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Pojo's Pokemon Card of the Day

 

Gardevoir

EX Emerald

 

Date Reviewed: 05.25.05

Ratings & Reviews Summary
Unlimited: 2.33
Modified: 3.42
Limited: 4.5

Ratings are based on a 1 to 5 scale.
1 being the worst.  3 ... average.  5 is the highest rating.


Otaku

Skip straight to the scores and summary for a concise overview.

 

Name: Gardevoir

Set: EX Emerald

Card#: 4/106

Type: Psychic

Stage: 2 Evolves from Kirlia

HP: 100

Weakness: Psychic

Resistance: None

Retreat: CC

Poké-Power: Heal Dance

Once during your turn (before your attack), you may remove 2 damage counters from 1 of your Pokémon.  You can’t use more than 1 Heal Dance Poké-Power each turn.  This power can’t be used if Gardevoir is affected by a Special Condition.

Attack#1: (PC) Psypunch [30]

Attack#2: (PCCC) Mind Shock [60]

This attack’s damage isn’t affected by Weakness and Resistance

Name: Kirlia

Set: EX Emerald

Card#: 33/106

Type: Psychic

Stage: Stage 1(Evolves from Ralts)

HP: 70

Weakness: Psychic

Resistance: None

Retreat: C

Attack#1: Attack#1: (PC) Psypunch [30]

Attack#2: (CCC) Mind Shock [40]

This attack’s damage isn’t affected by Weakness and Resistance

Name: Ralts

Set: EX Emerald

Card#: 61/106

Type: Psychic

Stage: Basic

HP: 50

Weakness: Psychic

Resistance: None

Retreat: C

Attack: (P) Hypnotic Ray [10]

The Defending Pokémon is now Asleep.

 

Attributes: Gardevoir is a Stage 2 Pokémon.  As such, it will need good stats and abilities to offset the relative difficulty of playing it.  Let us take a moment to first look at the lower Stages it comes from: the Kirlia in this set is basically a miniature version of Gardevoir with comparable stats and slightly weakened attacks.  It just lacks the Poké-Power.  The Ralts appears solid and uses the seeming “default” pattern for Basic Pokémon, having the expected 50 HP and Retreat Cost of just one Energy.  It does only have one attack, but it only requires a single Psychic Energy and is capable of hitting for decent damage and automatically inflicts Sleep, a decent stalling technique.

 

Gardevoir is a Psychic Pokémon.  This is a decent type to be: Resistance exists, but it isn’t too common in Modified.  Weakness exists in a reasonable about of Pokémon, at least that see play.

 

Gardevoir clocks in at 100 HP.  This is the bottom rung of HP for Stage 2 Pokémon: any less tends to be a serious handicap: it takes exploiting Weakness, a lot of effort, or a little luck to OHKO something with this much HP.  It is the third best for a non-Pokémon-ex.

 

Psychic Weakness is to be expected: this is a pure Psychic Pokémon in the video games, and even though Psychic Pokémon are Resistant to each other, TPC decided to make them Weak to each other instead.  There are a handful of solid Psychic Pokémon that show up in decks, and pretty much all of them can OHKO Gardevoir, so watch out or consider running something like Ancient Tomb (which causes Weakness to be ignored for Pokémon without owner’s in their name who are not Pokémon ex).

 

No Resistance is the worst Resistance.  I think it’s time that Psychic Pokémon were allowed the Fighting Resistance they have in the video games.  Most Fighting Pokémon have ways around Resistance anyway, so it would mostly be a gesture to incorporate Resistance as fully as it is in said video games.

 

Gardevoir has a retreat cost of two, which is average in the sense that it is neither large enough to be a serious concern nor low enough to be trivial.  If you must pay for it, you can, but you’re better off avoiding having to manually retreat if possible.

 

Abilities: This Gardevoir has a Poké-Power, and it is one we have seen before.  Healing Dance first appeared on Hidden Legends Bellossom.  The Poké-Power can only be used once per turn, regardless of how many copies of it you have in play (yes, even on other Pokémon).  Why?  Because the power is a free Potion, allowing you to remove two damage counters a turn.  This doesn’t sound like much, but it can often give you one extra turn of use from a Pokémon under attack, and thus deny our opponent access to a prize for a turn as well.

 

Psypunch is the first attack on this card.  It is a nice, quick attack that requires only two Energy and yields 30 damage (since once Energy requirement is Colorless, that is 5 extra points of damage).  Also, if you need extra speed, a Double Rainbow Energy would allow you to open with Psypunch for 20 (provided you used Rare Candy to Evolve that first turn).  This kind of attack usually doesn’t “make” a card, but you notice if it isn’t there.

 

Next is Mind Shock, an attack with some history.  First seen on Dark Alakazam and Dark Kadabra, back then it wasn’t so good.  Mainly because Psychic Weakness was as common as or more common than Psychic Resistance, this attack’s ability to ignore both meant a net loss.  Also, it was originally a fairly “pricey” bonus, doing 5 less damage than paid for even on a Stage 2 Pokémon!  Fortunately this version seems to get it right.  It has good base damage; you pay for 45 points of damage and do a full 60.  Even without the chance of hitting Weakness, that is at least half of any non-Pokémon-ex’s HP.  Also, the format has changed enough where Weakness and Resistance to Psychic Pokémon are seen much less than the in the time of the Base Set through Team Rocket.

 

All in all, we have some very solid abilities here, though not enough to be the main focus of a deck.

 

Uses and

Combinations: Fortunately, there is already another Gardevoir, from EX Ruby and Sapphire, is the main focus of its deck.  It also happens to have a Poké-Power, Psyshadow, that allows it to break the “once per turn Energy attachment” rule by attaching a Psychic Energy card (to one of your Pokémon) from the deck.  For those familiar with the game, that is usually the hallmark of a great or even “broken” card, and Gardevoir/Gardevoir ex used to be quite the popular deck about a year ago.  This card fits quite well into the deck because of the one drawback of Psyshadow… it places two damage counters on the Pokémon that receives the Psychic Energy.  Back then, Sandstorm Wobbuffet was a common site in the deck: you’d slap Energy onto Wynaut, use its Poké-Power to Evolve into Wobbuffet, which also removed all damage counters.  So not only did you have a counter to all the Pokémon-ex being played back then, but it served as a repository of Energy, which feed Gardevoir ex’s Psystorm attack which did more damage if there was more Energy in play.

 

Wobbuffet is no longer a good counter.  It isn’t bad, but for a while it was in virtually every serious deck.  This is where the new Gardevoir comes in.  You don’t need to rely on the Wynaut/Wobbuffet combination for “safely” powering up, or include a bunch of Potion or the like.  For that matter, you no longer need to rush and deplete your deck of Energy (a common problem Jaeger’s version of the deck had, and probably the only thing that let me beat him).  By using Healing Dance after Psyshadow, you get a “free” extra attachment from the deck.  Since damage is not building up so quickly, you don’t have to “rush” so much with building up back-up hitters.  And if you have plenty of Energy, Healing Dance is still useful, buying you an extra turn or two, especially if the active is Gardevoir ex or another big hitter.  Also, EX Emerald Gardevoir has better attacks than its Ruby and Sapphire cousin.

 

Ratings

 

Unlimited: 2/5-It would be hard to run (and I only see using it as mentioned above with other Gardevoir), but it would also be hard for decks in this format to handle, since energy removing effects… would not buy much time.

 

Modified: 3.75/5-Gardeovir decks can work without this version, but I believe it is a big help, and with Boost Energy back in play, the two ensure fast, painless starts.

 

Limited: 4.75/5-A top pick, assuming you can pull a suitable supporting line (at least a 1/2/2).  It can bench sit and heal whatever is attacking, or be the attacker itself.  The attacks of this (and its lower Stages in this set) are rather good for Limited events.  There is even Double Rainbow Energy in this set to be exploited.  The only real downside is a decent amount of Psychic Weakness and no Resistance… which, given the nature of the second attack, is somewhat depressing.

 

Summary

A good idea that will hopefully re-invigorate a fallen deck type.  If Gardevoir works, the format becomes a hair closer to being balanced, or at least having a wider variety of over-powered decks.
 


Thundachu
Gardevoir

Overview: I don't know why, but I love this card. Pokemon Power Heal Dance lets you remove 2 damage counters from any pokemon of yours per turn. Psypunch does 30 damage for 1 psychic 1 colorless, which is pretty solid, while the second attack, Mindshock, does a good 60 damage for 3 colorless 1 psychic. Major drawback to Mindshock is that it doesn't count for weakness, or resistance. 100HP is a pretty good amount for Garde, weakness to psychic is a small drawback, while retreat of 2 is not bad either.

Unlimited: 3/5

Modified: 4/5

Limited: High HP, good solid attacks, and Heal Dance makes this card worth using here, but you could have problems getting the evolution needed. 4/5

Ash
Jump to the bottom for a SURPRIZE!!

I'm drinking grape juice and find out that I haven't done my COTD… ;x OK this time we'll have the review on Gardevoir EM (excellent art BTW). Let's read the spoiler:

Gardevoir EM 100 HP

Poké-Power: Heal Dance: Once during your turn (before your attack), you may remove 2 damage counters from 1 of your Pokémon. You can't use more than 1 Heal Dance Poké-Power each turn. This power can't be used if Gardevoir is affected by a Special Condition.
[PC] Psypunch (30)
[PCCC] Mind Shock (60) This attack's damage isn't affected by Weakness or Resistance.
Weakness: Psychic
Retreat Cost: 2

Kirlia EM has the same Psypunch attack lol. Well Mind Shock is like a weaker Psystorm of Gardevoir ex – but you can use boost to increase the attack's speed. Turn 2 --> Rare Candy ---> Boost Energy for the game. In the metagame right now…manything are depends on speed. Most of the people use Double Rainbow Energy + Lanturn. This Gardevoir has 100 HP, fair, same as the RS one, and the Heal Dance power let me think about Bellossom.

Combos: absolutely Gardevoir RS!! It can let us have a FREE Psyshadow in every turn. Cool. Gardevoir EM + RS + ex will be very nice (play 1-2-2).
Yeah maybe also for Wailord ex – we may use it instead of Bellossom (remember Colin Moll's top 8 Worlds deck?). The whole Gardy line is really better than Bellossom line (before we used it to kill Magma).
We can use it with Jirachi HL / Metagross DX / Rainbow Energy also – but some Pokemons which can remove counters between turns would be better than Gardy.
We can also use it to remove the 2 counters that were put by Dark Amphy!!
(Battle Frontier rules =P)

Ratings:

Unlimited: 3/5 I can't find if there's any differences between unlimited and modified for playing this card…but you can use double colorless energy to use mind shock.

Modified: 3/5 not bad here, playing it with Gardy ex and RS is pretty good.
You can also use boost energy to attack with mind shock.

Limited: 3.5/5 it's good here because 1) usually the Pokemons in draft events can't do really big damage 2) there's double rainbow energy in this set. 100 HP is also good, that's awesome if you can pull the whole line.

Overall: 3.2/5 not bad. ;P

-----------------------

Well I have a little surprise for you (maybe) [Pojo COTD Powepoint version] LOL!
Gimme some suggestions then I can improve it…I won't do this everytime. It takes me so much time…
Raichu ex EM
Gardy EM

[The server maybe slow...if you can't view it e-mail me and I send it to you via e-mail]

E-mail: ash.van.je@gmail.com
AIM: AshVanJe
MSN: ash_cheng@hotmail.com

Thanks.
 
Travis
Gardevoir (Stage 2 Pokemon)

Background: With 100 HP, it has as much as its predecessor (from R/S), but with a different Poke-Power and attacks. Weak to psychic, no resistance, and 2 for retreat cost.

Poke-Power: Heal Dance: Once during your turn (before your attack), you may remove 2 damage counters from 1 of your Pokémon. You can't use more than 1 Heal Dance Poké-Power each turn. This power can't be used if Gardevoir is affected by a Special Condition. Basically, imagine a psychic Bellossom.

Attacks:

Psypunch (1 colorless, 1 psychic): Easy 30 damage, no catch.

MindShock (3 colorless, 1 psychic): 60 damage, not affected by weakness or resistance. Ok priced.

Ratings:

Unlimited: 2/5: Its ok, but most unlimited decks rely on fast stage 1 decks rather than building up a stage 2.

Modified: 3/5: Splash a few with thr R/S Gardevoir and GardyEX, and you have a powerful deck that can also heal.

Limited: 2.75/5: Hard to get the evolutions, but if you do, you will likely win do to the fact you can heal damage.
 


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