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on a 1 to 5 scale
1 being the worst. 3 ... average.
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Murkrow has decent hit points for a basic. It has resistance to
psychic which is popular in the modified format but the card seems
Surprise uses 1 colorless energy and allows you to take 1 card
from your opponents hand and shuffle it into their deck. I think
this attack could cause hand disruption for your opponent but
isn't reliable. A good trainer to combo with this card is Desert
Shaman to really disrupt your opponents hand.
Dark Mind could be good in early game to do some quick damage to
the active while hitting the bench for 10 damage. It doesn't seem
like it would be to good in late game.
CotD today is Murkrow, 10 more
HP, one more retreat, one more weakness, etc.
Surprise! Today's Murkrow is from sandstorm. I don't have much
time tonight, because being in an accelerated high school in new
york is difficult. I'll do a regular review. My first review
without typing a spoiler.
Surprise is an interesting attack. Although Murkrow's doesn't do
10 damage like Lombre's does, its a basic pokemon with a colorless
attack. Again although you don't get to choose a card to shuffle
like Mawile, you can basically take anything away, its just the
Unlimited: Play the Neo Gen Murkrow, this card sees little use. If
you need something to surprise, then go for it, but there are
better disruption cards like The Rocket's Trap. Not a great card.
If you need Dark Mind, the go where the pros go, Fossil Gengar.
Modified: Slightly better here, but no-one will be playing him, at
least not when Sableye's still around. Dark Mind is better, and so
is Surprise, but its not really worth not doing damage from an
attack. 60 HP is decent, but something like Zangoose, Seviper, or
Buzz can easily replace this card. 1.5/5
Limited: Very nice. Draw is limited to one per turn, if you can
keep on Surprising their hand till it reaches 0, then you can get
an advantage because it is about luck of the draw. definitely a
nice card in draft, though you need multi to use dark mind. 3.5/5
Thanks for reading, and sry for short report, bah.
I don’t know about this card. I
mean, it has pretty good stats and disruption, but not enough
fire power. I don’t know if I’ve mentioned this before, but I
dig fire power. Status effects can be good, but often times good
players can counter then too easily. If you destroy your
opponent quick and take out some of their key resources, then
you’ll cripple their big hitters and make it much harder for
them to recover. Anyways, Murkrow doesn’t do that. It can work
hand disruption… Good in early game. However, the damage and
bench disruption just isn’t worth the darkness. Sorry.
Unlimited: 0.5/5 – Come
on!!!! Which would you rather have, this or Sneasel???
Modified: 2/5 – Early
game? Uhhh…. No.
2 on 2: 2/5 – Don’t need
explanation by now ~_^ .
Draft: 2/5 – Nice BBP,
but it needs darkness… srry Krow.
Written By: ~Hedge
Written November 25th,
Thanks for posting Pojo!
P.S. : Happy Thanksgiving
Strategy for Murkrow (Sandstorm)
Like many of these almost BBPs, Murkrow is just 10 shy from the
"Magic Number" of 70 HP. Again, 60 is nothing to sneeze at, but 70
is much better. Fighting weakness, once again, is nothing to
really worry about. There are very few fighting decks out there,
and the ones that are there would KO Murkrow without the help of
that weakness. Psychic resistance is this card's greatest ally.
God- I mean Gardevoir and Mewtwo ex are the driving forces for
Modified, and Mewtwo ex is fast replacing his promotional cousin
as a BBP. Having resistance to a type that dominant is always a
good thing. One retreat, on this guy, IMO, is pretty bad. Remember
that his Genesis form had no retreat. This is the first Murkrow to
my knowledge to have a retreat cost.
Attack #1: "Surprise"
Personally, I like this attack. The ability to disrupt your
opponent's hand, even if he can get that card back, is
indespensible when it is available. The HP doesn't help out this
attack much, but it's just a supporting Pokemon and a supporting
Attack #2: "Dark Mind"
Not as great as the good old Feint Attack from Genesis, but it
does have its good points. It deals 30 damage (40 with [D] Energy)
for a relatively cheap cost, and places 10 of that damage on the
Bench. IMO, this attack is not as good as Electabuzz, which was
reviewed just a couple of days ago, but it's worth the cost if
he's your only Darkness Pokemon, or if all other types are filled
in your deck, or you can't spare the energy for Electabuzz.
His Genesis cousin beats him out almost 2 to 1 mostly because of
the Mean Look attack, which, when combined with Feint Attack, was
brutal to many a deck. This guy, even with the 10 extra HP, just
doesn't stand up. 1.125/5
Better, but still not all that great. There are other cards that
do what he does better than he does. Electabuzz attacks the bench
better. Lunatone's better Darkness support (when with Solrock).
There's too much competition for deck space for him to really be
In Sandstorm, Multi Energy is relatively common compared to many
other rares in the set. That only makes Murkrow better, since his
first attack serves to wittle down your opponent's hand in a
format where very little card drawing is available, and a large
hand is your best friend. Nine times out of ten, the person with
the larger hand will win the game. This guy puts you well on your
way. 4.5/5 w/o Multi, 4.75 w/Multi
Choose 1 card from your opponent’s
hand without looking. Look at the card you chose, then have your
opponent shuffle that card into his or her deck.
(DC) Dark Mind 
Does 20 damage to 1 of your
opponent’s Benched Pokémon. (Don’t
apply Weakness and Resistance for Benched Pokémon.)
(D) Mean Look
The Defending Pokémon can’t
retreat as long as Murkrow remains your Active Pokémon.
(Benching or evolving either Pokémon ends this
(DC) Feint Attack
Choose 1 of your opponent’s
Pokémon. This attack does 20 damage to that Pokémon. This
attack’s damage isn’t affected by Weakness, Resistance, Pokémon
Powers, or any other effects on the Defending Pokémon.
Call for Family
Search your deck for a Basic
Pokémon card named Murkrow and put it onto your Bench. Shuffle
your deck afterward. (You can’t use this
attack if your Bench is full.)
(CC) Flock Attack [10+]
Flip a number of coins equal to the
number of Murkrows on your Bench. This attack does 20 damage
plus 10 more damage for each heads.
(D) Evil Eye
Choose 1 of your opponent’s Pokémon.
Put a damage counter on that Pokémon.
Choose 1 of your opponent’s Pokémon
that has a damage counter on it. This attack does 20 damage to
that Pokémon. Don’t apply Weakness and Resistance.
Let me start by saying that Neo
Revelation Murkrow is net to worthless except in Limited, so I
just listed it for completeness-it’s the third one listed from the
top. I will compare Sandstorm Murkrow (the top listing) with Neo
Genesis Murkrow (the second Murkrow listed). For Eon, I will
compare it with the only other Murkrow for that format: the
Skyridge version (last one listed).
Okay, being a Murkrow (as opposed to another Pokémon) is probably
a bad thing for Unlimited and a neutral trait for Eon. In
Unlimited, you will want to run the Neo Genesis Murkrow, as I will
slowly explain. For Eon, there is no real advantage nor
disadvantage, as the Skyridge Murkrow never sees any real use.
They are, of course, all Dark, Basic Pokémon. Being a Dark
Pokémon is nice since Resistance is (as far as I know)
non-existent, unless you count certain Pokémon Powers. Being a
Basic is the best Stage to be, since it means you can drop it
whenever you feel like. Sadly, there is no pre-evolution or
Evolution for Murkrow. Moving on to HP, Sandstorm Murkrow is a
clear winner, with the highest score of 60, which is adequate for
a non-evolving Basic Pokémon. Sadly, it has a Weakness to
Fighting, only shared by the Skyridge Murkrow. The others top
them by lacking a Weakness (the “best Weakness). This makes
little sense when you look at the source material: the Gameboy
game. Murkrow is Flying/Dark, so it is immune to Fighting
and Ground types moves. It really should have been weak to
Electric types. At least most Fighting Evolutions hit for more
than 60 damage, so the Weakness matters little in that respect…
well, for Eon. In Unlimited, it means Tyrogue OHKOs this bad
bird. Oh well. Thankfully, All Murkrow have a useful Psychic
Resistance, which is good. Lastly for attributes, we come to
retreat. Neo Genesis and even the nigh unplayable Neo Revelation
version have the new comers beat by having free retreats. Still,
the Sandstorm and Skyridge versions only have a retreat of one,
which is still sweet. To summarize the attributes, Neo Genesis
Murkrow wins out in Unlimited since a free retreat and no
Resistance is much better than a measly +10 HP. In Eon, Sandstorm
wins out since the only difference is that it has 10 more HP.
Sandstorm Murkrow can nab (at random) a
card from your opponent’s hand for a mere Colorless Energy, and
then shuffles said card back into the deck after seeing it. This
is better accomplished via Trainers in Unlimited, and Neo Genesis
Murkrow’s Mean Look is definitely more useful. In Eon, on the
other hand, this tops the single damage counter placement of
Skyridge Murkrow’s first attack. It’s is also colorless, meaning
that Murkrow could be used in a deck sans Darkness Energy for
disruption. As for the Sandstorm version’s second attack, Dark
Mind, it’s not too bad. For DC, you can hit the active and a
benched Pokémon. If it ignored effects on the active, it would be
on par with Feint Attack, which can hit the bench or the
active, not both at once. This is definitely better than
Skyridge Murkrow’s second attack: which can only further injure
the already wounded. Look at the cost: DC should yield 25 damage,
but the total damage done so long as there is a bench is 30! Quit
nice. To summarize the Abilities section, again, Neo Genesis has
the upper wing for Unlimited but the Sandstorm version is the best
Simply put, don’t use it in Unlimited, but in Modified its easy
disruption and if you can include some Dark, a decent offensive
attacker with some quick bench damage. A must for a Skyridge
Crobat-disruption deck: with a little luck and a Desert Shaman,
you can probably strip their whole hand away.
1.5/5-If you really need a pitiful amount of disruption, I guess
this could work. Seriously though, go with Neo Genesis Murkrow.
3/5-Run this in the few disruption decks of Eon. This thing is a
staple in such decks, and it can be a nice opener otherwise. I am
finding more people playing Desert Shaman, and the two of them
together can be insane.
4/5-Take it. It can frustrate Psychic Types, which is nice, but
more importantly, in most limited events, the trouble seems to be
getting around filler to the cards you “really” want. With
Surprise, you’ll either get something they need and shove it back
into the deck, or shove something they don’t need back in, hoping
they draw it again. If it weren’t for being Fighting weak in a
set with a lot of Fighting Pokémon…
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