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.
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.
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.
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.
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?
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.
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
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
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
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
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
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
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
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
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
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
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.
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