TCG Theorymon Exercises - Week 7

The Yoshi

Wumbo
Member
Hey everyone. After seeing the VG Theorymon exercises done by [member]Bippa[/member], I decided it would be interesting to see views of various members of how a certain aspect of the TCG can be improved, such as a card or a part of the TCG in general. Now we're into Week 7, and I'm going to go back to what we were doing on Week 5, which is making the card more playable.

Rules:

1) Say what's on your mind, but don't troll. People can tell that advice is legit, even if they don't agree with it.

2) Say as much as you want! There's no limit on how many aspects you would like to see changed, and that shouldn't hold you back from providing multiple pieces of advice.

3) If you disagree with a member, don't flame or I will get [mod]Glaceon[/mod] in here and Ice Beam you all.

So here's the card we'll be working on.

34-weezing.jpg


Make your changes assuming you could take the card, use Wite-Out on anything you wanted, and change it. Begin!
 
Definitely change the attack to not KO itself. Either add 10 HP or make it do 80 recoil. That way it can KO a Mewtwo with a DCE drop without KOing itself. Maybe something like this:

Weezing – Psychic – 100 HP
Stage 1 Evolution – Evolves from Koffing
[P] Poison Breath: The Defending Pokemon is now Poisoned.
[C][C] Super-Risky Tackle: 90 damage. Weezing does 90 damage to itself. Don’t apply Weakness when doing damage to Weezing.
Weakness: Psychic (x2)
Resistance: none
Retreat: 2
 
First attack- Make it do 10 base damage. That is all.
Second attack- Flip for recoil. That way it would be pretty good. Tails, 90 damage to self Heads heal all damage on Weezing.
HP- 100!
Everything else is realistic.
 
HP 100 is actually a really bad change for this card since it prevents it from being searched out with Level Ball. Another problem is that it requires you to use a DCE and two Koffing, otherwise the opponent can simply Catcher and OHKO the Koffing (with energy on it if applicable). Here's my changes:

Weezing – Psychic – 90 HP
Stage 1 – Evolves from Koffing

Ability: Pollution Absorber
When you evolve this Pokemon from Koffing, attach 1 Basic Energy Card from your discard pile to this Pokemon. Then, put 2 damage counters on this Pokemon.

{C}{C} Super-Risky Tackle: 90 damage. Weezing does 90 damage to itself. Don’t apply Weakness when doing damage to Weezing. Ignore the effect of this attack if the Defending Pokemon is a Pokemon EX.

Weakness: Psychic (x2)
Resistance: none
Retreat: 2

This allows you to easily OHKO Mewtwo EX and win the prize trade so long as you have 2 Koffing and a Weezing, as well as either a DCE in the grave or any energy in the grave + an energy in your hand.
 
I guess you have a point. I wasn't really sure whether to do that or not but I guess you're probably right that being able to hit 90 without attaching anything is pretty strong.
 
Dark Void said:
HP 100 is actually a really bad change for this card since it prevents it from being searched out with Level Ball. Another problem is that it requires you to use a DCE and two Koffing, otherwise the opponent can simply Catcher and OHKO the Koffing (with energy on it if applicable). Here's my changes:

Weezing – Psychic – 90 HP
Stage 1 – Evolves from Koffing

Ability: Pollution Absorber
When you evolve this Pokemon from Koffing, attach 1 Basic Energy Card from your discard pile to this Pokemon. Then, put 2 damage counters on this Pokemon.

{C}{C} Super-Risky Tackle: 90 damage. Weezing does 90 damage to itself. Don’t apply Weakness when doing damage to Weezing. Ignore the effect of this attack if the Defending Pokemon is a Pokemon EX.

Weakness: Psychic (x2)
Resistance: none
Retreat: 2

This allows you to easily OHKO Mewtwo EX and win the prize trade so long as you have 2 Koffing and a Weezing, as well as either a DCE in the grave or any energy in the grave + an energy in your hand.

I would do that, but give it 110 HP because the ability is a "must do" anyway
 
I'd like to give it 110 HP and make the Absorption optional, and also give it a 3 retreat cost. It's blowing itself up anyway so the cost will rarely matter, and it should always have enough energy to blow up as soon as you drop it barring Crushing Hammer, so you won't get Catchered into a bad spot. 3 retreat makes it searchable again, this time by Heavy Ball.
 
My thing
Weezing {P} 90HP
{P} Super Poison Breath 10
The defending Pokemon is now poisoned. Put 2 damage counters on it between turns insted of 1.

{C}{C} Super Explosion 150
Weezing does 90 damage to itself. If Weezing is knoked out by this attack your opponent doesn't take a prize card. Don't apply weakness or resistance when applying this attacks damage
Weakness {P}x2
Resistance
Retreat: {C}{C}{C}
Okay, it's a bit more broken know, 2HKO on 110-170Hp EXs, whih would be handy, The if this pokemon is knocked out refers to Large Cloak inreasing it's HP
 
here's my thing
weezing-psychic-110hp

(p) toxic gas 20
the defending pokemon is now poisened put 2 damage counters
instead of 1 between turns

(c)(c) double edge 90
this pokemon does 50 damage to itself
this damage isnt affected by weakness and risistance
 
sonicboom said:
here's my thing
weezing-psychic-110hp

(p) toxic gas 20
the defending pokemon is now poisened put 2 damage counters
instead of 1 between turns

(c)(c) double edge 90
this pokemon does 50 damage to itself

Is the 50 self damage affected by Weezing's weakness?
 
sonicboom said:
here's my thing
weezing-psychic-110hp

(p) toxic gas 20
the defending pokemon is now poisened put 2 damage counters
instead of 1 between turns

(c)(c) double edge 90
this pokemon does 50 damage to itself
this damage isnt affected by weakness and risistance
 

He edited that in after when iisnumber12 posted...also, Blui129, 150 damage AND your opponent can't take a prize is way overpowered.
 
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