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Pojo's Pokémon Card of the Day

 

Weakness Policy

- Primal Clash

Date Reviewed:
April 30, 2015

Ratings & Reviews Summary

Standard: 2.5
Expanded: 2.5
Limited: 3.75

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


aroramage

Weakness. It's a strong word for a strong feeling. That haunting dread when the game is forced into a Mewtwo-EX face-off. That moment when your opponent plays down the Fighting-type to wreck your Darkrai-EX. The sadness of knowing your Rayquaza-EX deck just got donked by Landorus-EX because you started with nothing but a mere Tynamo. 

Let's be honest: Weakness has crippled many a deck in our time. With Resistance, you only lost 20-30 damage from your attacks, but with Weakness you were guaranteed to hit for DOUBLE your damage. When you could strike down a Pokemon with an attack that would otherwise be pitiable against other monstrosities, you feel amazing. Mind-crushing those Mewtwo-EX, electrifying those Yveltal-EX, or sapping away the strength of those Seismitoad-EX - whatever it is you do with Weakness, you know it goes twice as far as anything else. 

That's where Weakness Policy comes in. It's a Trainer card that provides protection, safety from that deathly affliction that preys on many Pokemon. These days, all Pokemon have a Weakness of some form or another - I believe there have only been a rare few that have had no Weakness (and I think that's early Ghost Pokemon and mostly Baby Pokemon from the HGSS era) - so having something Weakness Policy around isn't a half-bad idea. 

Now if you've got something like Shadow Circle or run Leavanny for...whatever reason, then Weakness Policy isn't much help. And if you're currently getting Item-Locked by a Seismitoad-EX, then Weakness Policy isn't much help there either. And if your opponent's deck doesn't have anything that happens to prey on the Weakness of your deck - say, for instance, Fire with Steel-types - then there's not much use for Weakness Policy there either. 

What I'm saying is that Weakness Policy is a fine piece of tech - and that's it. Preventing your opponent from scoring double-damage on your Primal Kyogre-EX cause they've got a Grass-type is absolutely fantastic and improves its survivability for that much longer - but it's a remarkably niche card in regards to the broad spectrum. It's not gonna stop Primal Kyogre-EX from getting stomped on in two turns by Genesect-EX - if anything, it's buying a turn to stomp out that Genesect-EX. 

I'd say if you do run Weakness Policy, run one copy of it and be very wary of it. It might end up as a dead card most of the time, and even considering the one thing it can do, it might not always be enough. 

Rating 

Standard: 2/5 (a niche card for a crippling part of any Pokemon, but it may not always help out) 

Expanded: 2/5 (about the same here) 

Limited: 2.5/5 (I suppose you could run Weakness Policy here, but you are dealing with an even wider spectrum of cards than you would think; while you don't have to worry about, say, the Dark-types, you've got a fair chunk of every other Type in the game in this set, which makes Weakness Policy a bit of a risky card to include, but then again it could save ya some trouble!) 

Arora Notealus: I can understand the angle they were going for when reinterpreting Weakness Policy's effect for the TCG, and considering the general lack of "Sturdy"-like effects there's not much use for doubling damage with a card. Still though, I think it could say something more like, "If the opposing Active Pokemon has a Type that the Pokemon this card is attached to has a Weakness to, increase the damage..." or something like that. Then again, I guess we don't really need MORE damage-increasing cards, but it'd probably be niche enough in-and-of itself to be less playable than, say, Muscle Band. 

Next Time: The most beautiful of all Energies~ Maybe...I dunno, Rainbow's pretty cool.


Otaku

Let’s hit another card that is familiar but new: Weakness Policy (XY: Primal Clash 142/160, 164/160).  This is another Item and a Pokémon Tool in particular; it needs a pretty good effect to justify seeing play.  Startling Megaphone is sometimes getting skipped in extremely tight lists but for the most part it is still a common site and Xerosic is there to discard Pokémon Tools even when Item lock is being used by the opponent to protect the ones on that side of the field.  We have some great Pokémon Tools like Muscle Band and Float Stone that are hard to beat.  So what does Weakness Policy do?  It causes the Pokémon with it equipped to have no Weakness. 

Weakness is usually (but not always) a game changer in Pokémon; doubling damage will do that.   Unlike more proactive Pokémon Tools, you also can’t really cash in on it the turn you play it (the obscure exception is if a Pokémon can do self-damage and is Weak to its own Type) so it could easily be taken out before it makes a difference.  Even when it remains in play, obviously you need to be attacked by a Pokémon that matches up to said Weakness and have its damage fall into the range where the Weakness made a significant difference, like turning a 2HKO into a OHKO; if your 2HKO goes from being 90 points shy of a OHKO to 80 shy of a OHKO, that usually wouldn’t have mattered and so Weakness Policy likewise hasn’t made a difference.  This means that the card is this strange, seemingly paradoxical blend of “generic” and “niche”. 

Weakness negating effects aren’t new and in Pokémon Tool form go all the way back to Weakness Guard (Aquapolis 141/147)... which is actually pretty similar to today’s card except it would discard itself.  There are actually multiple cards like this and each has some restriction lacking on today’s card, so Weakness Policy is indeed more advanced than its predecessor.  Like many cards this week, it is both better and worse than it looks.  As explained its protection but one many decks can deny you and obviously any time you’re not facing your Weakness, it is useless.  Still that means it technically works in any deck so long as your Pokémon aren’t already Weakness free. 

What really elevates it are certain key combos and the best example may be Primal Groudon-EX.  With its Ω Barrier your opponent needs a non-Trainer effect to discard Weakness Policy and with its 240 HP Primal Groudon-EX is a hard OHKO except via Weakness (and of course the few attackers able to reliably hit that hard).  The downside is that if you use this, you either can’t also use Groudon Spirit Link to avoid the “end your turn” effect when you Primal Revert from Groudon-EX into Primal Groudon-EX or you need another card to free Primal Groudon-EX up for a different Pokémon Tool.  Wailord-EX might also benefit.  Pseudo-specific are decks that are largely mono-Weakness and would prefer to stick to their usual attackers instead of working in something different.  In Expanded, I don’t think this card gets significantly better or worse even with the increased card pool but in Limited this card can be amazing and is a must run unless you somehow have no Pokémon with Weakness. 

Ratings 

Standard: 3/5 

Expanded: 3/5 

Limited: 5/5 

Summary: In general its an “okay” card, with its more specific uses jumping to “good” or even “great”, thus raising its ultimate score.  It is a nice option to have in the card pool even if it isn’t mind-blowing.  Make sure you snag some; there is even the Secret Rare version if you feel like getting really fancy.


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