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Pojo's Pokemon Card of the Day

Light Dragonair

Light Dragonair  80 HP
Stage 1 Colorless Pokemon

CC: Healing Light: Remove a damage counter from each of your Pokemon that has any damage counters on it.

CCC: Protective Wave: 20 Flip a coin, if heads, prevent all effects of attacks, including damage done to Light Dragonair during your opponent's next turn.

Pojo's Average Rating -
Standard: 2.24 (based on 5 reviews)
Modified: 1.87
(based on 5 reviews)
Draft: 2.75
(based on 5 reviews)
Reviewed March 5, 2002

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


80 HP is good, but all of the Dragon family has to get past their weenie Dratini basics. There isn't a single Dratini that is good. (I'm not counting Erika's Dratini because it can't be used to get to a non-Erika's Dragon)

It has a totally stalling attack that removes damage counters and a mildly damaging attack with an Agility effect. As an end to itself, Light Dragonair is not really worth it. It is, however, a good step on the way to Light Dragonite with it's Awesome Special Energy killing Pokemon Power. It has the tools it needs to survive and that is all that you really care about.

It will be tough to get the Dratini to survive in Standard and using any Stage 2 line is dangerous, so that depresses the rating for this card. As a part of the counter to Steelix, Metal Chansey and Sneasel, this is still worth considering. Standard: 2.75/5

You have a much better chance of getting this out in Modified, but the Dratini is still an issue. Since Special Energy cards run rampant here too, it can mess up a lot of your opponents' decks. BUT this will have no effect on Feraligatr and so you have to consider; are the attacks enough on their own? I think not quite. Modified: 2.5/5

In Draft you need to have the Basic stand on its own before you can depend on getting to the evo, if you can even get to it. Since Dragonair is a rare, you will probably only be able to get one copy of it, if even that. It will be very unlikely to show up in your hand. Therefore, the Dratini must be able to survive and fight for you. It can't. You're better off going for the Common or Uncommon Stage 1's. At least you will have a chance of getting a few of them into your deck. Draft: 1.5/5


Light Dragonair

Standard: Hmm, well, with Double Colorless around and all, this card is
truly at it's prime in Standard play. The only thing that bothers me in
Standard, besides heavy removal, is it's inability to dish out enough
damage. Protective Wave is real fancy and all but the need to flip a
coin to get anything good out of it makes you feel like this is a junky
thrift store version of Suicine. Otherwise, I perhaps smell a comeback
for Damage Stall decks... /me whistles... 

Modified: Really, Modified is all about experimenting. Yet, here's a
card you shouldn't give a chance unless you want to run Light Dragonite.
The Energy Requirement to Damage and Effect ratio as compared to Stage
2's in Modified doesn't fit the bill.

Limited: Whoa! A great card in Limited is all I can say. An 80 HP Stage
1 that can heal for 2 COLORLESS and possibly prevent effects of attacks!
Whut! ^_^ Just what the doctor ordered. A possible 3rd or 2nd pick,
especially when the Dratini's are left thrown around in later portion of
a draft (Rocket or Neo 4).

Standard: 3/5
Modified: 1.7/5
Limited (Draft): 4/5


Light Dragonair
Let's look at the card. 80HP is VERY decent for a Stage 1. No Weakness as well. ;-D. So far so good! The 1st attack, Healing Light, works very well with Base Alakazam (but, who plays with Base Alakazam nowadays?). Although, if you attach a couple of Metals on it and get Alakazam out, it will turn into a very interesting game. Stall is kinda dead though, especially since Cleffa came out. =/

The 2nd attack, Protective Wave, is basically Agility. Decent staller while you're building your bench but that's about it. There's nothing much to talk about Light Dragonair other than the fact that it evolves into Light Dragonite. Overall,  just play this card if you want to stall or if you want to get Light Dragonite out. Do NOT make a deck with Light Dragonair as your main focus! 

In Draft, it's actually REALLY good (if you can evolve your Dratinis, that is). Most of the time, you would retreat your Pokemon if it has sustained moderate damage. With only 4 Prizes, it's generally a VERY good idea to defy your opponent prizes if you can. This means that your bench would have tons of damage counters in mid-late game! Both of Light Dragonair's attack are very powerful in Draft IMO. Definitely an early pick!

Standard Rating: 2/5
Modified Rating: 2.3/5
Draft Rating: 4.5/5


In Standard: Alright, well for a Stage 1, this card is pretty bad. It has minimal uses, mabye in an Alakazam Damage Swap Deck.(?!) I cannot think of any other viable reasons to use this card. I mean Healing Light is well, bad, it costs CC, it'd be DECENT if it cost C. Protective Wave, eh? Can anyone say SER, because I can. On heads you prevent damage, ok, on heads, so on tails, I did 20 damage and my opponent's Sneasel Beats me Up. And on Heads, they send up a Cleffa and Eeeeeeek. =/ If you play Light Dragonite, which I think is a decent card in Standard, just go for the Breeder, and mabye one of these just in case King gets up, and you can't Breeder. I'll give it a 1.25/5 because it CAN stall...=/

In Modified: Oh dear God, this card is even worse in Modified. Compare this to other Stage 1's you could be using...Magcargo, Espeon =D, Quilava, Croconaw. How does this compare? It does 20 damage, with the chance of not being hit next turn, and its still an energy hog. But wait, don't forget it can also heal your Pokemon by 10! Looking at the Dratinis available, none are two spectacular, but Destiny is better than Rocket. Please, just say no to this card! I give it the lowest possible rating, a 1/5.

In Draft: Uhm, yea, here's what you do if you see this card in a try to maintain your excitement, then simply pass that waste of art and paper to someone else...this card is just plain bad in all formats compared to some of the other stuff that is available...I give it a 1/5 again.

Jeremy B.

Hey congrats to all my new reviewing partners and welcome back Gymbo!

I was on a semi vacation last week so I hope to be back in full force now keep the e-mails coming.

Hmm well it seems all the non-holo rares in this set are all 3 or under.
Not what I wanted after I bought four boxes. Now the holos are different but on with the review.

Well, this card doesn't hit much has a little bit of protection but over all just a lame card. Protective Wave is nice but its a coin flip and its small hit it can't even KO a baby. Well, the Evolution is not bad but I don't see it becoming a tourney winning deck.

Now in standard I give it a 2/5 its nothing by its self.

Modified its nice versus Dark Gengar but its still useless and its evolution is almost pointless here. 1.75/2

Draft Well I dunno I guess it has a few good points here but not even worth much. 2.25/5 is here to provide guidance to all Pokemon trainers out there.  Whether it's the Gameboy Game, N64 or the Trading Card Game, provides all the wisdom you desire. 

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