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							scores and summary!
							
							
							 
							
							
							This week we are looking at some Uncommons that have 
							shown some potential.  Today’s CotD was brought to 
							my attention by Jaeger as something to experiment 
							with for a No Rares deck for the Pokémon League.
							
							
							
							
							Name: 
							Grumpig
							
							
							
							Set: 
							EX Emerald
							
							
							
							Card#: 
							29/106
							
							
							
							Rarity: 
							Uncommon
							
							
							
							Type: 
							Psychic
							
							
							
							Stage: 
							1 (Evolves from Spoink)
							
							
							
							HP: 
							80
							
							
							
							Weakness: 
							Psychic
							
							
							
							Resistance: 
							None
							
							
							
							Retreat: 
							CC
							
							
							
							Attack#1: 
							(P) Psyshock [20]
							
							
							Flip a coin.  If heads, the Defending Pokémon is now 
							Paralyzed.
							
								
								
								
								Attack#2: 
								(CCC) Teleport Blast [40]
								
								
								After your attack, you may switch Grumpig with 1 
								of your Benched Pokémon.
 
							
							
							
							Name: 
							Spoink
							
							
							
							Set: 
							EX Emerald
							
							
							
							Card#: 
							66/106
							
							
							
							Type: 
							Psychic
							
							
							
							Stage: 
							Basic
							
							
							
							HP: 
							50
							
							
							
							Weakness: 
							Psychic
							
							
							
							Resistance: 
							None
							
							
							
							Retreat: 
							C
							
								
								
								
								Attack: 
								(C) Lunge [20]
								
								
								Flip a coin.  If tails, this attack does 
								nothing.
 
							
							
							 
							
							
							
							Attributes:
							Grumpig is a Stage 1 Pokémon, so it will 
							require Evolving from Spoink.  There are five 
							Spoink to choose from.  The one listed above is 
							from the same set, and I only chose it since it can 
							attack with any color of Energy.  In reality, I’d 
							use the Spoink with Bounce at it combos well 
							with this Grumpig.  All Spoink have 
							the same Attributes, so it is the attacks that 
							matter.
							
							
							
							 
							
							
							Back to Grumpig itself: as a Stage 1 with 
							only one lower Stage and no higher Stages, it needs 
							to fall into a nice “niche” where it is tougher than 
							equivalent isolated basics (who are easier to get 
							into play and fit into decks) but not as strong as a 
							Stage 2 Pokémon that obviously requires more 
							effort.  It is a Psychic Pokémon: Psychic Weakness 
							seems to be on the rise, so this is pretty good.  
							Just watch out for the odd bit of Resistance: there 
							are a few good Pokémon, like the pure Darkness-Type
							Dark Tyranitar, that see a good deal of 
							play.  Grumpig has 80 HP, which is the 
							minimum you want to see on a non-Evolving Stage 1.  
							Still, this is solid as long as you aren’t facing 
							Psychic Pokémon.  Why?  Because Grumpig is 
							Weak to Psychic Pokémon, so any such Pokémon that 
							hits for 40 or more damage can OHKO this little 
							piggy.  Still, it may be for the best: anything that 
							can hit Grumpig hard, easily, can in turn be 
							hit by Grumpig hard, easily.  Grumpig 
							has no Resistance.  This hurts, but thankfully 
							Grumpig’s uses will reveal that it wouldn’t be 
							too useful anyway.  To finish off Grumpig’s 
							Attributes, we see that it has a Retreat Cost of 
							two.  This is low enough you can retreat, but high 
							enough you’ll want to avoid paying for it if you 
							can.
							
							
							
							 
							
							
							
							Abilities: 
							Psyshock is that simple, small attack that is nice 
							to use while powering up your big attack.  This 
							version (it’s far from the first time we’ve seen it) 
							hits for 10 more damage than you pay for.  The 
							chance to Paralyze is also nice since this can 
							strand something up front and give you a chance to 
							KO it on the next turn.  If you can Evolve quickly 
							against a Psychic Weak Pokémon, especially if you 
							have a Strength Charm, you can probably score 
							a OHKO first or second turn.
							
							
							 
							
							
							
							Teleport Blast 
							is yet another blast from the past.  Sorry, I 
							couldn’t resist.  First appearing on Dark 
							Alakazam, it really shows you how the game has 
							changed.  Dark Alakazam, a Stage 1 Pokémon, 
							only had 60 HP and required (PPC) to hit for 30 
							damage.  That wasn’t very good, but I managed to 
							make use of it for quite some time.  Grumpig 
							is much more efficient at it, hitting for 40 damage 
							and requiring only (CCC) to do it.  Both versions of 
							the attack then give you the option of benching your 
							attacking Pokémon and bringing something else up.  
							This allows Grumpig to hide, making that HP 
							last a lot longer.
							
							
							
							 
							
							
							
							Uses and 
							
							
							
							Combinations:
							Boost Energy allows you to Teleport Blast 
							from zero Energy, and of course Scramble Energy 
							works well if you are behind in prizes.  The main 
							things to remember are Fossils.  Claw 
							Fossil, Mysterious Fossil, and Root 
							Fossil can be brought up after using Teleport 
							Blast to basically soak one attack.  Just be careful 
							against bench hitting Pokémon who will just ignore 
							the Fossil and go after Grumpig.
							
							
							
							 
							
							
							
							Ratings
							
							
							 
							
							
							
							Unlimited: 
							2/5-You can build the often scarier Baby-Porter deck 
							using Slowking from Neo Genesis and most 
							Neo-series Baby Pokémon.
							
							
							
							 
							
							
							
							Modified: 
							3.5/5-I think that this, when combined with the 
							right cards, could create an annoying rogue deck… so 
							long as we see as much Psychic Weakness and as 
							little Psychic Resistance as we currently are.
							
							
							
							 
							
							
							
							Limited: 
							 4/5-Fantastic here.  It is an Uncommon, as is the 
							other Grumpig, giving decent odds of pulling 
							a 2-2 line.  You can power up this Grumpig 
							then hide behind other Pokémon you can afford to 
							lose.  For example, hit for 40, bring up a decent 
							sized Basic, and if it survives, slap an Energy on 
							it and start pecking away.  You’ll be able to build 
							a good Energy lead.
							
							
							 
							
							
							
							Summary
							
							
							
							Grumpig 
							is a very solid card that could lead to a revival of 
							Porter (hit and run) style decks, at least in 
							Modified.