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Pokemon Card of the Day
3.28 (based on 4 reviews)
Modified: 3.59 (based on 4 reviews)
Draft: 1.39 (based on 4 reviews)
Reviewed April 29, 2002
Ratings are based
on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
|I think that all of
the Houndooms are interesting cards and this one is no
For one Fire energy, you get to
do 20 Damage and trade that Fire energy with a Darkness Energy
in your discard pile. Wow, that alone is pretty nice. Follow
that up with an attack that require only one D energy but can be
completely powered by multiple D energy and you get a third turn
60-90 damage! And no discards at that point! Pretty respectable.
You also can count Rainbow that are attached as Darkness for the
sake of flipping for an extra 10 so theoretically this attack
could do 150 if all 4 Darkness and all 4 Rainbow Energies were
attached. OK, so that's not going to happen. But it is very
likely that you will get this puppy doing 70-80 per turn on turn
three. And, if he gets KO'd and you lose your Darkness energy to
the discard, your next one will pull them right back while
powering up. Pretty cool.
Standard: It can withstand Energy
Removal, so that's a nice point for it right there. Having a one
Energy attack and the ability to use Darkness are more nice
points. 70 HP meets the magic number. The only problem, really,
is that it is a stage 1. It loses a bit for that. 3.5/5
Modified: I'm surprised that we
don't see more of this in tournaments. Get some Darkness into
the discard pile and you can power up really quickly. 3.75/5
Draft: Forget it. First, there is
no Houndour in Revelation. Even if you are also drafting with a
set that has Houndour, they are all uncommon or rare. You have
very little chance of putting the evolution chain together.
Houndoom (Neo Revelation)
This Houndoom has a lot of potential in the right deck. 70 HP is
not that good for a Stage 1 but it's decent. If you're planning
on playing this card effectively, you have to play it with the
Neo Discovery Houndour (Rare version).
The first attack, Dark Flame, lets you exchange any Fire Energy
cards attached to Houndoom for a Darkness Energy card in your
discard pile. Considering you can have unlimited Basic Fire
Energies, the attack is great! The purpose of this attack is to
build up for...
Black Fang! This is a pretty good attack that abuses Darkness
Energy cards. With 3 Darkness Energy cards, the attack does 30
(Base damage) + 30 (Darkness Energy) + possibly another 30
damage with coin flips! That's an average of 70-80 damage for 3
Energy cards! Add a couple of Rainbows and you can be doing lots
of damage. I got bored and came up with the following...
Black Fang with 4 Darkness Energy cards and 4 Rainbow Energy
cards can do up to 150 damage...
Black Fang is kinda weak against ER, even if you can start
attacking turn 2 with a DCE. However, since you can get back
your precious Darkness Energies via Dark Flame, it's okay.
In Unlimited, too much ERs going around and it won't be as
In Modified, there's no ER. You can Wrath away the Darkness
Energies and build up Houndoom without much trouble.
In Draft, very bad. You won't be able to draft Darkness Energies
easily seeing as they are rare. Don't pick Houndoom for draft...
Unlimited Rating: 3.1/5
Modified Rating: 3.3/5
Draft Rating: 1.1/5 (almost unplayable without Darkness
This card is elite. I played this
lady at the Central Stadium Challenge in the finals of a
modified side, her with a Houndoom/Typhlosion, me with my
Raichu/Rocket's Zapdos/Steelix/Murkrow/Chaos Gym Fun deck.
(Props to TR Cassidy for the idea) Anyway, she was seriously
owning and got like, 3 darkness on that pup. Luckily I got a
Raichu, did 80, and she got tails on focus. The game went on
like that for awhile, and finally I gained the upper hand. But
definitely, this is a card to contend with.
I can see it going into many fire
decks in any format. It's nice combined with Sneasel, because
you can go beat up for awhile, watch it die, send out Houndoom
and get the darkness back. Very effective.
Overall, I give Houndoom a 3.5/5
in standard. In modified, I give it a 4/5. And in draft, I
give it a 2/5 because of the lack of darkness energy. And
freak out everyone, I did a CotD longer than 5 lines :)
This card is another of the
"Best Artwork" club. But it's playable too.
In unlimited, I like it because it does
something very few cards do with any reliability: Gets back
Darkness Energy. Plus it does damage at the same time. Sweet.
Dark Flame is a blessing if you've had to Oak away a Darkness or
two. This also makes it resistant to Energy Removal, which is a
very good thing. It's also pretty fast, dropping a Darkness and
a DCE gets you a base of 40 right away, doing up to 90 with a
heads and 4 PlusPowers. 70 HP is mediorce for a Stage 1, but the
1 retreat cost is good. Use the fire Houndour, though. 3/5,
this, Sneasel, and a couple of Energy Flows, and you have
"The Never-ending Beat Up"
In modified, I like that it's base is a
Fire type which hoses those occasional Erika's decks, but
becomes a Dark type to escape the water Weakness and also to
hose those annoying Rogue Psychic decks. Seeing as how there's
fewer FTKOs and ways to get rid of Darkness(i said it's
resistant, to immune. still annoying when a Blaine's Charmander
shows up), I give it a 3.3/5. Not a Powerhouse unless it's
loaded up with 2 or more Darkness.
In limited, you'd need to be drafting
Revelation with Discovery or Destiny to even PLAY it, plus it's
pretty bad without Darkness. 1.2/5
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