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This is a cool Book!

Pojo's Pokemon Card of the Day

Here Comes Team Rocket!
 - Team Rocket Returns

Date Reviewed: 11.30.04

Ratings & Reviews below

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

"Here Comes Team Rocket"

Modified 2/5 - Unless you have a lot of Tech (single copy) cards, it's waste of space. Even if you do, your opponent knows what it is - that's not good.

Limited 1/5 - Total waste of time - I would be better off with something more useful


If you find the review is too long, skip straight to the Ratings and Summary! 


Name   : Here Comes Team Rocket!

Set       : EX: Team Rocket Returns

Card#   : 111/109

Rarity   : Secret Rare

Type    : Trainer

Sub-type: Supporter

Effect Text: You can play only one Supporter card each turn.  When you play this card, put it next to your Active Pokémon.  When your turn ends, discard this card.


Each player plays with his or her Prize cards face up for the rest of the game.


Attributes: Here Comes Team Rocket!  This card is both new and old.  Originally released with the original Team Rocket set with different art, it was a plain Trainer then.  With its re-release, it becomes Supporter.  This means little to Unlimited, where there are few Supporters in decks in general (though Supporter us is on the rise).  In Modified, it means this card has a lot of competition to beat out for deck space.


Abilities: Flipping over your Prize cards is good.  Flipping over your partners (if TMP is ever resurrected) is good.  Flipping over your opponent’s Prize cards is usually bad.  Let me explain.  Flipping over your won Prize cards is good.  Why?  Your deck is 60 cards.  In a normal match, you start with six prizes.  So 10% of your deck is locked away from you.  In a well made deck, it doesn’t usually cripple you… but it can due to random chance.  Six slots are enough to eat up the maximum four copies allowed of a card, and there are many useful cards run at a three count.  Two such sets of cards could end up there.  How likely is that?  Not very, but it’s happened to me at important tournaments. -_- The thing is you give your opponent the exact same benefit. Therefore, you have to combo this in order to get any real benefit out of it.  The second problem is that multiples are useless, other than increasing the odds of getting one at the right time.  Even an extra Dunsparce serves a purpose, but once you’ve used one copy, the other copies can only be used as discard fodder.


Uses/Combinations: So, what combinations are there to abuse this?  Not a lot.  There are a handful of cards that can affect your prizes… and most aren’t really affected by this card.  Either you get a redundant effect, or you make it so you can’t use them (and they are almost never played by an opponent with a well made deck).  One real combo would be… Rattata Lv12, which can switch a Prize card of your choice with the top card of your deck.


So the only real use is one automatically available to your opponent-making sure something vital doesn’t get stuck in your prizes.  If this happens to you regularly, run this.  I suppose there is a slight combo with Pidgeot from Hidden Legends: rip it from your deck, so you can know concretely what is in the Prizes and what ones to go for first.




Unlimited: 3/5-This card can help keep TecH from getting stuck in the prizes to long.  I find it rare to win or lose a game with one player taking no prizes, unless there is a significant difference in deck or player skill.  However, when all copies of a vital card get stuck in your prizes, it means one prize is all you’ll get.  As such, I feel it deserves this score-if you have room, a single copy is solid TecH.  With all the draw/search power in Unlimited, one is all you’ll need.  And if it gets stuck in the prizes… better it than something really important.


Modified: 3/5-It’s interesting: this card is about as useful here, but for different reasons.  Most decks will lack the ability to rip out whatever they need for their deck.  I do see a good deal of “subtle” TecH here; running one alternate version of your main Stage 2, for example.  A few decks are as TecH heavy as in Unlimited, and they will really want to consider this.


Limited: 4/5-Why so high?  The odds of getting a search card in this format, which gives you at least a chance of knowing what is missing from your deck (and thus in your Prizes).  Also, the odds of having another Supporter (let alone another Trainer) to play the turn you draw this are slim to none.  Finally, since a lot of cards are in singles, it makes knowing your prizes much more valuable, even if you extend the same favor to the opponent.



Reviewing this card now that it is a Supporter makes me wish I had played it more in Unlimited.  I still might try to squeeze in that one copy just in case, perhaps even in both formats.  There have been too many times when I have had my playing and deck building skills appear worse than they are due to that X Factor inherent to TCGs.  We have a card that can eliminate that, and while its not potent enough to warrant using in every deck, it is worth using in any that can spare a single slot. 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. 

If you have cool game tips, a killer deck, or breaking news ... send them to us.  We'll post it on the site ... and give you all the credit.  


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