Cleffa.
1. How does this card stand on its own (analyze the HP, attacks, Abilities, etc. of the card)?: hahaha thirty HP is the first thing you notice about this card, that is pretty atrocious for a format where we are seeing basics with 100 more HP than this being printed. If someone would have told me last format that Cleffa could be played effectively, I would have got a pretty good laugh. However, in a format with such a limited card pool, Cleffa is one of the better starters, and or late game hand refresh cards out there. Eeeeeeek is an excellent attack, giving yourself a new hand can be extremely beneficial, hence the reason Professor Oak's New Theory is play. Cleffa's Eeeeeeek is very nice because it is a way for you to refresh your hand when you have access to a Pokémon Collector or a Dual Ball, but not a card like Professor Oak's New Theory, Professor Juniper, Copycat or Cheren. Another thing that Cleffa has going for it is the ability to wall thanks to Sweet Sleeping Face. After refreshing your hand, Cleffa gives you the chance to stall for a turn or two while you get set up off of the new hand it just gave you. Cleffa has no Weakness (not that it is going to matter), and no Resistance, so no really props or slops there; however Cleffa does have a free retreat. That is something that Cleffa really has going for it, in my opinion, every deck should have a Pokémon with a free retreat. Pokémon with free retreat costs are safe to go into after your old active Pokémon is killed. Despite the low HP, Cleffa has a lot of playable aspects.
2. What role does/could this card have in the metagame?: Unlike the previous cards of the day, Cleffa can only be used as a tech, there is no way to center a competitive (or casual) deck around Cleffa. Cleffa can be effective teched into anything. This being said, Cleffa is more beneficial in some metagame decks than others. Trainer Lock variants are a type of deck that can see excellent results from a one card Cleffa tech. If Cleffa is asleep and you have a Vileplume out, it is going to be extremely difficult for most decks in the metagame to get a knock out, considering they can't damage your Cleffa, and can't play a Pokémon Catcher to kill something off of your bench. Another reason why Cleffa is a good play in Vileplume variants is because decks that can't use and don't play trainers, can be inconsistent. Cleffa helps a decent amount, the ability to get a new hand with a Collector early, or even late game, is excellent.
Of course, since Cleffa only has 30 HP, it is obviously going to have difficulties preforming well against a lot of things in our current meta. One card that can be a large threat to Cleffa is Tyrogue. This is clearly the most obvious counter to Cleffa, and is the biggest reason that Cleffa doesn't receive more play. If you start lone Cleffa and go first, there is a large chance that you are going to lose, because your opponent can pull of a Tyrogue donk. Tyrogue donks are very easy to achieve, you can either start with a Tyrogue active, or retreat/switch out the Pokémon that you started with, and go into a Tyrogue sought out with a Collector. The chance of losing on the first turn is very scary, and this is why Cleffa doesn't see large amounts of play. Fortunately for Cleffa and its players, Tyrogue has died down significantly in popularity. Still, I would recommend staying away from Cleffa if you are playing a list with less than 10 basics, because there are still a lot of things out there that can deal a turn one 30 damage.
Another card that is a potential counter to Cleffa is
Spinarark from HeartGold SoulSilver. Since Warp Energy is no longer legal, it is impossible for most decks to get a Cleffa out of their active position if their opponent uses Spider Web, and has a Vileplume out. In a timed format this is obviously going to be an issue. If your opponent manages to get a Spinarark lock on you and has a prize lead, they can just Spider Web until time is called, and they will win because of the prize lead. Even if you are tied with your opponent on prizes Spinarark can score your opponent a win, because they can retreat and kill your 30 hp'd active on the last turn of the game. Be caution if you are playing against Trainer Lock variants if you are using Cleffa. You won't have to worry about this if you are using Machamp Prime, or anything with Typhlosion Prime or Reuniclus because you can kill your own Cleffa, or Fighting Tag it back to your bench.
One other counter that I will mention is
Roserade from Unleashed. There isn't much to say here, because Roserade isn't very played, but you may want to be aware of it none the less if you are considering playing Cleffa. Don't expect your Cleffa to be safe if it is asleep against someone using Roserade, because they can attach a Rainbow Energy, or a Grass Energy, making your Cleffa special condition of Sleep, turn into Confusion. After a Cleffa has woken up, it is very easy to kill.
3. What cards, if any, does this card combo with?:
4. Give it a rating (out of 10), and explain why you have given it that rating.: While Cleffa may be countered very effectively by a decent number of cards in our metagame, I feel that it is well worth the space in a large number of decks. It is very reliable, doesn't need energy to function, and needs no other cards to work.
8/10
Manaphy
1. How does this card stand on its own (analyze the HP, attacks, Abilities, etc. of the card)?: Unlike Cleffa, Manaphy has an excusable amount of HP at 60, and is fairly difficult to donk. Deep Sea Swirl is the clear reason that Manaphy has any potential because for a colorless energy, you can shuffle your hand into your deck, and draw 5 cards. Since it requires colorless energy, it can be put into any deck in the format. Manaphy can do a quick 20 damage if need be, and with a Pluspower it can one shot Babies such as Tyrogue and Cleffa. For that to work however, you will need to be playing Rainbow or Water Energy. Weakness to Lightning is less than desirable, and so is the one retreat cost.
2. What role does/could this card have in the metagame?: Manaphy is very similar to Cleffa, and can be effectively played in any deck in the format, so I am not going to go into too much detail on this section. The reason why Manaphy sees play in this meta over Cleffa is because it has a much shorter list of counters. Manaphy can still be donked, however, it takes much more effort, and only a handful of Pokémon can pull of the donk. Those Pokémon include Zekrom, either with a Pluspower and a DCE, or with the Pachirishu Shaymin Engine and Bolt Strike, Pachirishu itself, Tornadus, and maybe Voltorb TM with a Rainbow Energy. Manaphy has a place in this meta because it is an overall safer play than Cleffa, because there is a lower chance of being donked, and no coin flip is involved.
3. What cards, if any, does this card combo with?:
4. Give it a rating (out of 10), and explain why you have given it that rating.: Manaphy is another excellent hand refresh card, however, I am not satisfied with a hand refresh card that does not have a free retreat. It is also very possible for you to have a terrible hand without an energy, that you can't trade in. Getting a great hand off of 5 cards can be difficult for some decks.
6/10
Cleffa VS. Manaphy
Cleffa:
Props
- 1 More card than Manaphy after you attack.
- Can act as a wall.
- No Energy require! Batteries included!
- Free retreat cost.
Slops:
- Total Snipe bait
- Easily countered
- More easily donked than Manaphy
Manaphy:
Props
- Not easily countered.
- Can attack in a pinch.
- Harder to donk than Cleffa.
Slops:
- One less card.
- Requires Energy.
- Still can be donked by Zekrom, Tornauds, Pachirishu and Voltorb.
- Retreat Cost.
I hope that this posted helped anyone that is still on the fence on whether to play Cleffa or Manaphy, make a decision.
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