Name: 
					Machamp
					
					Set: 
					Hidden Legends
					
					Card#: 
					9/101
					
					Type: 
					Fighting
					
					Stage: 
					2 (Evolves from Machoke)
					
					HP: 
					120
					
					
					Weakness: 
					Psychic
					
					
					Resistance: 
					None
					
					
					Retreat: 
					CC
					
					Poké-Body: 
					Overzealous
					
					If your 
					opponent has a Pokémon-ex in play, each of
					Machamp’s attacks
					do 30 more damage to the 
					Defending Pokémon.
					
					
					Attack#1: 
					(CF) Brick Smash [40]
					
					This 
					attack’s damage isn’t affected by Weakness, Resistance, Poké-Power, 
					Poké-Body, or any other effects on the Defending Pokémon.
					
						
						
						Attack#2: 
						(FCCC) Cross Chop [60+]
						
						Flip a 
						coin.  If heads, this attack does 60 
						damage plus 30 damage.
 
					
					 
					
					
					Attributes: 
					Machamp is a Stage 2 Fighting Pokémon.  This means that it’s 
					comparatively hard to get into play.  In most cases you’ll 
					need or want to Evolve it.  The 
					Basic Stage of the Machamp line is of course
					Machop.  The Modified legal
					Machops (from Hidden Legends, 
					Expedition, and Skyridge) all have the same Attributes and 
					good abilities, so chose what works for you.  The
					Machokes are the same way.  Both 
					of these are positive cases, as the Pokémon involved seem 
					solid.  In Unlimited, you have a few more options, but of 
					those only the Base Set Machop 
					is worth considering, and Rare Candy should probably replace 
					the Machokes.  Also note that 
					there are several Machamps 
					available, and could be mixed with this one to provide some 
					variety.
					
					 
					
					Getting 
					back to Hidden Legends Machamp, we see the perfect HP for a 
					non-Pokémon ex, 120.  Though this is the best it can hope 
					for, it is desperately needed as this is a Stage 2.  We see 
					a Weakness to Psychic Pokémon.  This is expected for most 
					plain Fighting Pokémon, but is devastating-most Psychic 
					Pokémon of any real worth will be able to knock you out in 
					two hits, and often one.  No Resistance is the worst 
					Resistance.  As for the retreat, it is the average two-not 
					going to help you, but paying for it won’t cripple you.
					
					
					
					 
					
					
					Abilities: 
					Overzealous is a nice and almost familiar Poké-Body.  Some 
					may remember how strong the early Dark-type Pokémon were.  
					Light Machamp was designed to combat them (but more or less 
					failed miserably).  One reason Light Machamp didn’t do too 
					well was that it had to use its more expensive second attack 
					to get the damage bonus.
					
					 
					
					As for
					this cards attacks, we have two 
					great ones.  Brick Smash ignores 
					all effects on the Defending Pokémon.  Unfortunately, that 
					includes Weakness, and other effects that would increase 
					your damage.  Still, it means that even if your opponent has 
					no Pokémon-ex in play, you will hit for 
					40 damage (unless there is an effect that prevents 
					the attack from going through).  For just (FC), which should 
					yield 25 damage, we get 15 extra damage and an overall 
					beneficial effect: Weakness and Resistance cancel out, but I 
					can think of maybe one effect that resides on the Defending 
					Pokémon that increases damage (and thus would be ignored) 
					versus Trainers like Defender and Buffer Piece, defensive 
					Pokémon Powers, and of course Metal Energy that can all drop 
					damage done to a Pokémon.
					
					 
					
					The last 
					ability of this card is a big second attack, Cross Chop.  
					Cross Chop does base damage of 60, and gives you a coin flip 
					to get another 30.  (FCCC), the cost of the attack, only 
					pays for 45 damage.  So we are 
					getting an average damage bonus of 30 (15 base but n average 
					of 15 from the flip).  Definitely worthy 
					of a Stage 2.
					
					 
					
					Overall, 
					these abilities have good synergy with each other.  However, 
					I wonder if it might not have been better were things 
					reversed: the first attack being for big, quick damage, and 
					the second for ignoring things like Resistance.  Now, this 
					would make it less effective against a lot of things, but 
					Pokémon that were Weak to Fighting, and just low HP Pokémon 
					in general, would then have been easy prey.  Still, as is 
					these attacks do compliment each other, and the Poke-Body 
					acts as the icing on the cake.
					
					
					
					 
					
					
					Uses/Combinations: 
					Simply put, this is designed to be the focus of an anti-ex 
					Fighting deck.  Some like to run it with the other major 
					anti-ex Pokémon, Sandstorm Wobbuffet and Hidden Legends 
					Ninetales.  The Wobbuffet sounds like a good partner to me, 
					but the Ninetales was way over hyped.  I think I’ll try it 
					with… yes, guessed it, Sandstorm Xatu.
					
					 
					
					On the 
					Trainer front, use whatever draw engine you think works.  
					The only real suggestions I can make here are the Stadium 
					and a healing trick.  Since you have an attack to by-pass 
					Resistance already, Magnetic Storm seems a waste: go with 
					Ancient Tomb (so you can keep up with opposing Wobbuffets on 
					damage) or Desert Ruins (the damage counter placement should 
					make some attacks into OHKOs).  
					You might also consider Pokémon Nurse for healing, 
					especially if you are not running those Xatu.  The reason is 
					what Energies this card can abuse.  Boost Energy can allow 
					for second turn Cross Chops, while DRE ensures that, even if 
					you just dropped it into play (or Nursed), 
					Brick Smash will be ready.  Yes, DRE will drop your damage 
					and Boost will go away, but played right, this won’t matter.
					
					
					
					 
					
					
					Ratings
					
					 
					
					
					Unlimited: 
					1.5/5-Solid card but there are so few Pokémon ex that’s all 
					it will be.  The one or two Pokémon ex that I do see here 
					can OHKO you with little difficulty.  You can run it, but I 
					don’t think it’s worth it, especially when you could run, 
					say, the Skyridge Machamp.
					
					 
					
					
					Modified: 
					3.5/5-If enough people play this, we might see some 
					semblance of balance return to the format.  
					No guarantees, but if it’s played, Pokémon ex give it a 
					permanent, free, triple Plus Power!
					
					 
					
					
					Limited: 
					4/5-If you pull one of these, and of course the supporting 
					lines for it (not too bad, I saw a lot of
					Machokes at our pre-release, and 
					I was running two myself), then you have some serious 
					Power.  This also works nicely against the clutch Pokémon ex 
					that people draft.
					
					 
					
					
					Summary
					
					Could be a 
					game changing card, or more shoe box fodder.
					
					 
					
					-Otaku