Name: 
				Holon’s Castform
				
				Set: 
				EX Holon Phantoms
				
				
				Card#: 
				44/100
				
				
				Rarity: 
				Uncommon
				
				
				Type: 
				Colorless
				
				
				Stage: 
				Basic
				
				HP: 
				50
				
				
				Weakness: 
				Fighting
				
				
				Resistance: 
				None
				
				
				Retreat: 
				C
				
					
					
					Attack: 
					(C) Delta Draw
					
					
					Count the number of Pokémon you have in play that has δ on 
					its card.  Draw up to that many cards.
					
					 
					
					
					Text: 
					You may attach this as an Energy card from your hand to 1 of 
					your Pokémon that already has an Energy card attached to 
					it.  When you attach this card, return an Energy card 
					attached to that Pokémon to your hand.  While attached, this 
					card is a Special Energy card and provides every type of 
					Energy but 2 Energy at a time. (Has no effect other than 
					providing Energy.)
 
				
				 
				
				
				Attributes:
				
				Holon’s 
				Castform 
				is a Basic Pokémon with no Evolutions.  It is a Colorless 
				Pokémon, which isn’t really a bad or good thing.  It also has 50 
				HP, which is a tad low for a Basic that can’t further Evolve.  
				The Fighting Weakness is common though potentially deadly as 
				Fighting Pokémon often specialize in quick, inexpensive damaging 
				attacks.  No Resistance is a tad disappointing but not hugely 
				disappointing and a Retreat Cost of just one Energy seems to be 
				the standard for Basics anymore and is pretty good as it’s easy 
				to pay.
				
				 
				
				Not bad 
				Attributes, but definitely not what will get this played.
				
				 
				
				
				Abilities: 
				Delta Draw is a solid attack if you run at least a few Pokémon 
				δ.  If you run almost exclusively that, then it can be a 
				fantastic opening attack, allowing you to draw up to 5 cards for 
				a single Energy.
				
				 
				
				
				However, the real reason this will see play is that it has an 
				additional effect: it may be attached from hand as an Energy 
				card.  Doing so requires the Pokémon that receives it already 
				has at least one Energy card attached, because you have to send 
				on back when you attach this.  It’s worth it though: it provides 
				two of any Energy type, just like Holon’s Magneton and 
				Holon’s Electrode.  While not very important to many 
				Pokémon, it’s fantastic for Pokémon-ex and Basic Pokémon, as 
				they can’t use Double Rainbow Energy.  You won’t come out 
				Energy ahead in terms of quantity, but in terms of quality it’s 
				great.  Well, unless you bounced a Darkness Energy or 
				Metal Energy card.  Quite nice to reuse other Special Energy 
				cards, though.
				
				 
				
				Simply 
				put, the Energy effect is wonderful and the attack actually 
				means its okay for some decks if this little fellow is 
				unfortunately the only Basic Pokémon in your opening hand… and 
				is forced to start.
				
				 
				
				Uses 
				and 
				
				
				Combinations: 
				As a Basic Pokémon, there are many ways to get this into your 
				hand, including several attacks and Trainers.  What compensates 
				for occasionally being forced to start with it in a deck without 
				Pokémon δ is that it’s easier to search out than its fellows: 
				Holon Mentor can grab three of them!  That has to be nice 
				for a deck like LBS.
				
				
				
				 
				
				
				Ratings
				
				 
				
				
				Unlimited: 
				2/5 – Energy Removal can unfortunately remove this in one 
				shot, but if you really want to play a Pokémon-ex or other no 
				Double Rainbow Energy-target in this format, this might be 
				the only way to power it up decently and quickly.
				
				 
				
				
				Modified: 
				4/5 – Not a must have for all decks, but for many, it will 
				likely replace Holon’s Electrode unless the risk of being 
				forced to open with it ends up being truly devastating.
				
				 
				
				
				Limited: 
				5/5 – There is an exception to my “perfect” score: if you are 
				running a deck with no Pokémon δ that uses a single Energy Type. 
				 Otherwise, it will make juggling multiple Energy types easier, 
				and even though there are a few ways to provide for Dark and 
				Metal Energy requirements doesn’t mean this is any less useful 
				as yet another way.
				
				 
				
				
				Summary
				
				A 
				wonderful card with many uses, I strongly encourage you to trade 
				for them if you can.  I wouldn’t go too crazy, as it is just an 
				Uncommon, but at the same time it is a very, very good Uncommon, 
				not unlike Rare Candy.
				
				 
				
				-Otaku