Munna (BC # 68) {11/01/12}

Vulpix Yolk

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Card of the Day: Munna​
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This power has always been cool, glad to see they brought it back B]

Anyway, though evolution decks could theoretically use this to rid themselves of sleep by evolving, this will obviously only see play in Musharna decks.

In that respect, Munna is actually pretty good. The Retreat Cost is virtually negligible since you will not care about starting with it, and with an attack cost of two, flipping tails on a T1 LDH is irrelevant. (It's a shame, however, that Dream Waltz's attack cost is PCC for 60+30 and not PP for 50+40.)

Sixty HP keep it fairly safe from being donked easily, but it is still possible.
 
Maybe as as tech in Garchomp and/or Empoleon? It could work since these decks can set up and evolve their pokemon quickly. I know I will play at least 1 in most of my Garchomp decks, because using Gabite's ability will let me evolve my active quickly if I put it to sleep. But I think Munna will mostly see play in decks that also use Musharna.
 
As a couple other people said, the most fitting Deck for this card to be in involves using Munna's Ability to put an active Musharna to Sleep while it uses Dream Waltz for 90 damage! That is, after all, a magic number to 2HKO a Pokemon-EX without Eviolite, and a OHKO if its weak to Psychic such as Cresselia EX or Mewtwo EX.

Its physical stats, however, aren't quite as resilient. 60 HP and a Psychic weakness is big Mewtwo EX bait, so make sure you have 2 or 3 Munna on the field by your first turn. 2 Retreat cost means you can't search it out with Heavy Ball, but you can still search it out with Level Ball anyway.

A Musharna Deck as a whole has potential to deal decent damage and disrupt your opponent along the way, but its very reliant on coin-flips, which is a peg down on its consistency.

I'd give it a 5/10 for Playability.
 
Surprised no one has said this, but this Munna is actually finding itself in a lot of Ninetails/Amoongus decks over in Japan when this card was released. If they use LDH successfully, and get a Sporeprise off, Ninetails will do 170 damage for one energy. YIKES!
 
TPZ said:
Surprised no one has said this, but this Munna is actually finding itself in a lot of Ninetails/Amoongus decks over in Japan when this card was released. If they use LDH successfully, and get a Sporeprise off, Ninetails will do 170 damage for one energy. YIKES!

??? How does that work? A Pokemon can't be confused and asleep at the same time.

Anyway, I think this card is much to flippy to be competitive. It can be super helpful at times, but the simple fact that there's only a 50% chance of its effect being positive means this card should stick to trolling at PR's.

However, it's an interesting idea to tech this into Blastoise/Keldeo. Considering Blastoise/Keldeo is so tight, it's probably not worth the space, but it's certainly a fun concept.
 
Really, the only use is, as Blah said, a Darkrai troller in K/B. Since most Darkrai variants don't run switch, if you sleep them and they flip tails, you just got 2 free prizes on a darkrai, or stalled them for a bit. You can Rush In out of sleep so it doesn't affect you at all.
 
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