Remember, if you think this review is too long to read, 
						just skip straight to the scores and then read the 
						summary for a concise overview! 
						
						
						
						 
 
					
					
					
					Name: 
					Dark Metal Energy
					
					
					
					Set: 
					EX: Team Rocket Returns
					
					
					
					Card#: 
					94/109
					
					
					
					Type: 
					Energy
					
					
					
					Subtype: 
					
					Special Energy
					
						
						
						
						Text: 
						
						Attach Dark Metal Energy to one of your Pokémon.  While 
						in play, Dark Metal Energy provides (D) Energy and (M) 
						Energy, but only provides 1 Energy at a time. 
						(Doesn’t count as a Basic Energy card when not in play 
						and has no effect other than providing Energy.)
 
					
					
					 
					
					
					
					Attributes: 
					As usual, there’s not a lot to say for this section when 
					dealing with Special Energy cards.  Still, to point out the 
					obvious, you can only have four copies of this in your deck 
					since it is a Special Energy card.  Also, this will 
					not reduce the amount of Darkness Energy or Metal 
					Energy cards you can run; just because it contains 
					“Dark” and “Metal” does not mean it counts as those 
					specific Special Energy cards.  Finally, notice 
					the amount of Energy symbols at the top of the cards: just 
					one.  That tells you that this card will only provide one 
					Energy, not two at once.  If it did, there would be two 
					Energy symbols, like on all the other Special Energy cards 
					that provide two Energy.  While this information seems very 
					basic, remember this is a site that players of all levels 
					read, and sometimes even the so called “pros” miss things.  
					I only learned about the Energy symbols in the corners 
					showing amount a few weeks ago. >_< It also shows the type 
					of Energy provided, but like many Special Energy cards, that 
					requires an explanation more suited to the Abilities 
					section.
					
					
					
					 
					
					
					
					Abilities: 
					This card is basically cutting Pokémon with Dark and Metal 
					Energy requirements some slack.  Why do some Pokémon need a 
					little more slack?  A Pokémon that needs a single 
					Darkness Energy (or Metal Energy) can make use of
					Multi Energy, which provides one of any Energy 
					type when attached to a Pokémon, so long as there are no 
					other Special Energy cards attached to said Pokémon.  So if 
					an attack needs more than one Darkness Energy or 
					Metal Energy, Multi Energy just won’t do.  Basic 
					Pokémon and Pokémon ex can’t make use of Double Rainbow
					Energy.  Team Aqua, Team Magma, and 
					Team Rocket Pokémon all have ways to get extra Dark-Type 
					Energy into play with their “team” Energy, but that’s a 
					temporary boost only available to them.  Not that anyone 
					really uses the old Shining Pokémon (not to be confused with 
					the new Pokémon that have a “star” shape after their name), 
					but those Pokémon could use a Miracle Energy to get a 
					temporary plus two of any and all Energy types.  So in 
					addition to the four actual Darkness and Metal
					Energy cards, the only universal way to get more in a 
					deck is Rainbow Energy, and that places a 
					damage counter on the Pokémon.  Now there is another way, 
					which is pretty spiffy.
					
					
					 
					
					
					Note that Dark Metal Energy just provides those 
					types.  It does provide both types at once, but it still 
					only provides one Energy overall.  It gets kind of confusing 
					since normally, colors tend to be an exclusive thing: it’s 
					either one color or another or neither.  In this case, think 
					of it as a shade that is in between two colors.  So if an 
					attack said “discard all (M) Energy”, you’d still have to 
					discard this; you couldn’t chose to treat it as just 
					providing (D) Energy.  Kind like if you had a Yellow Green 
					crayon (an actual shade), and for some reason you had to 
					throw away all Green crayons, you’d still have to throw it 
					away.  Yes, I need to think of a less juvenile example. XD
					
					
					
					 
					
					
					
					Uses/Combinations: 
					Pretty much any deck that needs Darkness or Metal 
					Energy to attack or pay for an effect should consider 
					this unless they need a very small quantity.  The 
					Sharpedo from EX: Ruby & Sapphire, for example, now has 
					yet another card to use for the optional effect of its Dark 
					Slash attack.  For those who don’t know, that card does 40 
					damage for (WCC), and if you discard a (D) Energy to do 
					another 40 on top of that (totaling 80 damage).  Remember 
					that while it is useful for Pokémon that fuel Abilities with 
					(D) Energy, a Dark-or Metal-type Pokémon without any such 
					requirements might as well have a just about any other 
					Energy card, as they receive no benefit other than 
					fulfilling Colorless Energy requirements.  Dark Steelix, 
					for example, is a dual-type Pokémon: Dark and Metal.  It 
					doesn’t need any of those for its attacks though, so it just 
					wants the “real thing” for the actual bonuses of true 
					Darkness and Metal Energy.  There are also some 
					in between cases: Rocket’s Scizor ex can use this to 
					trigger its Dual Armor Poké-Body and become a Dark/Metal 
					Pokémon.  However, there is little point in that unless you 
					just want to score damage on a Metal-Weak Pokémon: you want 
					to be Metal so you can use a real Metal Energy 
					card’s damage reduction clause.
					
					
					
					 
					
					
					
					Ratings
					
					
					 
					
					
					
					Unlimited: 
					4/5-This card may not seem like much, but for most 
					“Sneasel-Centric” decks (decks that rely mainly on Neo 
					Genesis Sneasel) it’s a pain having your actual 
					Darkness Energy or Rainbow Energy nailed 
					by S/ERs.  Ideally, you can splice in some of these into the 
					deck, and draw them early on.  You can then attach the 
					real Darkness Energy without fear of (at 
					least as potent) a removal barrage.  Now something like 
					Sneasel can have 12 “(D)” available for the game: four 
					actual Darkness Energy, four Rainbow Energy, 
					and four Dark Metal Energy cards.  It’s not something 
					for every deck, but some of the best decks in Unlimited 
					(Mind Games, Snichu, etc.) have a suddenly less weak “weak 
					spot”.
					
					
					
					 
					
					
					
					Modified: 
					4/5-In Modified, things are the opposite of the Unlimited 
					format.  Instead of the top decks needing to fill (D) 
					requirements, we have some second- and third-tier decks that 
					are receive a lot of help from this.  Many of these decks 
					can now ditch their self damaging Rainbow Energy, or 
					be less reliant on damage reducing Double Rainbow Energy.  
					In other words, Dark Metal Energy will help a lot 
					more decks here than in Modified, but not the heavily played 
					ones.
					
					
					
					 
					
					
					
					Limited: 
					4/5-Same score across the board for different reasons.  
					Simply put, it’s your only way to pay (M) Energy 
					requirements for EX: Team Rocket Returns.  (D) Energy 
					requirements can be temporarily filled with R Energy, 
					but the only semi-permanent option is Dark Metal Energy.  
					Most of the time this won’t matter though: I had no use for 
					this Energy at our local Pre-Release.
					
					
					 
					
					
					
					Summary
					
					
					 Dark Metal Energy provides another easy method for 
					meeting (D) and (M) Energy requirements.  In Unlimited, this 
					helps some of the top decks; factoring Dark Metal Energy
					into your standard Neo Genesis Sneasel based 
					deck, your opponent must now use four SER and four ER to 
					completely strip away all sources of (D) Energy in your 
					average Sneasel-centric deck.  In Modified, it makes it 
					easier to draw into a source of these 
					Special-Energy-or-combo-only types of Energy, as well as 
					making their loss less painful.  In Limited, it’s the only 
					way to provide (M) in its set and the only way to meet (D) 
					Energy requirements in a more permanent fashion.  Just 
					remember that it’s not any help to cards that don’t actually 
					have Abilities that require (D) or (M) to use.