2/5 Torterra Lv.48 (PT)
I wanted to do a review yesterday, but I forgot. Oh
well, I'm back for Thursday (today), so it isn't all
bad, and least this card is actually good, the new form
of the tank of the moment, Torterra! The 4th different
normal version of Torterra in 8 sets. That has to be
some sort of record for a Stage 2. Anyway, the card, and
first off is the basics of the card. 140 HP on Torterra
is average, but compared to all Stage 2 Pokémon, that's
pretty impressive, and thus should be able to survive a
hit or two. With Tuesday's card, Shaymin Lv.X (land), it
becomes a massive 180 HP, but I'll get on to that later
on. +30 Fire Weakness is expected, and alright, but with
the Grass uprising in PT, Fire will probably see a
little more play soon. No Resistance, well, I'll gloss
over that. However, I can't gloss over the massive 4
Retreat Cost this card has. Switches/Warp Points are
needed if you play any Torterra, simply so you don't
have to pay that hideous amount when you want to get a
Torterra to the bench. Anything that can get rid of
Retreat Cost might worth a space 2 as well.
Abilities now, and first of all, Green Blast. For GCC,
it does 40 damage. Not very impressive. However, it then
does an extra 10 damage for every G energy attached to
all of your Pokémon in play, so it essentially starts at
70 damage, and will increase quickly. Thanks to Sceptile
(GE) and the already proven Tortile deck, this just adds
another powerful and reliable attacker to the mix, since
with every Grass energy proving 2 Grass, each Grass
energy card you attached will make Green Blast do 20
more damage, which is impressive. I have only 1 gripe
about this card is that Green Blast has featured on 2
other cards in the past, Sunflora (UF) and Venusaur
(CG), and both of these cards were hyped up because of
Green Blast (Venusaur more because of Chlorophyll, where
all C providing energy cards provided G energies
instead), and then both just faded from the limelight,
both proving rather over hyped. I will admit, neither of
these were used a card like Sceptile (GE) (though
Venusaur did have a chance last format to be used
Sceptile), so I suppose it's different for Torterra
here. Only time will tell if the hype surrounding
Torterra will be worth it. Oh, you may want to know
about Torterra's second attack. Soothing Scent uses GGCC
for 80, which is about average really, and then puts the
Defending Pokémon to Sleep. Not bad as an attack, but
Green Blast is obviously the more powerful attack, and
thus will be the main attack. Mind you, Soothing Scent
could be used as a bit of an expensive stalling attack.
Combos, and I've mentioned the main ones already. First
of all, you will want to use this card with Sceptile
(GE), so you can get the maximum damage output from
Green Blast and for Energy acceleration. Kind of
obvious. Shaymin Lv.X (Land) is quite nice as well for
the +40 maximum HP boost to your Grass Pokémon, making
the already annoying to KO Torterra almost un-KOable,
which is nice really.
Modified: This card is a tank that can deal a lot of
damage. 140 HP and a Grass type means it has easy access
to Grass healers and HP increases, of which there are
many. Green Blast just becomes massively powerful with
Sceptile aiding it, and soothing Scent seems more like
an after thought. My only problem with this card is that
Green Blast decks have been tried before, and few have
every really been any good. I just hope this one won't
be the same, otherwise, my rating will be way too
Limited: This card, if you can get it out, will probably
never be KOed. I mean, 140 HP and probably facing either
a load of basics or the odd uncommon Stage 1 means
Torterra generally won't be in any real danger.
Annoyingly, Green Blast isn't very effective here, since
chances are, you won't be able to make a deck with as
many Grass energies as you'd like for this card. This
means you'll probably end up relying on Soothing Scent
as your main attack which, while it make take many OHKOs,
will take a while to power up. Once you do, you'll be
rewarded almost instantly. 3.25/5
OK, I know I gave love to Shaymin, but this is right up
there as one of the best cards in the set!
Huge 140 HP. Weakness to fire +30 does not really
matter, much, yet.
These HP can be increased by 40 with Shaymin Level X
(Land forme)…180, with decent attacks!
For 3 energy you get Green Blast, 40 Damage plus 10
Damage for each Grass energy attached to all of your
Does Sceptile Double this?? Yeah! Does Rainbow or Multi
Count for this? Yeah (if they provide Grass, which they
So, really, on a “normal” Torterra deck, you are looking
at 3 energy for a MINIMUM of 70 damage.
Then a 4 energy attack that does 80 and auto sleep.
Combos here are obvious. Sceptile GE will REALLY help.
Leafeon Level X is an option too. Togekiss
maybe..Shaymin Level X (Land Forme) definitely!
Maybe a touch of Tangrowth, who knows?
Grass just got a lot better. At least 3 good Torterras
to choose from with a Powerful Level X.
Look for Torterra to be played a lot, as people try
There are counters to the helpers (Dialga G Level X) so
be careful, but this card works decently without the
helpers, and makes Rampardos shake in its boots.
Modified ---- 4.5 out of 5. One of the best cards
Limited --- 3 out of 5 ---- I hate stage 2s in draft,
even with the Broken Stadium
KFT Winner of a
Today's card of the day is Torterra the turtle that has
plants growing out of it.
This Torterra has 140 Hp, a huge ammount that can be
made even huger with the Shaymin from tuesday. The +30
weakness to fire is bad since it means that magmortar
needs only two hits to KO it. The lack of a reisstance
isn't crippling, but I think that all torterra should be
resistant to lightning. They are half ground after all.
And that brings us to the Turtle's retreat cost: 4. If
you run him, you're going to want to pack some switches
or warp points.
Torterra's first attack is Green Blast, which, for one
grass and two colorless energies, does 40 damage, plus
10 for each Grass energy attached to your Pokemon. Once
again, Shaymin Level X really shines, since you could
get out a huge amount of grass nergy and then use
Torterra to crush the opposition. I'm not sure if GE
Sceptile doubles the grass enrgy for this, but if he
does, then he could prove to be a worthwile partner for
Torterra's other atack is Soothing Scent, which does 80
damage and puts the defending Pokemon to sleep for two
grass energy and two colorless energy. That attack isn't
nearly as good as Green Blast, unless you were putting
energy only on Torterra, and even then, by the time you
power it up, the next turn you can just Green blast for
10 more if you can attach an energy.
I don't think that this turtle will be able to make it
into a Torterra deck, seeing as how there are three
other Torterras and a Level X to choose from.
There are two Level X Shaymins to provide some form of
support, but the sheer number of fire types and that hue
weakness ensure that Torterra will be tradebait for
COTD - Torterra Platinum
It seems as if we get a new Torterra every single set,
which means that this guy has some tough competition for
a deck spot. I'm pretty sure all of them have 140 HP,
which is very good for a stage 2. This particular card,
however has one thing that the rest don't: an unlimited
damage attack - enough of the small talk. On to the
HP: 140 - Like I stated before, this is very good for a
stage 2. I think Torterra prides itself on always having
big HP, so this card is just continuing the trend, but
nonetheless 140 is extremely good. With Shaymin X you'll
have a 180 HP non-lvX attacker; sounds good to me.
Attacks: Green Blast, Soothing Scent - Green Blast is
what I was referring to before when I said that this one
attack makes this Tort unique. The base damage is only
40 for 3, which is bad, however it does an extra 10 for
each grass energy you have in play. That means you'llbe
doing 70 at the minimum, but the one card that makes
this great is Sceptile. Pair this with good ol' Sceppy
and you're automatically doing 80 for 2 energy (or 100
for 3,etc). If you have even more grass energies on the
field there's a possibility you'll be OHKO'ing anything
on the opponent's field. This is an extremely good out
to have since a lot of the current metagame cards have
very high HP. The only other Tort that can even compete
with this guy's damage output is the MD Tort, which only
maxes out at 100. However, the hard part is getting this
guy plus the Sceppy out. The second attack is pretty
subpar, although auto sleep is pretty cool. 80 for 4 is
pretty lame, imo.
Weakness/Resistance: Fire +30/na - Like I've stated
before, fire isn't anything to worry about atm. We might
see a bit of fire being played since grass decks will be
very prevalent with the addition of Shaymin X.
Retreat: 4C - Ehhh, guess this means you won'tbe
retreating him anytime soon. If you do get the Sceppy
out (and I do suggest you do), it reduces to a
relatively decent cost of 2.
Overall, this is actually a pretty decent card to play
in a Tort/Sceppy deck. I would only play 1, however with
a combination of 1 SF/1DP/1 LvX. I like the DP one here
because he combats Dusknoir and spread decks. However,
he can easily be replaced with another Platinum Tort. I
think you'll be seeing a lot of this guy in Tort decks
because the damage never stops, meaning anything is
within OHKO range.
Modified - 4/5
Limited - 4/5 (If you get the line)
Torterra is an AMAZING card.......................... If
it weren't for Dialga G Lv.X. Although it does nothing
to harm Torterra directly, it locks Sceptile's body,
which hurts this card very badly. So, as long as Dialga
G Lv.X is popular. 3/5
Soooooooo underrated. It can do a LOT of damage for a
stage 1 and also has a great level X that you can combo
You just need to play it right. Use lots of basics that
you can use as one-offs (Uxie, Mespirit, etc.) 4/5
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