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This is a cool Book!

Pojo's Pokemon Card of the Day

Gorebyss - Hidden Legends

Date Reviewed: 7.9.04

Ratings & Reviews below

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

Thundachu Gorebyss

Overview: eh.. lets see. For 1 colorless energy, Stun Needle does 10 damage automaticly then a chance at paralyzing the defending pokemon. Not bad. Then for 1 water and 1 colorless, Mystic Water does a solid 20 damage, then an extra 10 for every psychic energy in play. The nice thing is there is no limit to how much can be done. Weakness to Lightning makes Electrode a problem possibly. Free retreat is great for a stage 1, but 70HP is a little low.

Unlimited: No comment needed. 1.5/5

Modified: The paralization attempt is pretty nice, and the Mystic Water can be good if your opponent is playing Gardevoir. 2/5

Draft: I would only play it here for the evolution or the paralysis attempt. 3/5
Jermy101 Gorebyss is a popular card in modified.  The reason it's popular is all you need is 1 energy, a Double Rainbow Energy, to attack.  Quick and fast.  Mystic Water comboes with Double Rainbow Energy to do more damage quickly.  70 HP is kinda bad for a stage 1 but it does have free retreat which is good.  Your Clamperl will be fairly safe because of EXOSKELETON!  It's funny when people attack Clamperl thinking it will be knocked out because they forget about that pokebody.  You will probably never use Gorebyss' first attack.

Unlimited - I would rather use Base Gastly. 1/5

Modified - A cool card.  It is anti-Blaziken because it's water type and swarms quickly, overcoming Blaziken most of the time if the Gorebyss player gets a decent start.  This also helps against Gardevoir because it abuses Gardevoir's Psychic Energy.  So in theory Gorebyss beats the top 2 archetypes in eon.  It's not bad against rogue either since after a few turns you'll be doing big damage. 4/5

Draft - It's good here.  Clamperl is hard to touch and big damage is cool in draft. 3/5




 Wow. This is the best card in Hidden Legends. For a DRE, you do 30+. Not bad for one energy card. Not much else to say here, except to note part two of nasty Gorebyss, which is its free retreat cost. GG.



Things have been crazy around here, but I am going to try to get back into a more regular review schedule. One quick word, if you see a move entitled "Independent Investigations," go see it. It's mine.
Anyway, not much to say about this card. It's pretty standard. Looks like a Psychic killer. One question remains though: Do we really need any Psychic killers?...
Unlimited- Not much use here as Psychic cards have been pretty much scared away. Too many Colorless cards. Most notably Chansey, Wiggly, and Clefable-y. Without a lot of Psychic cards, this is just one for the binder, or the discard pile. 1/5 here.
Modified- Psychic might try to make a comeback, but I just don't see one in the cards, ever. Maybe a little one, but it can never be what it once was. With that said, it's not too bad, but certainly not that good. 2/5, maybe lower but I'm in a good mood.
Limited- Best here. I like the power that Clamperl has for this format, 40 HP is a little weak though. 20 possible para is a nice draft attack for a basic, and 10 possible para for a colorless energy is nice too. I don't see much Psychic seeing play in this format either, but give this card a try, you might be pleasantly surprised. 2.75/5 here.
Johnny Blaze Gorebyss Ė As I mentioned earlier this week this card found its way into many decks at Nationals. Itís a real good counter to Blaze and can be splashed into many, many decks. Heck because of its 2nd attack it is real good against Gardy too. With its free retreat and decent basic expect to see this card played at Worlds in August. It can be abused with DRE and remember that DRE counts as 2 Psychic which further adds to the damage done by Mystic Water. Gorebyssí 1st attack is also splashable and deals out 10 damage with a possible paralysis for only 1C.

Unlimited: 2/5 Buzz can kill this thing in 1 shot. Not very useful here.

Modified: 4.5/5 Iím giving this such a high ranking here because of the endless combos that Gorebyss can be used here. With Blaze and Gardy decks rampant in Modified this card is just that good to use against those 2 Top Tier decks.

Limited: 3.5/5 Pretty cheap attacks for limited. If you can also draft Psychic this thing can do a lot of damage.

Hmmm, interesting lil bugger. However, how does he quite stack up?

At 70 HP, it's a tad weak. However, it's got some things going for it. Free retreat cost is VERY combo-licious with Warp Point. Stun Needle can be useful in a pinch, but most of the focus is on attack #2: Mystic Water. How, oh how will you get the Psy out? People have tried a variety of things, including Gardevoir and Metagross. However, the only way for it to be truly good is to get a CRUDLOAD out very, very fast. None too bad to swarm with, but a bit of a pill, especially early game.

Unlimited (1.5/5): This guy just won't cut it. Elekid eats him for lunch, should it even be running around. Also, should Rocket's Zappy see some play vs'll have a field day.

Modified (3.25): He's got some uses, both as Blaziken tech and a nice lil guy to deal quick, early game damage with. However, the problem is that most players and their decks focus too much around gorebyss, so it's easy to divide their field, and proceed to tear the poor Gorebyss player apart.

Limited (3/5): Gorebyss is not that amazing, really. Huntail is a lot better in draft, especially if you can get a hold of ole Shiftry ^_^

I'm out. Later, peepz

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