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This is a cool Book!

Pojo's Pokemon Card of the Day

Walrein - - Team Aqua & Magma

Date Reviewed: 4.01.04

Ratings & Reviews below

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

Thundachu Team Aqua's Walrein

Overview: Ah, another new holo in the AM set. Power Blow(love the attack name ;/ *cough*) does 10 damage plus 10 more damage for each energy attached to it for 1 water energy as an energy cost.(How many times did I say energy in that sentence? ;/). Then for 2 water and 2 colorless, Hydro Reverse does 50 damage automaticly(a tad low for 4 energy cost), and you may return any number of wayer energy cards attached to all of your pokemon to your hand. If you do, it does 50 plus 10 more for every energy returned. Not bad considering you can return energy from all of your Pokemon instead of just Walrein. 120HP is pretty good for a non-ex Stage 2 Pokemon, but being Non-EX and having 2 weaknesses is HORRIBLE. A retreat of 2 is pretty nice for this pokemon considering the HP. Pretty good for your opponent's weaknesses being 2 types: water, and dark, meaning you can attach darkness energy to it.

Unlimited: SER will get the best of it. 4 energy for just 50 damage minimum isn't much. TWO WEAKNESSES WILL EAT IT ALIVE. Um. I've said enough. 1/5

Modified: I suppose the 2 types could come in handy, but the 2 weaknesses still bring it down. And the 1st attack can come pretty good as well. 3/5

Draft: Evolution. 2 weaknesses. Long time to power up. etc. 2.5/5

Sealed Deck: If you are able to draft it in sealed deck with the evos, I would play it because of the high HP and low retreat and the 1st attack, and I suppose the 2nd as well has potential in doing some pretty good damage, plus the low retreat cost if it gets too banged up.

Prolly my fav. Anti-Blaze card, this is soo nasty with Archie.

Probably the quickest stage 2 in the format right now.

Plus, it’s weak to dark and metal, roflolmao. ~_^

It can be combo’ed nicely with EXP. Amphny to TecH against Blaze, and its darkness trait allows Darkness energy damage to be applied, and better yet, Dark nrg does its damage BEFORE weakness and resistance now, so it’s even better.

Wait ‘till Blastoise ex comes out, people will play that, 4 archie and 4 of these, and a 2-1-2 line of mudkip/marshtomp/NON-HOLO swampert in their decks (swampert’s power basically get’s around Blastoise ex’s power, umm not sure if it says once per turn though. :x ) Plaid's deck also plays this with fossils to stall while it creams Blaze. Or was that Wiscash. O well, something like that. ;/

After a bit off a layoff, Ralphy is back. Thriller, a skate vid coming to a store near you soon, is really shaping up nicely, so it's back to some Card of the Day action for the next few weeks.
Two words are all that are needed to describe these bad boys, this one in peticular. Well more than two, Weird, Wild Stuff.
Unlimited- Eventhough this is a Stage 2, I like this card here. First off, it has 120 HP, which is nice, but with the duel weakness, you would like thatb number to be a bit higher. I like that it has two types, so that could increase the power of some of it's attacks. And watch out for Tyrogue. The real, or only reason I like this card here is for the combo with Blastoise. You could return all of your basic water energies and then just simply put them back on again next turn and repeat. Much damage is all that can be said. Just getting both cards into play could be a bit tough... 2.75/5 here.
Modified- Damage control is always nice, in any format, and this card has two attacks that control damage. Steel and Fighting are not the most heavily played types in this format and there are enough Pokes weak to Darkness and water mostly to make playing this card worthwhile. The Blastoise combo would have been nice... 3.25/5
Limited- Holo rare Stage 2's aren't the easiest to draft, but you can always get lucky. The earlier stages aren't too bad, and the first attack is multi-colored friendly, just as long as you have the one water. If you can get the 2nd attack going, he'll be a beast. 3.5/5 here.


Name: Team Aqua’s Walrein

Set/Card#: Team Magma Vs Team Aqua. #6/95

Type: Dark/Water

Stage: 2 (Evolves from Sealo)

HP: 120

Weakness: Fighting/Metal

Resistance: None

Retreat: CC

Attack#1: (W) Power Blow [10+]

Does 10 damage plus 10 more damage for each Energy attached to Team Aqua’s Walrein.

Attack#2: (WWCC) Hydro Reverse) [50+]

You may return any number of Basic (W) Energy cards attached to all of your Pokémon to your hand.  If you do, this attack does 50 damage plus 10 more damage for each Energy you returned.


Attributes: There is currently only one Walrein, and it’s this Team Aqua one, so it won’t have to fight itself to be in a deck, but neither can it be TecHed into a pre-existing Tam Aqua’s Walrein (henceforth referred to as TAW).  TAW is a Stage 2 Dark/Water Pokémon.  This means that there is very little Resistance to it (from the Water part), and most of it only sees play in Modified (though Unown D may occasionally pester you if you use this in Unlimited), but there is a good deal of Weakness about.  120 HP is great-can’t do better unless you are a Pokémon ex.  A Weakness to Fighting stinks, and a Weakness to Metal is annoying, so the two together is awful!  No Resistance makes little sense, and a retreat of two is roughly average.


Before I forget, since this is a Stage 2, we should talk about the lower Stages quick-the Sealo look equally good, so just use whatever one your want, or a Rare Candy, or Archie, to get TAW into play.  As for the Spheal, #56 has a better attack but #57 has better HP, so again, chose what one you want.


Abilities: Power Blow is helped by the Dark part of this Pokémon-for WD, you can do 30.  Not great, but not bad.  And if you happen to have a lot of Energy attached to it, you can get a lot of damage.  Mostly this attack will just be used for when you need to attack and Hydro Reverse isn’t ready.  Hydro Reverse is very similar to Suicune ex’s Reverse Stream, but it needs one more Energy, can select the number of Basic Water Energy it returns, and can return them from any of your Pokémon.  Overall, it’s a good attack.


Uses/Combinations: Its dual colors allow it to pull off some neat tricks… well, mainly using Darkness Energy to tack on even more damage for its attacks.  You could constantly “bounce” Water Energy between you hand and it with Swampert or Blastoise, depending on the Format.  Just like Suicune ex, you can the Water Energy of an injured Pokémon to your hand, clearing it for Pokémon Nurse (or Center).  Other combos are using it with Team Aqua cards, and High Pressure System to drop the Retreat bye one.  Don’t forget about Team Aqua Energy to give Power Blow a quick +20 damage.




Unlimited: 2.5/5-You could use this with Raindance-Archie would even make it easy to get into play-but that Fighting Weakness really hurts it here.


Modified/2-on-2: 3.5/5-A lot of potential here-much like Suicune ex, this becomes really strong when combined with Swampert to constantly re-attach those Water Energy.


Limited: 3.75/5-Its lower Stages are pretty good here too.  Just watch out for Fighting in this format.  Otherwise, it’s a nice big Pokémon that can hit pretty hard.


TMP: 3.75/5-It helps here since you can have one player run a Swampert ex deck, then run some other support for this with this in the other deck.



Looks to be a good solid card-I just awoke from an unintentional nap when I finished this, so it might have some glaring error I’ll have to correct later. ;-) 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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