Call Energy...Not needed?

Matryoshka

Hi, I'm a scrub
Member
Hey everyone. Later in my Pokemon days I used Call Energy in any deck. But now, I'm starting to realize Call Energy might not be needed anymore...

1. Donks are dead, if in a general format.
2. A lot of basics, if not your main attacker, only work if you bench them from the hand (Uxie, Crobat G, etc.)
3. Yuta went undefeated at Worlds with no call
4. I never use Call anymore, and as long as I run 3-4 Collector, I can get my main attacker going OK.

Does this state the death of Call Energy in most decks?

http://www.serebii.net/card/majesticdawn/092.shtml

^Call Energy
 
I have, at most, used two call in a deck. I haven't used Call in a deck in two years.

I have found that it isn't really useful, except on your first turn. After that, it doesn't do much for you except count as a colorless energy.
 
Donks are as much of a problem as ever, however they are done with Sableye nowadays so call energy can't do anything to prevent that, also when the rule that players can play trainers on the first turn comes into effect it will be pointless to stop most donk. Yeh call energy is pretty pathetic attack in this format, it is dead, IMO it never had a use in most deck.
 
^But you must also know that Call Energy will be rotated by the time the new rules come into effect.

But yes, I agree. I've never even owned a Call Energy, and I've been doing great. Even in SP, I think it's kinda pointless. I mean, you have 4 Collector, and 4 Cyrus that can find Collector.

Plus, you have to run 4 for it to even matter, and after our first turn, you now have four pointless dead draw cards in your deck.
 
^Actually, 3 Collector in most SP decks. Also, Call won't be rotated when the rules come out, we have to wait until next September.
 
Given the fact that quite literally 80% of all my BR losses this season were to donks (5 losses, 4 were donks)...I wouldn't say donks are dead quite yet.
The slower the deck, the more often its going to need Call Energy. Thats a fact. If you have the room for it (So you dont have clogged up energy lines already), then you should see if Call Energy doesnt hamper you. If your main attacker uses [C] energy anywhere in its attacking cost, then you should consider it.
Luxchomp wants to run a bunch of Lightning energy, DCE, possibly a Warp or two, a Psychic or two...that doesnt leave room for Call. Vilegar, on the other hand, makes great use of early game Call.
 
^I mentioned in a general format Donks won't be played, so it means that your format is different, maybe.
 
Because with the advent of Macheap Prime and the new SP-Benefitting rule, NOBODY will play Macheap. And Kingdra is 100% dead too. Nobody ever dares touching Jumpluff either.
 
I've never found room for Call. With 4 SP. Metal, 4 DCE, 2 Basic Metal, 2 Warp, and 1 Psychic, there isn't room in a DialgaChomp build. If you already have DCE, Call is a bad idea. (Unless you're playing Flygon.) In general, it's just unneeded, with Collector beinga staple in almost very deck.
 
Wow! Why does everyone seem to dislike Call. For the record Donks aren't dead and Call is still an incredibly handy card, especially if you use Spiritomb or get a bad hand it can turn your luck around. Though I only ever used two in a deck (with the exception of Dusknoir) I still have an often use for it in some way. Call is meerly for consistency and nothing more, because if you go first, or don't have Collector (which can happen quite often) then having an energy that would otherwise be serving no purpose first turn saves you from playing a Collector, or just aiding in set-up.
 
Any deck can get a donk. We're saying decks specifically for donking are dead.
 
I meant the rule that in Best Of 3, Game 2 counts if only 1 prize card is taken. Its kinda SP-Benefitting.
 
True. People never touch Jumpluff. And SPs just can't touch Macheap.

Why not play Call Energy? It lets you use Call for Family on anything and counts as an energy. It's a cool card. Decks that don't play it use 20 trainers and 4 Collector or something like that, but its always welcome in the rest.

~L_X_F
 
I've found it useful only in the first 2 turns for its power, and that it takes up valuable space in a deck. Especially after trainers can be used first turn, this card will not be a great benefit to any deck (even a slow one). As for Energy, it still isn't THAT useful. Special-energy counters are out there in rogue decks and finding a way to take the Call off can be tough. A DCE, too, will do more or as much as call in a deck.
 
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