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This is a cool Book!
Pokemon Card of the Day
Warp Energy -
& Reviews below
Ratings are based
on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Basically, when you attach this to your active Pokemon, you get a
free Switch effect. I can't really read the English version so I'm
using the Japanese Spoiler. Based on it, it seems that you HAVE to
Switch if you can. Now, this makes the card less playable as
sometimes you don't want to Switch (like when you don't have a
Free Retreater or some other reason). Usually though, you have a
Cleffa handy on the bench. =)
Full Heal Energy and Warp Energy is a bit different. At first,
they look like they both can remove Status Effects but they have
their pros and cons. With Full Heal Energy, you can't get rid of
Murkrow's Mean Look or Switch with another Pokemon. With Warp
Energy, you won't get rid of the Status effect if you have no
Pokemon to Switch with. Warp Energy seems more dependant and thus
shouldn't be better than Full Heal Energy. But, like I said
before, you should have a Cleffa or two handy on your bench at all
In Unlimited, pretty good TecH card. It's a Switch AND Energy on
one card. I rather play Switch though since it's a Trainer card
and you can get it back with Item Finder... But, still very
playable especially in decks that could use a lot of Colorless
Energy... Rating: 3.2/5
In Modified, we just got Switch back last Set. It depends on your
kind of deck too. One or two of these could help out in a tight
situation... Rating: 3.5/5
In Draft, usually you play 2-3 Colors. You generally don't want
something that provides Colorless Energy. But the Switch effect
could be really good against Status Effects... Rating: 3.2/5
The last of the 3 new special energies for this week. Been a bad
week for me, getting sick, missing school, making up work for
school, tests, homework... Well thats not gonna stop me from
writing this review! Warp Energy is basically like a switch,
except providing an energy along with it. IMO, its much better
than switch, and is the best 'switcher' around. The only bad thing
is that it takes up your 'one energy a turn'.
Unlimited- Although alot of people don't run 'switcher', warp
energy is great. It gets around slowking, powers up, and saves a
poke from havoc all in one(unless your opponent has a gust =P). A
very versatile energy. Very versatile indeed. 3/5
Modified- With no slowking, no problem. You can go ahead and play
switch if you want. But i still prefer warp since it does give you
that extra energy and a free trip to the bench. As of now, there
are plenty of heavy hitters with big retreat, so why not rescue
Draft- Its a known fact that you probably won't draft all 0-1
retreaters, so this will come in handy. About to be ko'd, no
problem. Just attach that warp. You still take up that energy
attachment, but it's like that in all formats. 3/5
Team- Though energies dont comply with my philosophy, this might
or might not make an exception. You could save your team by going
to the bench instead of being ko'd. Or you could just attach it.
Your choice. Thats all i can think of. 2/5
As for me, im gonna get back to bed, trying to heal this flu of
*Happy Chinese New Year*
Too bad im jus going to be in bed =/
Here's its text: :)
Warp Energy provides 1 Colorless Energy.
When you attach Warp Energy from your hand to your Active Pokémon,
switch your Active Pokémon with 1 of your Benched Pokémon.
This is a very interesting Energy card and will definitely see
It's a great way to break a Murkrow lock. Since it isn't a Trainer
Card, Slowking or Noctowl can't refrain you from playing it. It
also be played instead of Full Heal Energy, effectively rendering
Full Heal Energy obsolete (just as Rainbow Energy makes Crystal
Energy obsolete before it is even used :/). You can also play it
just to provide a Colorless Energy to one of your Benched Pokémon,
without switching, if you so desire. Maybe to a Baby. :)
Unlimited: Well, Murkrow is played, so this Energy card is
obviously good here. The only trouble is that you can only have a
maximum of 4 Warp Energies, but you can play Energy Charge (if
your opponent's Slowking allows it, that is). Its drawback is that
your free Energy attachment was 'wasted' on that Active Pokémon,
but still, for me, it is still a good cost for escaping an ugly
Mean Look (or maybe a Deep Sleeping Pokémon with Dark Gengar,
although Dark Gengar isn't played much anymore). Quite useful, in
Modified: Again it's good to escape a Murkrow lock (this time with
Noctowl) and Deep Sleeping Pokémon (:/). It also helps if you have
a Steelix with a Special Condition. Not only you remove your
Special Condition/s, you also give it a Colorless Energy, and
furthermore, you retreat. Pretty sweet. (Well, Full Heal Energy
did the same thing, but you just 'might' want to retreat it. ;x)
The thing with Warp Energy is that maybe you won't find space for
it in your deck without sacrificing other (maybe more useful)
Draft: It's not bad here too, especially if you're drafting
without any other set. Switch cards are unheard of in this set, so
it's nice to have a useful supply of these Energies. And it's
Uncommon. The drawback, again, is that you can't attach another
Energy card to your new Active Pokémon. Here it's even more of a
drawback, since there are very few Pokémon with no retreat that
you might want to retreat to in Aquapolis (even the Babies have a
retreat cost :/). So use it wisely.
There's really not much to say about this. If you're running high
retreat pokemon like steelix, it helps a lot. Acting as a switch
and an energy is good. It's good against special effects 'cause
you can get it to the bench easily.
In unlimited, Slowking wont stop it since its not a trainer.
This one isnt bad, it could be better, but its not bad.
One coloreless: not bad, not good, but not bad.
Its just a built in switch or a retreat that you get ot keep the
energy, unfortunately you cant put it on your benched and switch
THAT with the active, because thaty would be powerful. once again,
average, nice effect, if you're playing a deck that needs to
swtich pokemon around alot, this cards for you.
Unlimited: the effect is when you attach it, and no one in their
riht mind would waste an SER on a single colorless whose effect
has ended. so its safe from bring a prime ER Target. just play it
if you need switches but you dont have room or any more trainers.
Modified: put it on some high retreater that got double gusted
out. swtich and power em up at once.
Draft: oh, now everyhting is more useful in draft than in
constructed right? not really here. its just the same.
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