Pokemon Catcher Review

By Jack Snell

Hey everyone, welcome to my review of the definitively best and most hyped card in Emerging Powers, Pokemon Catcher, Hell, its one of the most broken cards ever seen in the TCG.

It’s basically a reprint of Gust of Wind, Luxray GL LV X in Trainer form, or Pokemon Reversal without the flip (depending on how long you have been playing the game). You play this Trainer, you get to choose one of your opponent’s Benched Pokemon and drag it active.

No-one needs a reviewer like me to tell them how good that effect is. Want to take a Prize but the Defending Pokemon has too much HP? Use Catcher and bring up something weaker from the Bench. Need to cripple your opponent’s deck by getting rid of support Pokemon like Typhlosion or Emboar? Use Catcher on them. Want to take out a potential threat like Vileplume or Magnezone Prime before they can hurt you? Play Catcher while the vulnerable Basic is sitting on the Bench.

Pokemon Catcher will have a huge impact on the format. Almost all decks will run multiple copies; fast, hard-hitting Pokemon that require little support (such as Cinccino and Donphan Prime) will become extremely powerful; and anyone wanting to set up a Stage 2 better be grabbing a couple of copies of the Basic because one is very likely to get KO’d before it can evolve. Expect to see a rise in Trainer Lock decks featuring Vileplume or the new Gothitelle (I’m calling that deck Emo Lock) to try and combat the effect of Catcher, though whether they will be fast enough to make a difference remains to be seen.

Is Catcher a bad card for the game? I don’t believe it is, Would you rather have everything decided on Pokemon Reversal flips as it was just a few months ago? Nobody likes scrubs beating them due to pure luck on coin flips. Sure, it will bring about change, and speed up the game (even more), but neither of those things are necessarily terrible. The good players will do what good players always do: adapt and master the format they are in.

From now on, you will need to play knowing that nothing on your Bench is safe.

Rating: Modified: 4.8 If only for the existence of Vileplume and Gothitelle

Combos with ;

Junk Arm, Donphan Prime, Yanmega Prime, Zoroark

Signing out, Jack Snell, Peace

 

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The Pros And Cons Of Zoroark

By Pokay G

Have you ever heard of Zoroark? In the trading card game, it has a move called Foul Play that allows it to use any of the opponent’s moves for only a two energy cost. Looking at cards from the Emerging Powers Pokemon card set, it is very good against Beartic. Foul Play can let Zoroark use the bear’s Sheer Cold attack, which does 50 damage. The downside to this attack for the arctic bear is that it cannot attack on the next turn, unless it retreats. However, Beartic has a massive retreat cost of four energy cards. Zoroark won’t be able to attack on the next turn either, but he only has to discard one energy card to retreat.

Another example of the power of Foul Play is how well it works against RDL (Rayquaza Deoxys Legend). The legendary Pokemon card features an attack called Ozone Buster that does 150 damage. RDL needs three energy cards to use it, but Zoroark can use it against RDL to defeat the legend and take two prize cards for the win!

When wouldn’t you use Zoroark? It’s not a good choice when up against your opponent’s weak or basic Pokemon that do not have any strong attacks listed. The dark dog is a small beast that can take out bigger foes.

Zoroark is also very good when running a Stage 1 deck. These decks allow players to evolve quickly and knock out the competition very fast. The ideal game is winning six prizes in six turns with a Stage 1 deck. To reach this ultimate goal, some players are putting Donphan and Yanmega with Zoroark. When played, the key is to spread damage across the bench and come out strong with Foul Play when you’re up against a tank.

In a Stage 1 deck, another option to include is Cinccino. It’s a very good Normal-type Pokemon since its attack does massive damage with just one Double Colorless energy card. Becoming even more popular is Gliscor, which can deal 30 damage to the opposing Pokemon for just one fighting energy. Both of its attacks, Ninja Fang and Poison Jab are excellent. Low energy costs are crucial for a fast-winning deck and both of these choices offer a great boost for the energy bang.

Overall, any deck can be made better with this Dark-type on board.

Yes, it may have “broken” a.k.a. cheap beyond belief attacks, but Zoroark is here to stay. It will be played at many tournaments until it is no longer legal. If you do run it in your deck, watch out for Donphan and other fighting types. It is weak against them and can easily be dealt a one shot knock out by most of their heavy hitting attacks.

Finding a deck to quickly beat the Stage 1 strategy easily and consistently is a challenge, but it’s a challenge everyone going for World Champion has to take on head on. It takes a lot of practice, play testing and increasing knowledge of the game to come up with something outside of the Pokemon bandwagon. Hopefully this article has increased your understanding of both the pros and cons Zoroark has to offer. Good luck playing with him or going up against this beast.

When shopping around for this card, remember that there is more than one kind available. Read the card carefully and make sure it has the Foul Play attack. For card collectors, the artwork on the card could be rated at 8.5 out of 10. It looks cool and aggressive in both Holo and Reverse Holo forms.

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Pokemon Catcher Vs Luxray GL Lv. X

By: Brian Hsieh

When Luxray GL Lv. X hit the Pokemon scene, we were all hit with nostalgia as its PokePower (similar to Gust of Wind of Base Set) allowed it to switch the defending Pokemon with another Pokemon on the bench of the player’s choice. This allowed Luxray to attack the newly brought in Pokemon, or free retreat to have a better Pokemon knock out the newly brought in card. Since it was recently rotated out, another card has come in its place in the form of a trainer; Pokemon Catcher. Since its release, it has become an expensive card, even topping the ultra rare cards like Thundurus and Tornadus in this set. If Luxray were still in this format, its price would still drop due to all the advantages that Pokemon Catcher has.

With Pokemon Catcher, it’s safe to build any deck. Pokemon Catcher comes as a versatile Trainer and does not have a specific type assigned to it. Luxray GL Lv. X had the SP and lightning tag on it. This made it more likely to be featured in lightning and SP decks. It can be argued that one can tech in a Luxray in any deck that had a strong physical presence that could do the dirty work instead; the tags are not much of a minus but do hurt its playability to an extent.

A big hit on Luxray was that there could only be two Lv. Xs in a deck, as they were considered the same as the regular Pokemon it leveled up from. In order to use its effect, you would have to actually bring out a regular Luxray GL and then upgrade it when it’s the active Pokemon. If you have it on your bench, you must switch into it in order to activate the Lv.X form. This would be a pain as that is your only switch for the turn unless you use the Trainer card Switch. Also, if opponents see it coming, it is sure to be knocked out before you can level it up, leaving you with a Lv. X in your hand and needing a discard pile searching card to get your Luxray back. Having a limited number of Luxray also hurts as one could possibly be prized. There are many supporters that help out SPs, so this technique of getting Luxray out wasn’t as hard as it looked. With Poketurn, one could actually use the ability more than once, and the introduction of Junk Arm allows for even more production. With Pokemon Catcher, there is no setup involved. You just play and select a target. Junk Arm gives this card a boost also; as you can just discard two dead draw cards and play Catcher again, with a maximum of eight uses. This strategy allows you to have a higher success of drawing one.

The only positive thing I could say about Luxray would be that it was actually searchable. Only Twins can search for Pokemon Catcher while at the time, Bebe’s Search, Pokemon Collector, Pokemon Communication, and Premier Ball each had its advantages of bringing this card into play. Having this ability in a Pokemon comes at a price, with Luxray being knocked out. Besides, if you have a good number of Pokemon Catchers in your deck, you would just need to rely on nice draw cards like Professor Juniper, Sage’s Training, and Cheren to draw it out.
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Pokemon HGSS Prime Card Reviews Part 3

By Jack Snell

Onto the reviews of Primes in Unleashed:

Steelix Prime: Ah yes, the infamous tank that is Steelix Prime. This one weighs in at a giant 140 HP for a stage 1 which is excellent, and has other attributes of a tank too, being able to use multiple special metal energy to reduce damage taken, a resistance to Psychic which is a commonly used type in all formats ever, other than the current one ironically, and a huge 4 retreat cost, which is almost never payable.

Metal is a horrible typing right now, hitting almost nothing apart from Beartic for weakness and taking double damage from the most popular type in the format Fire, including Reshiram, Typhlosion, Emboar etc. Its not as though Steelix is easily techable either if you want to counter Beartic, requiring CC and MMCCC for its two attacks and with the retreat cost of four, Beartic will shut it down anyway.

Steelix’s Pokebody Perfect Metal prevents it from being affected by any Special Conditions which is actually really good, because at least Paralysis Poison Sleep and Confusion would cause it major problems.

Energy Stream for CC deals a frankly pathetic 30 damage and has the bonus of bringing back an energy from the discard and attaching it to Steelix. This can bring back special energies like Sp. Metals, Double Colorless Energy which is great, and the main positive of the attack rather than just the effect text. Lastly Gaia Crush for MMCCC deals a sub par 100 damage and discards a Stadium in play.

There are three main reasons why Steelix was a brutal tank deck in MD-on but not so much in this format, 1. Fire wasnt as popular, nor did overpowered Fire Basics like Reshiram exist. 2. Catcher wasnt released at the time, so they couldnt hit around your tank, unless it was Luxchomp or DialgaChomp 3. Stadiums like Broken Time Space and Galactic HQ were really popular, but in this format the only used Stadiums are Tropical Beach and Lost World, the latter of which an intelligent opponent will only play when they can win

As a side note both Onix’ are awful Overall Rating: 3/10 Combos with: Skarmory, Special Metals

Kingdra Prime: In my opinion definitively the best Pokemon Prime in the set. Kingdra has a good 130 HP but with the power creep 140 HP seems standard for a stage 2 these days. The retreat cost of one is definitely fine, and payable. Weakness to lightning is as bad as it always has been with Zekrom and Magnezone Prime still seeing play. No resistance is expected of a water type. Now for the main attractions of the card. Firstly its PokePower Spray Splash allows you to place 1 damage counter on your opponents field once during your turn. Sound familiar?, thats right its the same as Crobat Gs Flash Bite Poke Power, which was staple in all SP decks and was so easy to tech it could even be thrown into Gyarados. Placing one damage on your opponents Pokemon cannot be underrated, its like that crucial pluspower, but on any of your opponents Pokemon. Advantages over Crobat G are that its stackable, 3 Kingdra in play means 3 damage counters spread over your opponents field each turn, which is incredible, but a large disadvantage compared to Crobat G is that its a stage 2 so cant be teched in easily

Finally Kingdras attack Dragon Steam is very efficient dealing 60 damage for one Water Energy. However if your opponent has a Fire type Pokemon it gets reduced to a very weak 20. This makes it a better DOnphan Prime counter than Reshiram/Emboar.

A Spray Splash and a Dragon Steam will deal 110 to a Donphan allowing you to KO it with Spray Splash next turn and get an attack on something else
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Pokemon HGSS Prime Card Reviews Part 2

By Jack Snell

HGSS on Pokemon Prime Reviews continued:

Donphan Prime: A veritable behemoth of a Pokemon. Donphan hits like an absolute truck and has sturdy defenses to match. 120 HP is impressive for a stage 1, even more so when you read its PokeBody Exoskeleton. It reduces all damage done to Donphan by 20. Thats like a permanently inbuilt Defender and gives you effectively 140 HP if they can one shot you and effectively more if they cant. On that subject the only things that are realistically one shotting a Donphan in our format are Samurott, Magnezone, Badboar, Rayquaza Deoxys Legend and Swanna, excluding damage modifiers: Pluspower, Black Belt etc.

Donphan has great typing of fighting, allowing it to strike Zekrom, Magnezone Prime, Cincinno, Zoroark and many other common competitive pokemon for weakness. Weakness to water only hurts against Samurott and Beartic of note, and the -20 resistance to lightning makes it the ultimate Zekrom and Magnezone counter.

The 4 retreat cost is admittedly massive, but you can run Switch to remedy this, and under trainer lock you can just fight to the death with Donphan

Donphans first attack Earthquake for a single Fighting energy, deals 60 damage and 10 to each of your own benched Pokemon. This is both efficient and powerful. The disadvantage is quite large too but as you might expect from competitive Pokemon TCG players, they have found ways to convert it into an advantage. Thes include damaging Reshirams and Zekroms to power up their Outrage attack, manipulating the damage around with Reuniclus and running a swarm of DOnphan so the self damage from Earthquake is negated by Exoskeleton.

Heavy Impact for FFF is significantly less broken dealing a straight 90 damage. At first sight this looks mediocre but with Donphans bulk its easier to charge than it first looks.

Combos with: Pokemon Catcher, Yanmega Prime Overall I give Donphan a 9/10 for competitive play

Ampharos Prime: This card actually saw some hype when the HGSS on format was announced and everyone and their brother thought Magneboar was the BDIF, including myself. Ampharos’ primary function is as hate for energy acceleration. Its Poke-Body Conductivity places 1 damage counter on your opponents Pokemon for each energy they attach to it. This counters Emboars Inferno Fandango, Rain Dance, and to a lesser extent Pachirisu. Crucially its stackable meaning if you have 3 Ampharos Prime in play they take 3 damage counters for every energy they attach. However there are two issues with this, Mareep is an easily donkable 40 HP basic, and you need to get the Ampharos’ out before they have a board established with energy otherwise the effect is worthless

Ampharos weighs in at a slightly above average 140 HP so its not a liability. The weakness to fighting definitely hurts with the popularity of Donphan Prime, and the resistance to steel is irrelevant now with Reshiram, Typhlosion and Emboar keeping steel types off the competitive scene. The retreat cost of two is expensive. Finally the attack for LCC deals 40 damage with 80 on the flip of heads and 40 with paralysis on the flip of tails.Its not terrible in that it hits Yanmega, Kingdra, Blastoise etc. for weakness but its sub par. After the release of the next set you can combine it with fliptini to manipulate the result to what you want.

Ive seen a few concept lists combining it with Pidgeot TM, but for now sadly it combos with the binder

Combos with: The binder Overall rating: 4/10
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Pokemon Typhlosion, Meganium And Feraligatr Review

By Jack Snell

Hey everyone, hope youre all well, Jack Snell here , and today I bring you part 1 of a review of every Pokemon Prime card in the HGSS-on modified format. Lets get right to it:

HGSS;

Typhlosion Prime: One of the two best Pokemon Prime in the set, Typhlosion rocks in at a respectable 140 HP. The water weakness is negligible right now with only Beartic, Samurott and Suicune Entei Legend seeing competitive play, after Ross Cawthon popularised it at Worlds. The two retreat cost is a little heavy but respectable, given its PokePower Afterburner.

Any Power/Body/Ability that breaks a fundamental rule of the game, energy attachments in this case, is going to be powerful. Afterburner allows you to take a fire energy from the discard pile once during your turn and attach it to one of your Pokemon at the cost of one damage counter. This Power is synergetic with Reshiram, in particular, because the 130 HP beast which is easily searchable via Collector/Comm/Dual Ball, has an attack Outrage dealing 20 damage plus 10 more for each damage counter on it for CC. Afterburner adds damage to increase the power of this attack. Also Blue Flare costing RRC deals 120 damage and instructs you to discard 2 Fire Energy attached to Reshiram. Afterburner allows you to use this attack on consecutive turns, making Reshiphlosion a very popular metagame deck.

Typhlosion also has a very underrated attack of its own, Flare Destroy. For RRC it deals a sub par 70 damage but has the effect of discarding an energy on Typhlosion and also discarding one on the defending Pokemon. For you this is irrelevant because you can just attach another the following turn, or use Afterburner to get it back, but you can discard an opponents Double Colorless Energy that was providing a large amount of their attack cost or a Rescue Energy to prevent their Pokemon returning to their hand when its KOd.

Finally Typhlosion combos with the draw engine Ninetales, whose PokePower allows you to discard a fire energy from your hand and draw three cards. This provides you energy in the discard to Afterburner with Typhlosion.

Overall I give Typhlosion a 9/10 for competitive play Combos with: Ninetales, Reshiram, Lost Remover

Meganium Prime: Atrocious, terrible, dire, pathetic, disappointing, I cannot think of enough adjectives to describe this card. Lets start with the positives, of which there are few. 150 HP makes Meganium Prime a real tank, until you see the dreaded fire weakness, the most popular type in our format right now. The water resistance is a minor bonus but realistically you should never have Meganium Prime active. The two retreat cost is acceptable but the atrocious attack Solarbeam isnt. GGCC for a meagre pathetic 80 damage with no effect is beyond words terrible. To put it in context, Yanmega Prime, a stage 1 deals 70 damage for no energy if you can match hand size with your opponent.The only attraction of Meganium Prime is the PokePower Leaf Trans which allows you to move as many grass energy around your Pokemon as often as you like, look familiar? Yes its base set Venusaur. However when there is an easily searchable, more diverse and splashable energy transferrer, Shaymin UL in the format, Meganium Prime is put to shame. Shaymin has a one time use PokePower Celebration Wind which when you play it from your hand allows you to move ANY type of energy around your Pokemon as you wish. Its a basic Pokemon, so searchable with Collector,Comm, Dual Ball and fits easily into any deck. To run Meganium Prime as a tech youre looking at a minimum of 2-1-2 with 3 Rare Candy and suddenly 8 spaces of your deck are lost to a tech.

Overall I give Meganium Prime a 2/10 and thats being generous Combos with: The binder
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Pokemon Attacks And Natures #1

By Harry Ackerman

Everywhere you see articles and charts etc, on what a Pokemon’s best nature would be, but what if your Pokemon doesn’t have that one specific nature then what? What are some other good natures for it? In article i shall be talking about other good natures, and sometimes bad ones, and some really good moves (or at least in my opinion) for each Pokemon to have. 🙂

Just keep in mind this isn’t 100% accurate because the most beneficial natures for a Pokemon to have can be highly dependent on what moves you teach it.

This time I’ll talk about Pikachu, Lucario, Scrafty, and Vaporeon. 🙂

Now let’s see, for Pikachu anything that would be lowering the speed stat might not be very good for the little fella since that’s Pikachu’s highest base stat, and defense is Pikachu’s lowest stat so you probably wouldn’t want a nature that lowers that either. If you teach your Pikachu all special attacks though, then obviously it’s physical attack stat isn’t needed and therefore would probably be best to have a nature that lowers Attack and raises Special Attack; a modest nature to be precise.

But if you’re like me and teaches your Pikachu a mix of special and physical attacks I’d say it would be best for your Pikachu to have a Neutral nature (just to prevent a few headaches and keep things simple), but it’s up to you and what you teach it. 🙂

And now for Lucario, I’d say anything that lowers his Special Attack isn’t good since that’s his best stat and tends to be used a lot. Especially with what I think is his signature move Aura Sphere.
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Lostgar Deck Future?

By Brian Hsieh

Lostgar was one of those popular decks that fizzled out quite fast after its debut. Many cards that compliment this deck include Mr. Mime, Mime Jr., Slowking, Darkrai & Cresselia LEGEND, Lost World, and Gengar Prime. The deck’s intentions were to disrupt an opponent’s setup while putting their monster cards into the lost zone. With six Pokemon in the lost zone, the player can declare victory if a Lost World is present. This seemed like a unique way to claim victory; one a player could find relatively easy.

One problem Lostgar runs into constantly is the lack of disruption on the field. If an opponent has a field set up already, Gengar Prime’s Hurl Into Darkness attack is not much of a threat and you’ll have to rely on its relatively weak Cursed Drop attack to throw cards into the lost zone.

Another threat now lies in Pokemon Catcher, released in the newest set to date. Pokemon Catcher takes away a stalling option Mime Jr. once had that allowed setup for Gengar Prime. If an opponent uses Catcher, Mime Jr. leaves the field and can be replaced with a tech Slowking, a Gengar, or both their pre-evolutions. The game has changed with more speed involved, causing a stall option to be disrupted easily. The only way around Catcher would be to add a Vileplume line, which would create an even slower pace.

The final problem Lostgar runs into is the lack of safety Gengar receives once he lands his attack. If you end up using his attack and succeeding, cards like Reshiram or Zekrom can step in and deal massive damage to you. Without a Reuniclus line or Max Potion, your Gengar Prime will be helpless after turn two. Adding those cards in just for this occasion further clutters this deck and creates complications, as Reuniclus would need a Vileplume line to save it from getting hit with Catcher; Max Potion would be the most suitable but allows Catcher to remain usable by the opponent.

I was a fan of the idea that one only needed to send six Pokemon into the lost zone to win. It was thrilling to think that you could disrupt someone’s hand and cripple their forces while ensuring yourself a victory. In reality, it’s not like that. As you build momentum, your opponent already has it. Their cards are already present on the field which allows Seeker to be the best option for actually sending them to the lost zone.
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Battle Roads Deck Review

By Jack Snell

Hey y’all how’s it going, Jack Snell here, Ive been a competitive Pokemon TCG player for 12 years now, and I want to share with you some of my advice and knowledge about the game. Since Autumn Battle Roads are fast approaching, below I have completed a review of all the decks I expect to be popular and successful.

Hope you enjoy it and finally just to dispell a common myth, the Pokemon TCG isnt immature and “sad”, its a highly tactical game, you meet some great people playing it, and build wonderful memories. If youre sceptical about getting involved because youre worried what people think, be strong minded, people who mock the TCG are just judgmental and nasty, you dont mock their hobbies, so why should someone ruin your fun. Onto the article:

Kingdra/Yanmega

I decided to talk about Kingrdra Yanmega first because it is the most under-used deck in the format. It is a fast disruptive deck that can stand up against almost any deck in the format. It relies on getting a lot of quick Kingdra’s and sniping out basics with Yanmega, or attacking with “Sonic Boom” after a lot of “Spray Splashes” weaken them. Jirachi is also used to get multiple knockouts via devoution. Although I think it is a great deck I don’t think it will get a lot of play

Positives– Very disruptive and versatile. Pokemon Catcher does aid this deck by promoting heavy retreaters and sniping around them.

Negatives – The common weakness of Kingdra and Yanmega to Lightning, meaning they will probably be run through by attackers like Zekrom and Magnezone. Also if KOs arent taken before basics evolve, the low damage output will make KOs on tanks like Tyranitar Prime, Reshiram etc. very difficult

Magneboar

What is it? The hardest hitting deck in the format. It relies on Magnezone Prime to Lost Burn and Emboars Inferno Fandango to power up the attacks. Reshiram is usually included as a secondary attacker and Rayquaza Deoxys Legend also fits perfectly, usually in a 1-1 line, to conclude the game by taking two prizes at once, because it uses electric and fire energy and can be charged in a single turn. It was hyped as the BDIF coming into worlds and had a huge number of people who championed the deck.

Positives– Can utilise the Twins option because it is likely to fall behind early against anything but trainer lock, the two cards frequently obtained with Twins, would be the stage 2 of a basic on the field and a Rare Candy . It can OHKO any Pokemon in the format fairly easily. It is also fairly easy to play for beginners and has built in draw Power in magnezone.

Negatives– Pokemon Catcher really hurts the 3 retreat Magnezone and 4 retreat Emboar.
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Cincinno BW Card Review

By Brian Hsieh

Cincinno is a Colorless Stage 1 Pokemon with 90 HP, which is average for a Stage 1. I originally questioned this Pokemon’s potential as just a normal rare, but its potential lies in its second attack; Do The Wave. This attack allows you to do 20 damage for every Pokemon on your bench with a total output of 100 damage. It only requires a double colorless energy and since Cincinno’s a Stage 1, you could have it dealing damage on your second turn. This has a slight resemblance to Jumpluff HGSS, which does 10 for every Pokemon in play with a total output of 120 damage. These two can be played together, with Pichu HGSS setting up for your and your opponent’s Pokemon to swarm the field. Pokemon Collector works with this card as well, but not as well as Pichu does.

Cincinno’s effectiveness lies in its ability to do heavy damage early on. Later on in the game, it might be average next to already set up Reshirams and Zekroms that are running rampant nowadays. Cincinno’s weakness to Fighting types also hurts its effectiveness due to higher tiered decks which include Donphan Prime that can take out Cincinno with just one Fighting energy.

Another critical aspect for success with Cincinno is keeping the bench full. A bench consisting of two Pokemon while Cincinno’s trying to OHKO others just won’t cut it. With the release of Pokemon Catcher, the ability to stay active with a bench of five Pokemon is becoming more difficult without locking items up with Vileplume.

Overall, Cincinno as a main attacker won’t fair well against decks that just have more firepower and HP for Basic Pokemon like the two dragons listed above. It could be used as a tech to do damage and get a lead on prizes and have a Reshiram or Zekrom finish the job. Its HP is a problem as it can be knocked out by many attacks by higher tiered Pokemon. It is, however, a cheaper card to purchase and will give you something to use while you build a stronger deck.
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