Dark Rush - A game changer?

Captain Oats

I'm worse than you at TCG.
Member
Looking through some of the scans for Dark Rush I almost squealed. Some of these cards just seem perfectly weighted for the current meta and are almost assured to shake things up at least a little bit, make some of the meta think twice before they decide they can just 'play safe' because a deck is testing well. Could this be the meta of the semi-successful rogues? I hope so! ...but it probably won't. Anyways, here are the cards I'm talking about.




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Carnivine – Grass – HP90
Basic Pokemon

[G] Poison Lure: Choose 1 of your opponent’s Benched Pokemon and switch it with his or her Active Pokemon. After that, the new Active Pokemon is now Poisoned.
[G][G][C] Spit Blow: Return the opponent’s Active Pokemon and all cards attached to it to your opponent’s hand.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat: 2​
It's a slightly nerfed Muk reprinted on a basic, but with a good second attack as well. Even though Muk is really only used with Mew (who uses the psychic energy anyways), Carnivine could be used in some sort of grassbox for the same effect. Where this would actually fit in to a deck I honestly don't know, but I see people working with it somewhat. The second attack is also worthwhile, but the energy cost makes it seem a little hard to justify imo. Outclassed by Muk in Mewbox and Drifblim wherever the 2nd attack would be wanted, Carnivine can be useful, but it probably won't see much play. Trade candy for sure, though. It was already a Card of the Day, so you could read more on it there if you wanted.




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Blaziken – Fire – HP140
Stage 2 – Evolves from Combusken

[R][C] Blaze Kick: 40 damage. Flip a coin, if heads this attack does an additional 30 damage. If tails the opponent’s Active Pokemon is now Burned.
[R][R][C] Flamethrower: 130 damage. Choose 1 Energy attached to this Pokemon and discard it.

Weakness: Water (x2)
Resistance: none
Retreat: 2​
Obviously this is nice because it' hits the magic 130 (how magic this will be once EXs are running around is yet to be tested, but for now it looks nice) on its own, without needing an exceedingly large amount of setup aid, plus power, Kingdra, etc. Really, though, this just reminds me of Charizard AR, a card that saw a decent amount of play in it's time, but nothing huge. 140hp, fire type, hits 130 fairly easily and a second attack that could be useful at times. The only difference is that Blaziken is better version. The 2RC outclasses Charizard's RC of 3, and he is doing 130 flat out, which couldn't always be said of Charizard who would could get stuck doing only 90-120 in some games if you had a bad start. Paired with Typhlosion and, if you wanted, ninetails, Blaziken could be a decent deck. Slightly slower than Reshiram, but it ohko's Goth on it's own and has 10 more hp.




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Empoleon – Water – HP140
Stage 2 – Evolves from Prinplup

Ability: Diving Draw
Choose 1 card from your hand and discard it. Then, draw 2 cards from your deck. You can use this ability 1 time during your turn.

[W] Attack Command: Does 10 damage times the total number of Pokemon in play.

Weakness: Lightning (x2)
Resistance: none
Retreat: 2​
Oh hey Jumpluff, nice to see you reprinted. Yes, it is yet another swarm-the-field-do-a-bunch-of-damage cards. The only difference, though, is that Jumpluff is the only one that has consistently been proven to be effective. Cincinno and others (V-blast victini) are just simply not as good. Easier to tech in, maybe, but if you are making a deck around it I don't think anyone would argue Cincinno outclasses Jumpluff. The only real drawback Jumpluff is facing now is the horrible 90hp. Here, Empoleon is rocking a solid 140 and has a pretty great ability. Combine all of these and you can have a pretty solid swarmbox deck, with (imo) the focus being on Empoleon: water, grass, fire, colorless. Zekrom and Magnezone make Empoleon cry, but it is so fast I don't see it being autoloss at all. Rocky helmet would be pretty great in this deck, too.




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Espeon – Psychic – HP90
Stage 1 – Evolves from Eevee

Ability: Solar Miracle
As long as this Pokemon is in play, prevent all effects of your opponent’s Pokemon's attacks done to any of your Pokemon with Energy attached to them.

[P][C][C] Psychic Report: 60 damage. Look at your opponent’s hand.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1​
I'm assuming this would end up including everything but damage, maybe someone else can clarify, but at face value this seems like a pretty decent tech. It needs Vileplume to protect it from catcher, so it can't work in any deck, and the decks it would work in probably have tight lists making it hard to fit in, but it could see some play. I don't really know where, but I see it happening. Probably. Maybe?




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Aerodactyl – Fighting – HP90
Revived Pokemon – Play Aerodactyl on your Bench with the effect of Old Amber

Ability: Primal Scream
As long as this Pokemon is in play, your Pokemon's attacks do an additional 10 damage to any Active Pokemon.

[C][C][C] Wing Attack: 40 damage.

Weakness: Grass (x2)
Resistance: none
Retreat: 1​
Fossils are pretty weak right now, but when you keep in mind the new stadium (Twist Mountain - Each player may flip a coin once during his or her turn. If heads, he or she choose 1 Revived Pokemon card from his or her hand and plays it onto his or her Bench) and the fact that you don't have to evolve this like you do Archeops, Aerodactyl isn't quite so bad. If it proves to be consistent enough, this could replace Kingdra as a tech in some decks that need that little extra damage for the ko. Not too sure how important this is since Goth will most likely be a dead deck and that is what most Kingdra techs were used for.




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Bad Team’s Jimu and Sabu - Supporter

Flip a coin, if heads choose 3 cards from your opponent’s hand without looking. Then, look at those cards, return them to your opponent’s deck and shuffle the deck.

You can only use one Supporter card during your turn.​
Finally, a supporter. This supporter is just godly if you get heads. This in a Durant or Slowking/Weavile/Ampibom or some other kind of disruption deck...well let's just say it will be hard to come back after that I think. Once they set up, these kind of decks just sort of coast and don't need a supporter every turn, this let's them fill that "What should I do?" gap nicely. It's flippy yes, but if it wasn't it would be completely broken. This card is definitely going to see play I think.



A few other comments/cards that were almost good enough:
- 140hp seems to be the new magic number (excluding EXs) looking at the stage 2s
- Eeveelutions could see a random comeback (nothing top tier, but the Jolteon especially looks nice)
- There is not as much focus on dark cards as we had once thought
- Fossils are being given some sort of attention, but it still isn't enough to make them totally playable.
- Rare Candy is being reprinted. Thank goodness.
- 4 EXs, 4 FAs, 3 SRs and a handful of playable cards? This is a money set.
- Accelgor is worth mentioning, but it isn't game changing. A new lock deck, nothing huge.
- Plusle could be iffy, probably won't be worth it due to the set up it needs with Minun.

Edit: Ignore the poll at the top, it was an accident. :|

[/sand=Captain Oats] -Celebi23
 
I think some of these have potential, but some don't. First is Blaziken-compared to Reshiram, its a stage 2 with 10 more hp and its main attack does 10 more damage, and its other attack is arguably worse. In a format where 130 is the magic number it would be meh, but with EXes the magic number is going to shift to 180 imo. Kingdra and Aerodactyl also surpass Blaziken anyway both being a quicker, less intensive, faster, overall superior in every imagineable way as a tech in Reshiphlosion and I can't see any reason to use Blaziken.

I will argue on your Jumpluff point-I feel that Cincinno is a better attacker than Jumpluff. Its faster, more reliable, has more HP (making it much harder for things like Cobalion, Tornadus, and Thunudurus to get the KO on it because they need an extra PlusPower) and its not gimmicky. Jumpluff is flat out gimmicky because you rely on the opponent putting down enough basics for you to deal good damage. Even if you max yourbench, should the opponent only play 3 benched Pokemon (which often happens) your Jumpluff is now a weaker, slower Cincinno with the exact same damage output. That said, I do not beleieve Empoleon is inferior to Cincinno. It has health befitting that of a stage 2, a way better typing offensively, and most of all a build in draw engine. That draw engine is the only thing saving Empoleon from Raikou EX and all the other electric types people are pairing with Elektrik. However, the fact that it is a stage 2 that can only sometimes 2HKO basics while getting 1-2HKOed back means it is going to have a lot of trouble against anything, really. You won't be able to swarm Empoleon's fast enough to keep up with Zekrom, Thundurus, Tornadus, EXes, and probably even Reshiram. I think Empoleon is destined to be a gimmick deck forever, albeit a slightly better one than Jumpluff.

Espeon won't see much play if you're translation of it is correct. As far as I can tell, the only thing remotely meta right now that it would help against is Cobalion, which any deck can deal with besides Kyurem, but since Cobalion OHKOs Kyurem Espeon is useless in Kyurem too.

Finally, my prediction is that outside of Durant and disruption like Ambipom+Weavile Bad Team's Jibu and Sabu (will be shortened to BTJS for the remainder of my post because I'm lazy) won't see any play. Frankly, the meta has powerful attackers out there and all the energy accelerators it needs to charge them up. The game is all about setting up your stage 2s and keeping them up. To that extent, BTJS is useless. Yes, it will cripple opponent's if you get heads, but that's a big if. Often hitting heads will not even hurt your opponent as much as a Judge or N would, and Judge and N help you set up too. The faster decks like Zekrom variants that don't use N or Judge still won't use BTJS because they need consistency and max speed. For that purpose, they will always run PONT or Juniper. You bring up the point of decks not having to play supporters once they are set up, but the problem with adding a card for after you are ste up is 1) the opponent will often be set up even if you hit heads, and 2) It will severely slow down your set up and in the mirror match wouldn't you rather focus on setting up first than rely ona gimmicky card that has a 50% chance of maybe slowing the opponent? Finally, the coin flip makes the card very unreliable and with many decks struggling to mantain consistency while holding their attackers, BTJS is rather useless.

Those are just the ones I disagree on. The rest I for the most part agree.
 
We'll just have to wait and see. My guess is that it will be as good as Noble Victories, considering the dragon set will probably be released in the same English set as this.

I love the Empoleon. I'm not sure how good it will be since Lightning is so dominant, and 120 falls a little short, but at the very least I'll play it a lot at league. The Ability is somewhat unique, if there was a way to capitalize on the discard it would be amazing.

I definitely think the format is shaping up nicely, and this set should be a nice addition to it. Nothing seems too broken.
 
Dark Void said:
I think some of these have potential, but some don't. First is Blaziken-compared to Reshiram, its a stage 2 with 10 more hp and its main attack does 10 more damage, and its other attack is arguably worse. In a format where 130 is the magic number it would be meh, but with EXes the magic number is going to shift to 180 imo. Kingdra and Aerodactyl also surpass Blaziken anyway both being a quicker, less intensive, faster, overall superior in every imagineable way as a tech in Reshiphlosion and I can't see any reason to use Blaziken. I agree mostly with this. Reshiram vs Blaziken is somewhat even with both having pros and cons. Reshiram is definitely faster than Blaziken, and outrage is more useful. Blaziken's second attack is still decent though and isn't as reliant on other factors as outrage is, and the 10 extra hp/dmg is can be argued worthwhile by the same logic you used for Cincinno>Jumpluff, although it's even more worthwhile here since more things have trouble hitting 130/140 than 90/100. Really it comes down to what you want to play: Reshiram, the faster probably better option, or Blaziken, a slightly slower but more tankish option. As far as Blaziken vs Kingdra/Aerodactyl, I don't think it's fair to say they are unarguably faster, etc than Blaziken. I don't see Blaziken being a tech in Tyram anyway, and can only be played as its own deck I think.

I will argue on your Jumpluff point-I feel that Cincinno is a better attacker than Jumpluff. Its faster, more reliable, has more HP (making it much harder for things like Cobalion, Tornadus, and Thunudurus to get the KO on it because they need an extra PlusPower) and its not gimmicky. Jumpluff is flat out gimmicky because you rely on the opponent putting down enough basics for you to deal good damage. Even if you max yourbench, should the opponent only play 3 benched Pokemon (which often happens) your Jumpluff is now a weaker, slower Cincinno with the exact same damage output. That said, I do not beleieve Empoleon is inferior to Cincinno. It has health befitting that of a stage 2, a way better typing offensively, and most of all a build in draw engine. That draw engine is the only thing saving Empoleon from Raikou EX and all the other electric types people are pairing with Elektrik. However, the fact that it is a stage 2 that can only sometimes 2HKO basics while getting 1-2HKOed back means it is going to have a lot of trouble against anything, really. You won't be able to swarm Empoleon's fast enough to keep up with Zekrom, Thundurus, Tornadus, EXes, and probably even Reshiram. I think Empoleon is destined to be a gimmick deck forever, albeit a slightly better one than Jumpluff. I've never really noticed the 10hp to be decisive between them since the hp is already so low, but then again I haven't tested either against Coballion, Tornadus, etc and they are pretty big parts of the meta so the 10 hp is probably worth it now. The rest I can agree with to an extent, but I don't think Cincinno is flat out faster. About Empoleon, I'm giving it more credit than you I guess. Also, I think Reshiram is a good matchup, you only need to fill up your side to ohko their entire field, which isn't that hard if you just catcher their Typhlosions, and you need 1 energy and you have your draw engine. The lightning weakness is really hindering it though, there's no denying that.

Espeon won't see much play if you're translation of it is correct. As far as I can tell, the only thing remotely meta right now that it would help against is Cobalion, which any deck can deal with besides Kyurem, but since Cobalion OHKOs Kyurem Espeon is useless in Kyurem too. All the translations are from the front page, so I'm assuming it's pretty dead-on. It's still an interesting tech, though, and I'm hoping someone finds a place for it.

Finally, my prediction is that outside of Durant and disruption like Ambipom+Weavile Bad Team's Jibu and Sabu (will be shortened to BTJS for the remainder of my post because I'm lazy) won't see any play. Frankly, the meta has powerful attackers out there and all the energy accelerators it needs to charge them up. The game is all about setting up your stage 2s and keeping them up. To that extent, BTJS is useless. Yes, it will cripple opponent's if you get heads, but that's a big if. Often hitting heads will not even hurt your opponent as much as a Judge or N would, and Judge and N help you set up too. The faster decks like Zekrom variants that don't use N or Judge still won't use BTJS because they need consistency and max speed. For that purpose, they will always run PONT or Juniper. You bring up the point of decks not having to play supporters once they are set up, but the problem with adding a card for after you are ste up is 1) the opponent will often be set up even if you hit heads, and 2) It will severely slow down your set up and in the mirror match wouldn't you rather focus on setting up first than rely ona gimmicky card that has a 50% chance of maybe slowing the opponent? Finally, the coin flip makes the card very unreliable and with many decks struggling to mantain consistency while holding their attackers, BTJS is rather useless. Supporters are hard to really theorymon on. They can be good in some decks and trash in others. It make disruption decks better and more viable. BTJS + Ampibom gets rid of a 5 card hand in one turn. Add in Weaviles for even a 6-7 card hand. Then, of course Slowking for the lock and that's an extremely devastating turn. It's kingly for disruption decks, but for others it won't see a ton of play.

Those are just the ones I disagree on. The rest I for the most part agree.

Bolded

Celebi23 said:
We'll just have to wait and see. My guess is that it will be as good as Noble Victories, considering the dragon set will probably be released in the same English set as this.

I love the Empoleon. I'm not sure how good it will be since Lightning is so dominant, and 120 falls a little short, but at the very least I'll play it a lot at league. The Ability is somewhat unique, if there was a way to capitalize on the discard it would be amazing.

I definitely think the format is shaping up nicely, and this set should be a nice addition to it. Nothing seems too broken.

Yeah. It's hard to judge exactly where we will be with EXs out, since this meta is mostly revolving around the dragons and hitting 130, and when EXs come out it will be entirely different. I don't think they will be broken though, the 2 card prize rule makes it so a new 'magic number' isn't forced to 170 or 180. If you can hit 130/140 reliably you are still ohkoing 99% of all non EXs, and even then 2hkoing EXs, save a Reuniclus tech.

I'm loving the set though as a whole though. I don't like most of the pokemon in the cardpool right now, but I love some of these. My only beef with DR is that the Venusaur isn't that playable.
 
Yeah, I have to admit that the Hail Blizzard or whatever it's called looks really boring compared to this set. I wish we could get these cards first to spice up the meta a little. :(

Zoroark would probably be a very barebones deck with just it and whatever dark Pokemon you want to shove in there to add to the damage. Weavile and Darkrai-EX are the first that come to mind. Absol Prime and Mandibuzz are the only other playable ones. The new tool is really what broke this card.

Empoleon should obviously be paired with Pichu, but past that I'm stuck. It doesn't seem like there's much that takes advantage of discard in this format. Any ideas?
 
Politoed maybe?Other than that i really dont know,one reason jumpluff was so good was because it had acces to the amazing sunflora,you could try Venesaur but that would slow down the deck even further.
 
I'm really loving the new Empoleon. I was always wanting to play Jumpluff but decided on Kingdra instead because of higher HP and a good PokePower, but this seems to have the best of both worlds, aside from the retreat cost. I don't think the discard is a hindrance, especially if you get to draw 2 cards. If only there was a partner for it that could abuse the discard somehow. If you could somehow use it with Eeleckrik and lightning attackers it could be really great.
 
I love empoleon myself, but do you think that zoroark will be better?

Zoroark – Darkness – HP100
Stage 1 – Evolves from Zorua

[C][C] Beatdown: Does 20 damage times the number of Darkness-type Pokemon you have in play.
[D][D] Dark Rush: Does 20 damage times the number of damage counters on this Pokemon.

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

49/69



Id have to agree with Celebi
 
Celebi23 said:
Yeah, I have to admit that the Hail Blizzard or whatever it's called looks really boring compared to this set. I wish we could get these cards first to spice up the meta a little. :(

They'll spread out the cards :(.

EMPOLEAN <33333

I can't wait for Jumpluff 2.0!

This will be a great set!
 
Zoroark is basically a 'better' Cincinno, since it has the capability to hit 120 instead of just 100. Then the pokemon tool that adds another 20 for a flat 140 if you can get it set up. They (Zoroark and Empoleon) both have things going for them, so it really comes down to preference I guess. Zoroark would maybe be better, but I think it's up to you.

As far as Empoleon goes, I'm not sure what to run it with either. A thin Cincinno line is the first thing that comes to mind. That or a Donphan line or some other fighting type for a lightning counter. I'm not sure the discard has to be used here, especially if it would just muck up your list or lower your consistency. Maybe add in the Aerodactyl for an auto PP every turn?
 
Anybody think T-Tar Prime may become better with this? That Dark Fang with Darkness Howl I think has some potential. And Dark Patch give him a little Energy Accel.
They need to do something with like for Grass. My favorite type and its arguably the worst type of deck, the other being Steel.
 
The answer for how to run Empoleon is easy imo: As a tech for anything with a fighting (Donphan) or fire (Reshiram) weakness that needs drawpower.

Now, with Lightning, they have a very beautiful draw engine in Magnezone, so they don't really need any more. It makes a good donphan counter, but you can do that better with just a Cryogonal or Tornadus, and there's no real reason to add in another Stage 2 just for a simple tech.
That being said, it could work in a Zekrom/Eel situation as a 1-0/1-1 or 2-1-2 for its drawpower and synergy with Eelektrik, so it's not entirely useless.

Steel can use this as a better Reshiram counter than Samurott, as the extra HP and W Energy cost come together very nicely. Not to mention, you have that drawpower with Empoleon and the ability to (if you choose to run Steelix Prime) just discard a metal energy and reattach it with Energy Stream. But Skarmory is already a better option and the clunky 4 retreat of Onix does not a playable Steelix make. Also, most Metal decks don't need drawpower to really shine. The most playable Metal decks atm are CaKE, Cobalion/Scizor and Steelix/Scizor/Cobalion. All 3 of these decks have different attackers for different matchups and really don't need to set anything up aside from a swarm of similar attackers. So outside of the Reshiram tech these decks have no use for Empoleon (and with the new Accelgor they hardly even need it for that)

The real beneficiary of this penguin is definitely Darkness decks (waddya know, a card that comes in Dark Rush helps Darkness Pokémon). Between T-Tar Prime, Hydreigon and the new Krookodile, Dark has the capability to shine as its own deck instead of just a tech. With Darkness Patch/Unown DARK, it has acceleration. With Darkness Claw and Special Dark, it has extra damage. The only things really holding it back are a) the elephant in the room (Donphan) and b) the lack of viable draw/searchpower. Empoleon not only fixes both of these issues, but it even adds in extra synergy: Discard a darkness energy with Empoleon's Ability, then use Dark Patch to basically become a variant of Reshiphlosion. Now 2 Stage 2s is never easy, but with a good T/S/S line and of course the built-in drawpower of Empoleon, you should never have too much of a problem (2 Stage 2s + drawpower won worlds, and 2 Stage 2s without drawpower came 2nd!). Add in Darkrai EX, and a catchered up Empoleon isn't even that big of a problem. Attach a darkness energy to him, retreat and continue Megaton Tailing for 180 (Dark Claw + 4 Sp Darks). Makes matchups between Donphan and Reshiphlosion HIGHLY favorable instead of Even/Unfavorable, makes their consistency even better, and honestly just rounds out Dark decks beautifully.

TL;DR on its own, Empoleon is iffy at best. As a Donphan/Reshiram Counter + drawpower, Empoleon is perfect
 
As its own deck, Empoleon's best choice for a partner is probably Terrakion. Doing 180 against lightning pokemon on the revenge KO, killing anything in the format other than an Eviloted EX (and even those with a pluspower) makes it really hard for lightning players to ignore. However, given that Empoleon is otherwise the better attacker, and has draw power, opposing players are either given a difficult decision, or forced to kill the less important pokemon to avoid the revenge KO. Because Empoleon does not need to run too many, and has built in draw, setting up Terrakion needn't be too difficult. However, you would also need to get Terrakion with an energy down frequently, otherwise electric players will start killing off your penguins. Like Cyrogonal against Donphan, it's catcher bait, but it's risky to ignore, and sacrificing one for your opponent's main attacker or source of draw is well worth it, especially if you can drag out an EX and kill it.
 
This set will help out dark decks alot. Just keep in mind that the dark fang only works on the ACTIVE pokemon, else Hydro and T-Tar would be amazing. Imagine doing 80 to the active and 60 to two of the bench, or 40 to all of your opp's pokemon. That would be simply to amazing. It is still very helpfull, but the dark patch is more helpfull IMO.
 
Not really. A double pluspower until that pokemon is ko'd is amazing. Dark patch only works on basic dark, so it's not that good.
 
I like Dark Patch because most Dark pokemon have high damage attacks, but need alot of energy. Also, Egineers Adj. Sages Training and possibly Empoleon can help set up everything very fast. Lastly, IMO setup is more importent than damage, if damage was more importent everyone would be playing Lugia legend. Dark Fang is still amazing, but I think that Dark Patch is slightly better.
 
Barux said:
Politoed maybe?Other than that i really don't know,one reason jumpluff was so good was because it had acces to the amazing sunflora,you could try Venesaur but that would slow down the deck even further.

But, Empoleon has 50 more hp and has a great built in draw
 
NeoCandy said:
I like Dark Patch because most Dark pokemon have high damage attacks, but need alot of energy. Also, Egineers Adj. Sages Training and possibly Empoleon can help set up everything very fast. Lastly, IMO setup is more importent than damage, if damage was more importent everyone would be playing Lugia legend. Dark Fang is still amazing, but I think that Dark Patch is slightly better.
It's just a matter of opinion I guess. Just wondering, other than T-tar, what dark pokes have high costing attacks? And you're kind of incorrect. Setup is easily achieved via collector, shuffle-draw, and communication. If damage wasn't important, pluspower and last season's crobat wouldn't see play.
 
I never said damage wasn't imortent, just that setup is more so. The 2 main Dark types that are decks are T-Tar, and Hydro, each needs at least 3[4 for Hydro] energy to use a strong attack. I am not counting Zoaroak as it is mainly a tech. Also, part of setup is getting energy to attack with.
 
NeoCandy said:
I like Dark Patch because most Dark pokemon have high damage attacks, but need alot of energy. Also, Egineers Adj. Sages Training and possibly Empoleon can help set up everything very fast. Lastly, IMO setup is more importent than damage, if damage was more importent everyone would be playing Lugia legend. Dark Fang is still amazing, but I think that Dark Patch is slightly better.

If you're running a dark deck, there's no reason whatsoever to not run both. I run T-Tar Serperior and Rocky Helmet is awesome, but that extra 20 means overcoming an eviolite from a catchered up Dragon or helping in the (admittedly bad) Cobalion Matchup with those sp Metals. Also, you can now 1-shot Scizor Prime with Power Claw without requiring 4 Sp Dark, which is definitely a plus in a deck that only runs special energy

And Dark Patch is awesome because it basically enables a fully built up T-Tar on T2
 
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