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						 Ah yes, an oldie but goodie. Energy 
						Retrieval is another Base Set card from wayyyyyyy back 
						in the day, except for that when they reprinted in Black 
						& White they took off that pesky discard. Still if 
						anything that just makes it more playable! Or does it 
						show just how far Pokemon's come?  
						I'm sure you can guess what a card 
						called "Energy Retrieval" does, so you're basically 
						grabbing 2 when you play this. In terms of card 
						advantage, that makes it a natural +1 (-1 from playing 
						the card, but +2 from grabbing the two Energy), and it 
						can combo well with anything that discards Energy like 
						Blaziken from yesterday. The important thing to note is 
						that it only targets basic Energy cards, so no grabbing 
						for that DCE or Rainbow Energy.  
						Once upon a time, I imagine this 
						card was very useful. In Base Set times, you could use 
						this in a good ol-fashioned Blastoise deck to power your 
						guys up and retrieve the Energy you lose from one of 
						them getting beaten. And then with Charizard, you could 
						grab those Energies you discarded to use his powerful 
						Fire Spin attack!   
						Nowadays though, there's a lot more 
						options to retrieving Energy - and in most cases, it's 
						better. You've got Bronzong for Metal decks, Landorus 
						for Fighting, Blacksmith in Fire, and even MManectric-EX 
						and Eelektrik in Expanded for Lightning. Decks don't 
						really need two big routes to energy retrieval - most 
						decks tend to run 12-14 Energy cards, 8 of which tend to 
						be Basic Energy cards. You've got a good idea of what 
						fills up the rest - DCE, Rainbow, Strong, Mystery, 
						whatever you use it's in those last few slots.  
						So having a Trainer grab 2 Basic 
						Energies when there are decks that can just snag it 
						straight from the discard pile AND attach them to a 
						Bench sitter is a bit excessive and a waste of space. 
						But that's not to say Energy Retrieval doesn't have a 
						home. I actually ran a couple for my older Black Kyurem-EX/Blastoise 
						deck for the discard so I could retrieve the Energies, 
						reattach them, and go on my merry way. I'm sure that 
						Primal Kyogre-EX decks will run a couple so they can 
						take advantage of Alpha Growth even more than usual - 
						that and to grab at any Energies they'd need to discard 
						from bad hands with Sycaper.  
						Energy Retrieval is a 
						representation of a timeless concept in the TCG - 
						getting Energy back is vital as Energy is necessary for 
						a player to perform attacks and win! Get rid of the 
						Energy, and the player can't do anything, which is why 
						getting that Energy back is so important. On top of 
						that, we have to deal with cards like the Hammers and 
						Head Ringer which can cripple resources and enhance the 
						costs of attacks to make things hard on us, so having 
						that ability is essential for many decks to use. The 
						only thing that could be more important than Energy is 
						damage output, which just comes as a direct result of 
						Energy usage - let's face it, there's a reason Muscle 
						Band topped our 2014 List!  
						If you're a newer player to the 
						game, I would recommend running with Energy Retrieval 
						for a bit, but as for you more pro players, take a look 
						at what deck you want to run and the options it's got 
						already out before deciding to commit deck space to this 
						card.  
						Rating  
						Standard: 3/5 (it's not always 
						going to apply to your deck or your current situation, 
						but I think of it as good tech for those decks without a 
						means of getting Energy back)  
						Expanded: 3/5 (there's more options 
						here to getting Energy back, so this card's pretty 
						important for anything that doesn't have it)  
						Limited: 4/5 (I'd say having a 
						means to get Energy back is nice for stuff that's 
						discarding it a lot or else when you're losing against 
						an opponent and find yourself a little short on Energy)  
						Arora Notealus: It's an odd thing 
						to see how far some cards have come over the years. They 
						don't change much, but they always adapt to whatever 
						format they come into. Remember when Master Ball came in 
						as what we now associate Great Ball's effect with? How 
						about when Potion healed only 20 damage? Things like 
						effect changes to older cards just shows how the game 
						keeps evolving - like a giant card game Pokemon. And 
						it's not the only thing that changes and evolves...  
						Weekend Thought: What do you think 
						of this week's cards? Anything strike you as amazing? 
						Maybe less so? You think we'll be reviewing Water cards 
						next week? I mean, it would be thematic, would it not? 
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