Musharna (ND59) [1/29/2012]

Celebi23

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Card of the Day: Musharna from Next Destinies

59-musharna.jpg

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Musharna is a Psychic Type Stage 1 with 100 HP, a retreat cost of 3 and a Psychic weakness. It's retreat cost is very bulky and there really is no way to lower it without the use of Dodrio UD, so if you unfortunately end up with this card as your active, use a Switch. Musharna's Psychic weakness is very poor with the huge presence of Mewtwo-EX, but there is a point that makes that somewhat irrelevant.

With the way this format is going to work, the majority of players will be trying to go for the big KO's, whether it be EX's or just strong Pokemon. While Musharna can be catchered up for stalling purposes, it isn't a huge liability. If your opponent has a catcher, and can either knock out Musharna or Mewtwo-EX, the clear choice would be Mewtwo-EX due to the fact that your going to get two prizes off of it. While your opponent would be able to get rid of the wonderful effect that your getting off Musharna's Ability, two prizes is a better advantage.

Musharna's Ability, Forewarn, lets you look at the top two cards of your deck and pick one card to put in your hand, putting the other on top of your deck. This is essentially Uxie LVL.X in a Stage 1. This is a huge advantage in this format because it essentially gives you two draws per turn, and lets you change what your topdeck will be for the next turn. This is wonderful for decks that need good draw throughout the game, which will definitely be the factor that provokes players to use it.

While Musharna would normally be a large liability, due to the way the format will work, where a player's primary goal will be to take out the huge threats first, Musharna will be able to prosper and provide a good advantage which was already quite commonly used previously with Uxie LVL.X. Rating: 3/5
 
1. What is the purpose of this card? Does it bring anything special to the table?

Musharna - Noctowl's replacement!

Musharna's attack is quite horrendous - {P}{P} for 40 damage and being afflicted with Narcolepsy. But, as is the case with most cards that have an ability / poke-power, you can virtually ignore the attack!

Forewarn is just a better version of Noctowl's Night Sight. Drawing one extra card a turn was already fairly solid, but Forewarn allows you to draw two cards. After picking the card that suits your situation the best, you put the other back on top of your deck, letting you know what you will draw next turn so you can plan accordingly. It's honestly so simple and powerful that it blows my mind.

2. What kind of strategies or decks would this card do well with?

Musharna would work best in decks that run high amounts of Switch or Dodrio because of it's costly retreat cost of {C}{C}{C}. As long as you are looking for a way to increase your draw power while also having a way to keep Musharna safe and out of the way, this is a solid tech to consider.

The magic of this card is that lets you dive deeper into your deck, and lets you see what card you would draw on your next turn / current turn (if you use Cheren for example). It lets you know how you should plan your turn out, since you know you if you will or will not draw in a crucial card that would change your strategy drastically. If you are playing against Vileplume or are running Vileplume yourself and don't have to worry about Pokemon Catchers, chances are you can use all the safe draw you need!

3. Final Thoughts

Finally. A simple card that is just plain good that requires little explanation.

The main problem with Musharna is her huge retreat cost. I can understand why the creators of this card has it so high - Musharna would be a tech that most decks would add with little risk. Her retreat cost impacts the overall score greatly, but this is still a great card that I'm quite a fan of.

Card Score: 7/10
Card Art: 7/10 (Musharna is pretty cute in this picture~)
 
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