost Thunder, does do a bit to change that. Some of the Trainers have immense potential to help out Lightning-types. Anyway, onto the card itself.

The Fighting Weakness really sucks, but Zeraora still has 190 HP, which will keep it around for at least a turn in most matchups. Its Ability rips off [card name=”Darkrai-EX” set=”Legendary Treasures” no=”88″ c=”name”][/card] and [card name=”Manaphy-EX” set=”BREAKpoint” no=”32″ c=”name”][/card], giving free Retreat to any Pokemon with Lightning Energy attached. Quite a solid Ability actually. Zeraora’s first attack is the exact same thing as [card name=”Lapras-GX” set=”Sun and Moon” no=”35″ c=”name”][/card]’s Blizzard Burn. Its GX attack is the same thing as [card name=”Turtonator-GX” set=”Guardians Rising” no=”18″ c=”name”][/card]’s but for Lightning Energy. Everything about Zeraora is taken straight from another card.

It’s hard to tell where this card will fit into the Standard metagame. You might play it with Vikavolt, or you could rely on the GX attack with Shuckle to charge up your Lightning attackers. I’m leaning towards the latter. I will give this card a 3/5. Like Blacephalon, it seems like a strong card with potential, I just don’t know where it will fit.

Natu

Natu – Psychic – HP40
Basic Pokemon

[C][C] Lost March: This attack does 20 damage times the number of your Pokemon in the Lost Zone (excluding Pokemon Prism Star).

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

Natu has only 40 HP, but he does 20 damage for each non-Prism Star Pokemon in your Lost Zone for a DCE. It’s basically Joltik. Since Jumpluff isn’t exactly easy to get into play, you’re going to need another Lost March attacker. Natu fills that role. It’s a little annoying that you have to play Grass Energy and DCE, but that’s just a first world problem. Along with the Lost March package, Natu gets a generous 4/5. It can do a ton of damage for just a DCE and really isn’t that hard to get rolling.

Espeon

Espeon – Psychic – HP90
Stage 1 – Evolves from Eevee

[C] Allure: Draw 3 cards.

[P] Energy Crush: 20+ damage. This attack does 20 more damage times the amount of Energy attached to all of your opponent’s Pokemon.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

Espeon is like White Kyurem in that it has potential as a niche tech card. Thanks to [card name=”Eevee” set=”Sun and Moon” no=”101″ c=”name”][/card]’s Ability, it’s not hard to get into play. All you need is a Psychic Energy. Espeon’s first attack can be used for any Energy and allows you to draw three cards. This can be situationally useful. Its second attack, for a Psychic Energy, does 20 damage plus 20 more damage for each of your opponent’s Energy in play. This can be a tech in any deck that runs Psychic Energy to soft counter Rayquaza and Malamar. It is situation dependent. Espeon ironically doesn’t make much sense in Malamar though. Its Energy efficiency doesn’t help out Malamar that much. For now, Espeon gets only a 1/5, but it has potential in the future.

Unown DAMAGE

Unown – Psychic – HP60
Basic Pokemon

Ability: DAMAGE
Once during your turn (before your attack), if this Pokemon is your Active Pokemon, and your Benched Pokemon have a combined total of at least 66 damage counters on them, you may choose to win the game.

[P] Hidden Power: 10 damage.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

There are three Unown in this set. Each adds a win condition to the game. Unown DAMAGE allows you to win the game if you have 660 damage on your Bench. I don’t see this ever happening in Standard, but it could be feasible in Expanded. There is a combo utilizing [card name=”Reuniclus” set=”Black and White” no=”57″ c=”name”][/card], [card name=”Weavile” set=”Steam Siege” no=”61″ c=”name”][/card], [card name=”Klefki” set=”Steam Siege” no=”80″ c=”name”][/card], [card name=”Wailord-EX” set=”Primal Clash” no=”38″ c=”name”][/card], and [card name=”Team Magma’s Secret Base” set=”Double Crisis” no=”32″ c=”name”][/card]. Klefki receives damage from Magma Base. Said damage gets moved off with Reuniclus. Klefki’s Wonder Lock attaches it as a Tool, which gets returned to hand with Weavile. This process gets repeated until you have the required amount of damage. Wailord acts as a damage sponge thanks to its HP. This seems like a lot going on, but it isn’t too unlikely to happen on turn two thanks to all the drawpower that Expanded offers. You can even use [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] to help set up (no pun intended), and then use Reuniclus to KO it to clear up a Bench spot. This deck loses to [card name=”Sudowoodo” set=”Guardians Rising” no=”66″ c=”name”][/card], [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card], and a few other things. You could also try a combo with [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] and [card name=”Frozen City” set=”Plasma Freeze” no=”100″ c=”name”][/card], but that seems even harder to pull off. Unown gets a 1/5 for now, but it could be broken if someone makes one of the combos consistently work.

Unown HAND

Unown – Psychic – HP60
Basic Pokemon

Ability: HAND
Once during your turn (before your attack), if this Pokemon is your Active Pokemon, and you have at least 35 cards in your hand, you may choose to win the game.

[P] Hidden Power: 10 damage.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

Unown HAND allows you to win the game if you have at least 35 cards in hand. Once again, this seems tricky to pull off, but it can be done. Each Zoroark-GX offers a net gain of one card per turn. [card name=”Alolan Sandslash” set=”Guardians Rising” no=”20″ c=”name”][/card] offers a net gain of one per turn but without the cost of discarding a card. However, each Zoroark / Sandslash must use its Ability more than two times to make up for the two cards spent on putting them into play. [card name=”Ultra Recon Squad” set=”Forbidden Light” no=”114″ c=”name”][/card] offers a net gain of three, which is more than any other draw Supporter to my knowledge. Acro Bike is tempting, but it offers a net gain of zero, making it worthless.

You might also need [card name=”Sableye” set=”Guardians Rising” no=”80″ c=”name”][/card]’s Limitation to prevent your opponent from using Judge. Sableye also prevents opponents from using Supporters to draw and set up their board, so you could potentially pair it with disruption to stall your opponent long enough to accumulate 35 cards in hand. It is worth noting is that Pal Pad recovers a net gain of one, and Rescue Stretcher recovers a net gain of two. This could facilitate more Ultra Recon Squad plays. I’m sure someone else will come up with more tricks for this. I’ll give Unown a very tentative 1/5. 35 cards seems like a bit too many.

Unown MISSING

Unown – Psychic – HP60
Basic Pokemon

Ability: MISSING
Once during your turn (before your attack), if this Pokemon is your Active Pokemon, and your opponent has at least 12 Supporter cards in the Lost Zone, you may choose to win the game.

[P] Hidden Power: 10 damage.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

MISSING wins you the game if it is your turn and your opponent has 12 Supporter cards in their Lost Zone. There are two cards later in this set, Girafarig and Trumbeak, that can help accomplish this. Additionally, you can use Slowking as well as [card name=”Lysandre Prism Star” set=”Forbidden Light” no=”110″ c=”name”][/card]. This actually doesn’t seem impossible to pull off. I might even consider running [card name=”Sylveon” set=”Forbidden Light” no=”87″ c=”name”][/card] to put Supporter cards into the Discard, in order to send them to the Lost Zone with Girafarig or Lysandre. This seems like an incredibly slow process, but keep in mind that your opponent’s strategy will be hugely disrupted when Supporter cards are being plucked from their hand every turn. Again, Unown gets a 1/5, but they are all incredibly interesting and I think they do have potential.

Wobbuffet

Wobbuffet – Psychic – HP110
Basic Pokemon

Ability: Shield Tail
As long as this Pokemon is on your Bench, each player’s Prism Star Pokemon can’t attack and has no Abilities.

[P][C] Knock Away: 30 damage. Flip a coin. If heads, this attack does 30 more damage.

Weakness: Psychic (x2)
Resistance: none
Retreat: 2

Wobbuffet turns off attacks and Abilities from Prism Star Pokemon while it’s on the Bench. [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] seems like the most obvious benefactor from this card. Not only does Rayquaza not run any Prism Star cards itself, but Wobbuffet will shut down opposing [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”name”][/card] and [card name=”Lunala Prism Star” set=”Ultra Prism” no=”62″ c=”name”][/card]. [card name=”Lapras-GX” set=”Sun and Moon” no=”35″ c=”name”][/card] decks suffer a bit of collateral from this card, as [card name=”Volcanion Prism Star” set=”Forbidden Light” no=”31″ c=”name”][/card] is a huge part of that deck. Wobbuffet gets a 2/5. It’s nothing groundbreaking, but it’s definitely playable. Any deck that suffers relevant math from Diancie can definitely play this card as well.

Girafarig

Girafarig – Psychic – HP90
Basic Pokemon

[C] Lost Burial: Choose 2 cards from your opponent’s discard pile and put them in the Lost Zone.

[C][C][C] Mind Shock: 70 damage. This attack’s damage isn’t affected by Weakness and Resistance.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

Everyone’s favorite palindrome sends two cards from your opponent’s Discard to their Lost Zone, and this only costs one Colorless. This is a powerful disruption effect, though I don’t know where it will be applied. It could be decent against [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] in particular. Only a 2/5 for now. This one might actually be better in Expanded. It nullifies [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card], hits Night March pretty hard, hits any other deck with DCE and Special Charge, and can also be useful against [card name=”Blacksmith” set=”Flashfire” no=”88″ c=”name”][/card].

Shedinja

Shedinja – Psychic – HP40
Stage 1 – Evolves from Nincada

Ability: Life Vessel
Once during your turn (before your attack), you may discard all cards attached to this Pokemon and attach it to one of your Pokemon as a Pokemon Tool card. If the Pokemon this card is attached to is Knocked Out, your opponent takes 1 fewer Prize card.

[C] Haunt: Put 3 damage counters on your opponent’s Active Pokemon.

Weakness: none
Resistance: none
Retreat: 1

Shedinja is a Stage 1 that turns itself into a Life Dew. It’s a neat effect, but I don’t see it being used competitively. Even if it starts to see play, it will promptly be countered by inclusions of [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] in lists. Ray has [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”name”][/card] and Shrine has Magcargo to search out Blower. Field Blower is too easy of a counter. 1/5.

Giratina

Giratina – Psychic – HP130
Basic Pokemon

Ability: Torn Door
Once during your turn (before you attack), if this Pokemon is in your discard pile, you may play it onto your Bench. Then, put 1 damage counter on 2 of your opponent’s Benched Pokemon.

[P][P][C] Shadow Impact: 130 damage. Put 4 damage counters on 1 of your Pokemon.

Weakness: Darkness (x2)
Resistance: Fighting (-20)
Retreat: 3

Giratina is a 130 HP Basic with the unfortunate Weakness to Dark. Its attack conveniently does 130 damage, but it costs three Energy and forces you to place four damage counters on one of your own Pokemon. Even without its Ability, it’s arguably good enough to replace [card name=”Deoxys” set=”Celestial Storm” no=”67″ c=”name”][/card] in Malamar decks thanks to the extra HP and extra damage.

Giratina’s Ability is where it goes from good to great. When Giratina is in the discard, you can revive it and place a damage counter on two of your opponent’s Benched Pokemon. Japan recently had an event with over 1000 players, and the winning deck was a Malamar / Spread variant that used Giratina. Malamar decks run plenty of discarding cards anyway, so getting Giratina there shouldn’t be a problem. Giratina fits nicely into one of the best decks right now, so it gets a 4/5 from me. Side note: I find it ironic that a set based on the Lost Zone has Giratina, yet the Giratina doesn’t interact with the Lost Zone.

Sigilyph-GX

Sigilyph-GX – Psychic – HP170
Basic Pokemon

Ability: Mirror Counter
If this Pokemon is your Active Pokemon and is damaged by an attack from your opponent’s Pokemon-GX or Pokemon-EX (even if this Pokemon is Knocked Out), put damage counters on the Attacking Pokemon equal to the damage done to this Pokemon.

[P][C][C] Sonic Wing: 80 damage. This attack’s damage isn’t affected by Resistance.

[P][C][C] Intercept GX: 60x damage. This attack does 60 damage times the number of Energy attached to your opponent’s Active Pokemon. (You can’t use more than 1 GX attack in a game.)

When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: 2

Sigilyph doesn’t seem great but it is cool. Its Ability deals the same amount of damage whenever it receives damage from Pokemon-GX and Pokemon-EX. This would be great against Ray if they couldn’t just use [card name=”Shining Lugia” set=”Sun and Moon Black Star Promos” no=”SM82″ c=”name”][/card] for a safe 2HKO, or even Vikavolt for a OHKO after Sigi’s Weakness to Lightning. Sigilyph’s second attack does 80 bypassing Resistance for PCC. Its GX attack does 60 for each Energy on your opponent’s Active for PCC, which OHKO’s Rayquaza-GX. They won’t always have a Vikavolt ready to go for the response.

Sigilpyh seems like a decent tech against Zoroark and Malamar. Zoroark needs Choice Band and Kukui to OHKO, and then it receives 170 damage back. Malamar can OHKO it, but in doing so they sacrifice a Necrozma-GX or Marshadow-GX, which leaves them behind. They are forced to 2HKO with Deoxys or something, and Sigilyph OHKO’s any of the small Pokemon in that deck. I’ll give Sigilyph a 2/5 because it seems alright but not great.

Nihilego

Nihilego – Psychic – HP110
Basic Pokemon (Ultra Beast)

[P] Nightcap: This attack can only be used when your opponent has 2 Prize cards remaining. Choose an attack on 1 of your opponent’s Pokemon in play, and use it as this attack.

[P] Empty Tentacles: Your opponent’s Active Pokemon is now Poisoned and Confused.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

There sure are a lot of interesting Psychic-types in this set. Nihilego has two attacks, both costing only a Psychic. Its first attack copies any of your opponent’s attacks and bypasses the Energy costs. This is actually bonkers, though it only works when your opponent has exactly two Prize cards left. Its second attack is pretty bad, only inflicting Poison and Confusion. I’m sure any deck that can use Psychic Energy will consider playing Nihilego in the future. This card is undeniably strong thanks to that first attack, but it only gets a 3/5 because its applications are so narrow.

Naganadel

Naganadel – Psychic – HP130
Stage 1 (Ultra Beast) – Evolves from Poipole

Ability: Charge Up
Once during your turn (before your attack), you may attach a basic Energy from your discard pile to this Pokemon.

[C][C][C] Turning Point: 80+ damage. If you have exactly 3 Prize cards remaining, this attack does 80 more damage.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

Naganadel is a somewhat mediocre card with a mediocre Ability and a mediocre attack. Its Ability attaches one Basic Energy per turn to itself from the Discard. The attack costs CCC, dealing 80 plus 80 if you’re at three Prizes. The only application I see for this card is with Blacephalon, and that’s only because it did well in Japan. 1/5.

Onix

Onix – Fighting – HP120
Basic Pokemon

[C][C][C][C] Land Crush: 120 damage.

Weakness: Grass (x2)
Resistance: none
Retreat: 4

Onix did well in Japan but it is very bad. Just look at it. 0/5.

Dialga

Dialga – Metal – HP130
Basic Pokemon

[M][C][C] Time Down: 60 damage. Devolve your opponent’s Active Evolved Pokemon and put the highest stage Evolution card into their hand.

[M][M][C][C] Power Blast: 130 damage. Discard 1 Energy attached to this Pokemon.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: 2

I think Dialga is actually good in [card name=”Metagross-GX” set=”Guardians Rising” no=”85″ c=”name”][/card] (or [card name=”Magnezone” set=”Ultra Prism” no=”83″ c=”name”][/card]). Both of its attacks seem quite useful. [card name=”Heatran” set=”Ultra Prism” no=”88″ c=”name”][/card] is already good as a mini tank that OHKOs Shrine’s attackers. Dialga has similar stats but it has a great first attack as well. Its first sort of OHKOs Zoroark (though you only get one Prize against it). It hard devolves Vikavolt while not KO’ing Grubbin, which I would argue is actually better. You can then [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] KO a Ray while forcing them to move the Grubbin. Dialga is great in Metagross, but earns only a 2/5 because Metagross itself isn’t very good.

Genesect-GX

Genesect-GX – Metal – HP180
Basic Pokemon

Ability: Double Cassette
You may attach up to 2 Pokemon Tool cards to this Pokemon. (If this Ability stops working, discard Pokemon Tools from this Pokemon until there is 1 remaining.)

[M][M][C] Blast Bomb: 130 damage.

[M][M][C] Break Buster: 190 damage. Don’t apply Resistance for this attack’s damage. (You can’t use more than 1 GX attack in a game.)

When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: 2

Genesect has a great Ability that allows it to have two Tools attached, but I see no relevant application for it. Its attacks aren’t that good but they can be augmented by double [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card]. 1/5. Fun fact: you can attach two Shedinja to it so your opponent gains no Prize Cards from KOing it.

Alolan Ninetales-GX

Alolan Ninetales-GX – Fairy – HP200
Stage 1 – Evolves from Alolan Vulpix

Ability: Mysterious Guidance
When you play this card from your hand to evolve 1 of your Pokemon during your turn, you may search your deck for up to 2 Item cards, reveal them, and put them into your hand. Then, shuffle your deck.

[Y][C] Snowy Wind: 70 damage. This attack does 30 damage to 1 of your opponent’s Benched Pokemon. (Don’t apply Weakness and Resistance for Benched Pokemon.)

[Y][C] Sublimation GX: If your opponent’s Active Pokemon is an Ultra Beast, it is Knocked Out. (You can’t use more than 1 GX attack in a game.)

When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Metal (x2)
Resistance: Darkness (-20)
Retreat: 2

Unpopular opinion: this card isn’t good. In a vacuum, its traits are all solid, but I just don’t see the application. When you evolve it, its Ability lets you search for any two Items. Its also worth noting that it evolves from [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”name”][/card] which has the Beacon attack. Its first attack does 70 and 30 snipe for YC, and its GX attack autokills a defending Ultra Beast for YC. It can make use of this set’s Fairy Charm cards to improve its matchups, and Choice Band lets it easily OHKO Ray. What will this card be used with though? It could be good with [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card]. Maybe [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card]? Everything goes with Zoroark. Again, strong traits, but I don’t see the application. I’ll probably get roasted for this, but I’ll give it a 2.5/5.

Carbink

Carbink – Fairy – HP90
Basic Pokemon

[C][C] Wonder Ray: 30 damage. Prevent all effects of attacks, including damage, done to this Pokemon by the attacks of your opponent’s Pokemon with Abilities during your opponent’s next turn.

[Y][C][C] Power Gem: 60 damage.

Weakness: Metal (x2)
Resistance: Darkness (-20)
Retreat: 1

The first attack seems like it would be good against Zoroark, but most Zoroark decks have some sort of answer. ZoroRoc can [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] and Bloodthirsty Eyes around it, and ZoroCargo can [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”name”][/card] loop healing and Plumeria. I’m sure Carbink will have some application in the future, but for now it’s a 1/5.

Ribombee

Ribombee – Fairy – HP60
Stage 1 – Evolves from Cutiefly

Ability: Mystic Buzz
As long as this Pokemon is on your Bench, whenever your opponent plays a Supporter card from their hand, prevent all effects of that card done to your [Y] Pokemon in play.

[Y] Stampede: 20 damage.

Weakness: Metal (x2)
Resistance: Darkness (-20)
Retreat: 0

Like Dialga, this card is fantastic in decks that themselves aren’t too hot. Its Ability blocks effects of Supporters done to your Fairy Pokemon. Basically, it nullifies [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card]. If Gardevoir, Alolan Ninetales, or any other Fairy Pokemon start to see play, I would expect to see some Ribombee. 2/5

Mimikyu-GX

Mimikyu-GX – Fairy – HP170
Basic Pokemon

[Y] Perplex: Your opponent’s Active Pokemon is now Confused.

[Y][C] Cascading Barrage: 10+ damage. This attack does 30 more damage for each damage counter on your opponent’s Active Pokemon.

[Y] Dream Fear GX: Shuffle 1 of your opponent’s Benched Pokemon and all cards attached to it into their deck. (You can’t use more than 1 GX attack in a game.)

When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: none
Resistance: none
Retreat: 1

Mimikyu is terrible GX that I’m only mentioning because it has a neat GX attack. For one Fairy, it shuffles one of your opponent’s Benched Pokemon in. This is actually good against [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card], but I highly doubt this card will see any play. 1/5.

Ditto Prism Star

Ditto Prism Star – Colorless – HP40
Basic Pokemon

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead.

Ability: Evolve Into Anything
During your turn, you may play a Stage 1 Evolution card from your hand onto this Pokemon to evolve it (excluding your first turn and the turn this Pokemon comes into play).

Weakness: Fighting (x2)
Resistance: none
Retreat: 1

My boy Ditto has but one thing going for it, that sweet busted Ability. Ditto only has 40 HP, so it’s real easy to send him to the Lost Zone. However, his Ability allows him to Evolve into any Stage 1 Pokemon in accordance with the normal evolution restrictions. The possibilities are endless. I’m sure Ditto will find a home in most [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] and Shrine variants. 5/5 card, it truly is amazing. Ditto will make it much more difficult for opponents to deny [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”name”][/card]. I’m sure we will see lots of neat tricks out of this card in the future. If your opponent plays it down against you, be sure to respect it, as you never know what it will become.

Lugia-GX

Lugia-GX – Colorless – HP190
Basic Pokemon

[C][C][C] Psychic: 30+ damage. This attack does 30 more damage times the amount of Energy attached to your opponent’s Active Pokemon.

[C][C][C][C] Wadatsumi’s Spear: 170 damage. This Pokemon can’t use Wadatsumi’s Spear during your next turn.

[C][C][C] Lost Purge GX: Put your opponent Active Pokemon and all cards attached to it into their Lost Zone. (You can’t use more than 1 GX attack in a game.)

When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: 2

Lugia is basically Mimikyu. It’s nearly worthless but it has a pretty cool GX attack. 1/5.

Trumbeak

Trumbeak – Colorless – HP80
Stage 1 – Evolves from Pikipek

Ability: Mountain Ferry
Once during your turn (before your attack), if this card is in your hand, you may place it in the Lost Zone. If you do, look at the top card of your opponent’s deck, then return it to the top of your opponent’s deck. If the card is a Supporter, put it in the Lost Zone instead.

[C][C] Peck: 30 damage

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: 2

Trumbeak’s Ability sends it from the hand to the Lost Zone. This makes it a critical component of Lost March, and thus earns a 4/5 along with the rest of the package. As an added bonus, you get to peek at the top card of your opponent’s deck. If it’s a Supporter, send that to the Lost Zone for good measure. A random effect on a random Pokemon, but hey, we’ll take it.

Choice Helmet

Choice Helmet – Trainer
Item

Pokemon Tool: Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it.

The Pokemon this card is attached to takes 30 less damage from the attacks of your opponent’s Pokemon-GX and Pokemon-EX.

You may play as many Item cards as you like during your turn (before your attack).

Choice Helmet is a Tool that reduces 30 damage from opposing Pokemon-GX and Pokemon-EX. I was waiting for a damage reduction Tool and I’m glad we finally got one. This will make a nice partner for Sigilyph-GX. It technically makes Sigi’s Ability less effective, but prevents it from being OHKOd by [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card]. Choice Helmet could also be used with [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card]. It helps Ray a lot in the mirror, the Zoroark matchup, and even the Malamar matchup. I expect this card will be quite useful for a variety of decks, so I’ll give it a generous 4/5, though it may only deserve a three.

Counter Gain

Counter Gain – Trainer
Item – Pokemon Tool

Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it.

As long as you have more Prize cards remaining than your opponent, the attacks of the Pokemon this card is attached to cost [C] less.

You may play as many Item cards as you like during your turn (before your attack).

I have absolutely no clue what this will be used in, but the effect is incredibly strong. A 3/5 for now, with potential to be a 5/5.

Custom Catcher

Custom Catcher – Trainer
Item

You may play 2 Custom Catcher cards at once:

  • If you played 1 card, draw cards from your deck until you have 3 cards in your hand.
  • If you played 2 cards, choose 1 of your opponent’s Benched Pokemon and switch it with their Active Pokemon.

You may play as many Item cards as you like during your turn (before your attack).

This is the first double-up card since [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card]. You can play one copy at a time to draw up to three cards, which is actually pretty good. If you play two at a time, drag up one of your opponent’s Benched Pokemon. Again, I’m not sure how this will fit into current decks, but it seems good to me. I’m sure some Zoroark lists will make room for it. I’ll give it a 3/5.

Electric Power

Electric Power – Trainer
Item

During this turn, your [L] Pokemon’s attacks do 30 more damage to your opponent’s Active Pokemon.

You may play as many Item cards as you like during your turn (before your attack).

Electric Power is a dangerous card for Pokemon to have printed. It has potential to be broken, though it isn’t there yet. It is a triple PlusPower for Lightning-types. Zeraora‘s math gets helped out a ton by this card. Even Zebstrika, a support Pokemon, can turn into a semi-decent attacker. Night March may enjoy this card in Expanded as a soft counter to [card name=”Oricorio” set=”Guardians Rising” no=”56″ c=”name”][/card] and [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card], which are traditional Night March counters. Joltik can dish out heavy damage without placing too many Pokemon in the Discard. Electripower only gets a 3/5 for now due to the lack of Lightning support it currently has.

Faba

Faba – Trainer
Supporter

Choose 1 of your opponent’s Pokemon Tool cards, Special Energy cards, or Stadiums in play, and put it in the Lost Zone.

You can only use 1 Supporter card during your turn (before you attack).

Faba is a Supporter that chucks a Special Energy, Tool, or Stadium straight into the Lost Zone. This card might actually be too strong. Zoroark will love it. Disruption will pack multiple copies. Card is pretty darn good. 5/5. It will be great in Expanded too. Any deck can easily access it with [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card], [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card], and Wonder Tag.

The Fairy Charms

Fairy Charm [G] – Trainer
Item

Pokemon Tool: Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it.

Prevent all damage done to the [Y] Pokemon that this card is attached to by the attacks of your opponent’s [G] Pokemon-GX and Pokemon-EX.

You may play as many Item cards as you like during your turn (before your attack).


Fairy Charm [P] – Trainer
Item

Pokemon Tool: Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it.

Prevent all damage done to the [Y] Pokemon that this card is attached to by the attacks of your opponent’s [P] Pokemon-GX and Pokemon-EX.

You may play as many Item cards as you like during your turn (before your attack).


Fairy Charm [F] – Trainer
Item

Pokemon Tool: Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it.

Prevent all damage done to the [Y] Pokemon that this card is attached to by the attacks of your opponent’s [F] Pokemon-GX and Pokemon-EX.

You may play as many Item cards as you like during your turn (before your attack).


Fairy Charm [N] – Trainer
Item

Pokemon Tool: Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it.

Prevent all damage done to the [Y] Pokemon that this card is attached to by the attacks of your opponent’s [N] Pokemon-GX and Pokemon-EX.

You may play as many Item cards as you like during your turn (before your attack).

The Fairy Charms are Tools that protect Fairy Pokemon from a corresponding type’s attacks, but only offers protection from Pokemon-GX and Pokemon-EX. The types that are in this set are Grass, Fighting, Dragon, and Psychic. This can help Fairy-types against relevant Pokemon-GX such as [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card], [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card], [card name=”Necrozma-GX” set=”Burning Shadows” no=”63″ c=”name”][/card], [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card], and [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card]. The Grass-type charm gets a 0/5, and the rest earn a 4/5. They will definitely be viable if Fairy decks become viable. I gave them such a high rating because [card name=”Sylveon-GX” set=”Guardians Rising” no=”92″ c=”name”][/card] will enjoy them way too much. Sylveon’s hardest matchups are Rayquaza and Malamar, and the charms give Sylveon a free pass against basically everything. [card name=”Buzzwole-GX” set=”Sun and Moon Black Star Promos” no=”SM69″ c=”name”][/card] suffers collateral as well.

Heat Factory Prism Star

Heat Factory Prism Star – Trainer
Stadium

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead.

Once during your turn (before you attack) you may discard a [R] Energy from your hand. If you do, draw 3 cards.

As long as this Stadium is in play, whenever a player uses and Item or Supporter card from their hand, prevent all effects of those cards done to this Stadium.

This card stays in play when you play it. Discard this card if another Stadium comes into play. If another card with the same name is in play, you can’t play this card.

The Prism Star Stadiums are interesting in that they cannot be removed via Supporters or Items. Heat Factory lets you discard a Fire Energy from hand in order to draw three cards. It is more powerful than [card name=”Scorched Earth” set=”Fates Collide” no=”110″ c=”name”][/card] but doesn’t work with Fighting Energy. This will obviously be a great card in Fire decks, but it only gets a 2/5 because Fire itself isn’t that great. It will probably see more play in Expanded than in Standard.

Lost Mixer

Lost Mixer – Trainer
Item

Put 2 cards from your hand in the Lost Zone. Then, draw 1 card from your deck. (If you can’t put 2 cards from your hand in the Lost Zone, this card can’t be played.)

You can use as many Item cards as you want during your turn (before you attack).

Send two cards from your hand to the Lost Zone in order to draw a card. The only application of this card I can think of is the obvious — with Lost March. Skiploom and Trumbeak already send themselves to the Lost Zone, so you can use a few copies of Lost Mixer to send excess attackers and support Pokemon to the Lost Zone in order to further augment the Lost March attack. I’m not sure how necessary this card is, so it only gets a 3/5 instead of a four with the rest of the package.

Lusamine Prism Star

Lusamine Prism Star –  Trainer
Supporter

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead.

You can only play this card if your opponent has 3 Prize cards remaining.

Prevent all damage done to your Ultra Beasts by your opponent’s attacks during your opponent’s next turn.

You can only use 1 Supporter card during your turn (before you attack).

Lusamine is a Supporter that makes all of your Ultra Beasts invincible for one turn if your opponent is at exactly three Prizes. This card can be quite nasty in BuzzRoc. Imagine trying to be a good player and playing around Sledgehammer, so instead of going to four Prizes you go to three. Then your opponent uses [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”name”][/card] and Lusamine and [card name=”Buzzwole-GX” set=”Sun and Moon Black Star Promos” no=”SM69″ c=”name”][/card] becomes this invincible monster out of nowhere and takes up to four Prizes uncontested. Lusamine can be searched out with [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”name”][/card] or even [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card]. This card is most effective when you have no GX targets on board. Your opponent can always use [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] on a non-Ultra Beast target during the Lusamine turn, so you don’t want them to have an opportunity to KO something valuable and negate the whole point of using it. I think this card is quite good overall, 4/5.

Morty

Morty – Trainer
Supporter

You can only play this card if 1 of your [P] Pokemon was Knocked Out during your opponent’s last turn.

Your opponent reveals their hand. Choose 2 cards you find there and your opponent shuffles them into their deck.

You may play only 1 Supporter card during your turn (before your attack).

It’s a neat effect, but it just isn’t strong enough to be used competitively. The card is okay but usually isn’t crippling. 1/5.

Net Ball

Net Ball – Trainer
Item

Search your deck for a basic [G] Pokemon or a [G] Energy, reveal it, and put it into your hand. Then, shuffle your deck.

You may play as many Item cards as you like during your turn (before you attack).

There aren’t many Grass types being used right now. It seems like this card is made for Lost March, and it will definitely be useful in that deck. I could see this card being useful with VikaBulu right now, even though Ray is way more popular. An Item that can search for [card name=”Tapu Bulu-GX” set=”Sun and Moon Black Star Promos” no=”SM32″ c=”name”][/card] or Grass Energy will be quite helpful in Bulu. 4/5 for Net Ball.

Professor Elm’s Lecture

Professor Elm’s Lecture – Trainer
Supporter

Search your deck for up to 3 Pokemon with 60 HP or less, reveal them, and put them into your hand. Then, shuffle your deck.

You can only use 1 Supporter card during your turn (before you attack

[card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] is definitely going to love this card. Zororoc will no longer play the 70 HP [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”name”][/card]. Elm is much more consistent than the [card name=”Lillie” set=”Sun and Moon” no=”122″ c=”name”][/card] / [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card] engine where you hope to open with multiple Nest Ball. I will include a copy of Elm in my ZoroCargo list even though Slugma has 70 HP. Searching for three Zorua is still great when your opening hand lacks them. Malamar theoretically could use this card as well, though I think the current engine will prove to be more efficient. Stage 2 decks like [card name=”Metagross-GX” set=”Guardians Rising” no=”85″ c=”name”][/card] and [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] will also use Elm. Elm is basically [card name=”Brigette” set=”BREAKthrough” no=”134″ c=”name”][/card] for them. 4/5.

Sightseer

Sightseer – Trainer
Supporter

Draw cards from your deck until you have 5 cards in your hand. Before drawing, you may discard any number of cards from your hand.

You may play only 1 Supporter card during your turn (before your attack).

It looks like this card will find a home in [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] decks. Sightseer is much stronger than [card name=”Lillie” set=”Sun and Moon” no=”122″ c=”name”][/card] except on the first turn. It may only be run in counts of one or two, or it could replace Lillie altogether in Malamar. If Zeraora gains any traction, this card will probably be good in there too. I don’t think this card will see any play in Expanded because [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”name”][/card] exists. 3/5.

Spell Tag

Spell Tag – Trainer
Item

Pokemon Tool: Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it.

If the [P] Pokemon this card is attached to is Knocked Out by damage from an opponent’s attack, put 4 damage counters on your opponent’s Pokemon in any way you like.

You may play as many Item cards as you like during your turn (before you attack).

Spell Tag is an insanely powerful Tool card that brings Psychic-type Pokemon yet another toy to play with. I doubt that the streamlined GasKan decks will utilize Spell Tag, but I bet we will see some more Malamar spread decks pop up with Spell Tag and Giratina. Spell Tag will be great in Expanded as well. Both Expanded Garbodor decks and [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] will love this card. Trevenant can afford to run [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card] instead of [card name=”Rescue Scarf” set=”Dragons Exalted” no=”115″ c=”name”][/card] so that it can make use of Spell Tag. 4/5.

Thunder Mountain Prism Star

Thunder Mountain Prism Star – Trainer
Stadium

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead.

The attacks of each player’s [L] Pokemon cost [L] less.

As long as this Stadium is in play, whenever a player uses an Item or Supporter card from their hand, prevent all effects of those cards done to this Stadium.

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can’t play this card.

Thunder Mountain, like Heat Factory, cannot be removed via Items or Supporters. It reduces all Lightning-type Pokemon’s attacks by one Lightning cost. This allows Zeraora to use its GX attack for free, and it can deal 160 damage for only two Energy. Thunder Mountain is undoubtedly a ridiculous card in Lightning decks. However, I’ll only give it a 3/5 with the rest of the Lightning package introduced in the set. While Lightning seems like it will become much better with this set, I am not confident in saying that it will become a dominant archetype.

Memory Energy

Memory Energy – Special Energy

This card provides [C] Energy.

The Pokemon this card is attached to can use the attacks of its previous Evolutions (it still needs the necessary Energy to perform the attack).

Memory Energy is a Colorless Special Energy that allows the holder to use all attacks of its previous stages, provided it can still pay for such attacks. I can only think of one real application for this, and that is in Expanded Shock Lock. While Shock Lock is debatably a dying archetype, Memory Energy is a huge boost for it. It no longer has to rely on [card name=”Shining Celebi” set=”Sun and Moon Black Star Promos” no=”SM79″ c=”name”][/card]. Memory Energy only gets a 2/5 for now because I can’t think of a more relevant application for it.

Conclusion

And with that we finally bring the set review to a close. There are some cards that I chose not to cover. If I didn’t cover something, that means it is absolutely terrible and gets a 0/5. I hope you enjoyed reading this set review! It’s been a few years since I’ve written one. I am cautiously optimistic about this large set. It will shake up the game and hopefully will bring some things to improve the current format. I tried to add relevant meta applications to the set review even though it was a different type of article. Please let me know any feedback you have! Thanks for reading!

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