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				straight to the scores and summary for a concise overview.
				
				
				Name: 
				Gardevoir
				
				Set: 
				EX Emerald
				
				Card#: 
				4/106
				
				Type: 
				Psychic
				
				Stage: 
				2 Evolves from Kirlia
				
				HP: 
				100
				
				Weakness: 
				Psychic
				
				Resistance: 
				None
				
				Retreat: 
				CC
				
				Poké-Power: 
				Heal Dance
				
				Once during 
				your turn (before your attack), you may remove 2 damage counters 
				from 1 of your Pokémon.  You can’t use more than 1 Heal Dance 
				Poké-Power each turn.  This power can’t be used if Gardevoir is 
				affected by a Special Condition.
				
				Attack#1: 
				(PC) Psypunch [30]
				
					
					
					Attack#2: 
					(PCCC) Mind Shock [60]
					
					This 
					attack’s damage isn’t affected by Weakness and Resistance
 
				
				Name: 
				Kirlia
				
				Set: 
				EX Emerald
				
				Card#: 
				33/106
				
				Type: 
				Psychic
				
				Stage: 
				Stage 1(Evolves from Ralts)
				
				HP: 
				70
				
				Weakness: 
				Psychic
				
				Resistance: 
				None
				
				Retreat: 
				C
				
				Attack#1:
				Attack#1: (PC) Psypunch [30]
				
					
					
					Attack#2: 
					(CCC) Mind Shock [40]
					
					This 
					attack’s damage isn’t affected by Weakness and Resistance
 
				
				Name: 
				Ralts
				
				Set: 
				EX Emerald
				
				Card#: 
				61/106
				
				Type: 
				Psychic
				
				Stage: 
				Basic
				
				HP: 
				50
				
				Weakness: 
				Psychic
				
				Resistance: 
				None
				
				Retreat: 
				C
				
					
					Attack: 
					(P) Hypnotic Ray [10]
					
					The 
					Defending Pokémon is now Asleep.
 
				
				 
				
				
				Attributes:
				Gardevoir is a Stage 2 Pokémon.  As such, it will need 
				good stats and abilities to offset the relative difficulty of 
				playing it.  Let us take a moment to first look at the lower 
				Stages it comes from: the Kirlia in this set is basically 
				a miniature version of Gardevoir with comparable stats 
				and slightly weakened attacks.  It just lacks the Poké-Power.  
				The Ralts appears solid and uses the seeming “default” 
				pattern for Basic Pokémon, having the expected 50 HP and Retreat 
				Cost of just one Energy.  It does only have one attack, but it 
				only requires a single Psychic Energy and is capable of hitting 
				for decent damage and automatically inflicts Sleep, a decent 
				stalling technique.
				
				 
				
				Gardevoir
				is 
				a Psychic Pokémon.  This is a decent type to be: Resistance 
				exists, but it isn’t too common in Modified.  Weakness exists in 
				a reasonable about of Pokémon, at least that see play.
				
				 
				
				Gardevoir
				
				clocks in at 100 HP.  This is the bottom rung of HP for Stage 2 
				Pokémon: any less tends to be a serious handicap: it takes 
				exploiting Weakness, a lot of effort, or a little luck to OHKO 
				something with this much HP.  It is the third best for a 
				non-Pokémon-ex.
				
				 
				
				Psychic 
				Weakness is to be expected: this is a pure Psychic Pokémon in 
				the video games, and even though Psychic Pokémon are Resistant 
				to each other, TPC decided to make them Weak to each other 
				instead.  There are a handful of solid Psychic Pokémon that show 
				up in decks, and pretty much all of them can OHKO Gardevoir, 
				so watch out or consider running something like Ancient Tomb 
				(which causes Weakness to be ignored for Pokémon without owner’s 
				in their name who are not Pokémon ex).
				
				 
				
				No Resistance 
				is the worst Resistance.  I think it’s time that Psychic Pokémon 
				were allowed the Fighting Resistance they have in the video 
				games.  Most Fighting Pokémon have ways around Resistance 
				anyway, so it would mostly be a gesture to incorporate 
				Resistance as fully as it is in said video games.
				
				 
				
				Gardevoir
				has 
				a retreat cost of two, which is average in the sense that it is 
				neither large enough to be a serious concern nor low enough to 
				be trivial.  If you must pay for it, you can, but you’re better 
				off avoiding having to manually retreat if possible.
				
				
				
				 
				
				
				Abilities: 
				This Gardevoir has a Poké-Power, and it is one we have 
				seen before.  Healing Dance first appeared on Hidden Legends 
				Bellossom.  The Poké-Power can only be used once per turn, 
				regardless of how many copies of it you have in play (yes, even 
				on other Pokémon).  Why?  Because the power is a free Potion, 
				allowing you to remove two damage counters a turn.  This doesn’t 
				sound like much, but it can often give you one extra turn of use 
				from a Pokémon under attack, and thus deny our opponent access 
				to a prize for a turn as well.
				
				 
				
				Psypunch is 
				the first attack on this card.  It is a nice, quick attack that 
				requires only two Energy and yields 30 damage (since once Energy 
				requirement is Colorless, that is 5 extra points of damage).  
				Also, if you need extra speed, a Double Rainbow Energy 
				would allow you to open with Psypunch for 20 (provided you used
				Rare Candy to Evolve that first turn).  This kind of 
				attack usually doesn’t “make” a card, but you notice if it isn’t 
				there.
				
				 
				
				Next is Mind 
				Shock, an attack with some history.  First seen on Dark 
				Alakazam and Dark Kadabra, back then it wasn’t so 
				good.  Mainly because Psychic Weakness was as common as or more 
				common than Psychic Resistance, this attack’s ability to ignore 
				both meant a net loss.  Also, it was originally a fairly 
				“pricey” bonus, doing 5 less damage than paid for even on a 
				Stage 2 Pokémon!  Fortunately this version seems to get it 
				right.  It has good base damage; you pay for 45 points of damage 
				and do a full 60.  Even without the chance of hitting Weakness, 
				that is at least half of any non-Pokémon-ex’s HP.  Also, the 
				format has changed enough where Weakness and Resistance to 
				Psychic Pokémon are seen much less than the in the time of the 
				Base Set through Team Rocket.
				
				 
				
				All in all, we 
				have some very solid abilities here, though not enough to be the 
				main focus of a deck.
				
				
				
				 
				
				Uses and
				
				
				
				Combinations: 
				Fortunately, there is already another Gardevoir, from EX 
				Ruby and Sapphire, is the main focus of its deck.  It 
				also happens to have a Poké-Power, Psyshadow, that allows it to 
				break the “once per turn Energy attachment” rule by attaching a 
				Psychic Energy card (to one of your Pokémon) from the deck.  For 
				those familiar with the game, that is usually the hallmark of a 
				great or even “broken” card, and Gardevoir/Gardevoir 
				ex used to be quite the popular deck about a year ago.  This 
				card fits quite well into the deck because of the one drawback 
				of Psyshadow… it places two damage counters on the Pokémon that 
				receives the Psychic Energy.  Back then, Sandstorm Wobbuffet 
				was a common site in the deck: you’d slap Energy onto Wynaut, 
				use its Poké-Power to Evolve into Wobbuffet, which also 
				removed all damage counters.  So not only did you have a counter 
				to all the Pokémon-ex being played back then, but it served as a 
				repository of Energy, which feed Gardevoir ex’s Psystorm 
				attack which did more damage if there was more Energy in play.
				
				 
				
				Wobbuffet 
				is no longer a good counter.  It isn’t bad, but for a while it 
				was in virtually every serious deck.  This is where the new 
				Gardevoir comes in.  You don’t need to rely on the Wynaut/Wobbuffet 
				combination for “safely” powering up, or include a bunch of 
				Potion or the like.  For that matter, you no longer need to 
				rush and deplete your deck of Energy (a common problem Jaeger’s 
				version of the deck had, and probably the only thing that let me 
				beat him).  By using Healing Dance after Psyshadow, you get a 
				“free” extra attachment from the deck.  Since damage is not 
				building up so quickly, you don’t have to “rush” so much with 
				building up back-up hitters.  And if you have plenty of Energy, 
				Healing Dance is still useful, buying you an extra turn or two, 
				especially if the active is Gardevoir ex or another big 
				hitter.  Also, EX Emerald Gardevoir has better attacks 
				than its Ruby and Sapphire cousin.
				
				
				
				 
				
				Ratings
				
				 
				
				Unlimited: 
				2/5-It would be hard to run (and I only see using it as 
				mentioned above with other Gardevoir), but it would also 
				be hard for decks in this format to handle, since energy 
				removing effects… would not buy much time.
				
				 
				
				Modified: 
				3.75/5-Gardeovir decks can work without this version, but 
				I believe it is a big help, and with Boost Energy back in 
				play, the two ensure fast, painless starts.
				
				 
				
				Limited: 
				4.75/5-A top pick, assuming you can pull a suitable supporting 
				line (at least a 1/2/2).  It can bench sit and heal whatever is 
				attacking, or be the attacker itself.  The attacks of this (and 
				its lower Stages in this set) are rather good for Limited 
				events.  There is even Double Rainbow Energy in this set 
				to be exploited.  The only real downside is a decent amount of 
				Psychic Weakness and no Resistance… which, given the nature of 
				the second attack, is somewhat depressing.
				
				 
				
				Summary
				
				
				A good idea 
				that will hopefully re-invigorate a fallen deck type.  
				If Gardevoir works, the format becomes a hair closer to 
				being balanced, or at least having a wider variety of 
				over-powered decks.