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Yu Yu Hakusho
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Pojo's Pokemon Card of the Day


Aerodactyl δ

EX Holon Phantoms


Date Reviewed: 05.08.06

Ratings & Reviews Summary
Unlimited: 1
Modified: 2.25
Limited: 4.5

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


Notice: Throughout today’s CotD and the rest of this week’s, if I use the term “Fossil” Pokémon, it means Pokémon that Evolve from a card with Fossil in its name.  If I say “Fossils”, it refers to any Trainer with “Fossil” in its name that can be played as a Basic Pokémon but doesn’t give up a Prize when it is KO’d. If I use Fossil without italics, it’s the third set’s name.


Skip straight to the scores and summary for a concise overview.


Please note that while I denote δ Delta Species Pokémon by adding a δ to the end of their name, but that said symbol is not actually part of their name for gaming purposes to my understanding.  For example, a “Pokémon δ” can Evolve from or into a non-Pokémon δ, so long as no other rules are being broken.  That is, I can Evolve Dratini δ into a Dark Dragonair, plain Dragonair, of the “Dragonair δ”.  I cannot, however, Evolve a Dark Dragonair into a Dragonite δ or a Dragonair δ into a Dark Dragonite.  Also, a card can have δ Delta Species Pokémon and not be from EX Delta Species: it’s on the ones from EX Holon Phantoms and thus likely on all Pokémon δ from here on out.


Name: Aerodactyl δ

Set: EX Holon Phantoms

Card#: 35/110

Type: Fire

Stage: 1 (Evolves from Mysterious Fossil)

HP: 70

Weakness: Lightning

Resistance: Fighting

Retreat: None

Poké-Power: Primal Light

Once during your turn (before your attack), you may search your deck for a basic Energy card, show it to your opponent, and put it into your hand.  Shuffle your deck afterward.  This power can’t be used if Aerodactyl is affected by a Special Condition.

Attack: (RC) Granite Head [30]

During your opponent’s next turn, any damage done to Aerodactyl by attacks is reduced by 10 (after applying Weakness and Resistance).

Name: Mysterious Fossil

Set: EX Holon Phantoms

Rarity: Common

Card#: 72/110

Type: Trainer

HP: 50

Text: Play Mysterious Fossil as if it were a Basic Pokémon.  While in play, Mysterious Fossil counts as a (C) Pokémon (as well as a Trainer card).  Mysterious Fossil has no attacks of its own, can’t retreat, and can’t be affected by Special Conditions.  If Mysterious Fossil is Knocked Out, it doesn’t count as a Knocked out Pokémon. (Discard it anyway.)  At any time during your turn before your attack, you may discard Mysterious Fossil from play.


Attributes: This Aerodactyl is Fire-Type Pokémon making it a Pokémon δ, and I’ll be referring to it as Aerodactyl δ if when it comes up in later CotDs.  For the rest of this CotD I’ll just call it Aerodactyl because I am on a time crunch and the δ takes longer to type than this little explanation.  Being a Fire-Type has some advantages over being a Fighting- or Colorless-Type Pokémon.  Fighting has long been the most common form of Resistance, though also the most common form of Weakness.  Given the numerous ways to bypass Resistance most Fighting Pokémon possesses, you’d think that this would be a step back.  Colorless Weakness is somewhat rare and can be taken advantage of by most Pokémon though the use of Crystal Shard and Resistance is almost non-existent.  Fire Weakness is the fourth most common, while Resistance is the fourth least common.  Being a Pokémon δ is quite beneficial due to the extra support that I’ll mention in Uses and Combinations, as well.


Aerodactyl is a Stage 1, as it always has been in the English TCG.  Unlike most other Stage 1 Pokémon, this one has multiple shortcuts available to get it into play as a Basic (again, more details in the Uses and Combinations section).  Suffice to say this means it can get by with somewhat worse stats than you’d expect for an end Stage 1.


Aerodactyl has 70 HP which is acceptable for a Stage 1 but pretty good when it’s a Basic.  The Lightning Weakness isn’t too great, but it could be worse: there aren’t many Lightning-Type Pokémon who can’t do big (but costly) damage anyway.  The Fighting Resistance is welcome, for the most part, since it’s better than none with one commonly seen exception: this against Medicham ex, who gets to OHKO it thanks to its Sky Kick attack: 60 base damage plus an additional 40 points more if the Defending Pokémon is Resistant, netting 70 points of damage.  I wouldn’t even mention it except that Medicham ex decks are still quite popular.  The free retreat on this card is what is really worth noticing anyway, and it compliments one of the Abilities by allowing this to sit on the Bench and come up when something is KO’d to give you time to plan and set things up before retreating to what you really want.  A Fossil can do the same and would be expected in a deck with this, but they aren’t re-usable.  Also, if the opponent manages to force this into the Active slot but doesn’t OHKO it, it can easily retreat to the Bench.


If you do choose to Evolve into Aerodactyl, you have a choice in Unlimited but must use Mysterious Fossil in Modified.  Mysterious Fossil is a good card so a copy or two is still handy, but the other methods are faster and thus it should be included as a fall back, much like the average Stage 1 is included in a deck for the few situations where Rare Candy is undesirable (or just not showing up).  In Unlimited you can also use Buried Fossil, but Buried Fossil is a Basic Pokémon with only 30 HP.  As such, you should just do the same as Modified and try to use the shortcuts with a Mysterious Fossil or two as back-up.


Abilities: Primal Light is what might get this card played.  Pulling anything from the deck is handy, even if it’s just Basic Energy.  After all, you need Basic Energy for all but a few decks, you tend to need large quantities of it in most decks, and this makes it easy to obtain for discard fodder as well as thin your deck so you can draw harder to get cards, like Trainers and Pokémon.


Granite Head is the kind of attack you need on what should be a Bench sitting Pokémon: inexpensive and designed to stall for time.  It reduces incoming damage by 10 after Weakness and Resistance and hits for a decent 30 itself.  You don’t want to need to attack with Aerodactyl, but this lets it if it must.


Uses and

Combinations: Even though it can only get a Basic Energy from the deck it is handy for most Pokémon and actually quite good for a few.  Right now Pidgeot and Magcargo, with their universal searching ability, are probably a better choice for any deck that needed to get extra basic Energy cards.  We also have Mr. Stone’s Project and Energy Search, Trainers that can be used to get Basic Energy cards.  So this format, the prospects are few.  Still, Pidgeot and Magcargo will almost certainly be gone by next format, so as long as TPC doesn’t give us anymore universal searchers, then this card could finally find a place in appropriate decks (Energy Search is a single card and who wants to burn a Supporter on it?


For now, I can’t think of any serious decks that would need it, with the possible exception of the new Kabutops δ which we will look at later in the week, and has a serious need for Lightning Energy.




Unlimited: 1/5 – Not even Raindance needs this.  Even factoring in the fight against Trainer denial in Unlimited, you still have cards like Cleffa to help you draw into Energy with ease.


Modified: 2/5 – Somewhat helpful in general but not much use to most established decks… yet.


Limited: 5/5 – With the blatant lack of Trainers and search power inherent to Limited decks, such cards are precious.  This one has a solid Stage 1 with it that can exploit several tricks in this set should you get them.  Limited decks often are forced to run multiple Energy types and this can alleviate some of the difficulties from that while at the same time thinning your deck so you can draw into Pokémon and the odd Trainer easier.



Like many cards from these last few sets, Aerodactyl will probably not see much play in this format, but has some promise for the next.  It’s an Uncommon so it shouldn’t be too hard to get now, and it may be worth keeping two or three in case it does become good next format.






It's not good here, it has a bad weakness and it doesn't do a lot of damage. it's power will work, but it shouldn't be hard to get basic energy in this format.

A bit better here, I like the fact that it's a fire pokemon, but being a stage 1 and having lightning weakness seems bad to me. It's all about his poke-power here, which does help in certain situations, and also gives you an extra card. But I find it wasted space in your deck.
For example, magcargo dx is also a stage 1 fire pokemon but it has way more potential.

Pure awesomeness here! as you may have pulled some random pokemon out of your boosters, and thus need to play multitiple types of energy cards. This pokemon gets you an extra card, and also the energy card you need. It also thins your deck which is pretty good here since your deck only has 29 cards after setup.
It's attack is pretty decent here too, 30 damage for 2 energy, and also preventing 10 damage next turn. In limited, where cards don't do 200 damage, this is a lifesaver.

Aerodactyl delta

Modified 1/5 - There is a possibility where you can combine this Pokemon with Kyogre ex from Hidden Legends, but other than that, Aerodactyl delta is a waste of deck space. 30 damage will not get the job done, along with a trivial effect. The Poke-Power isn't game breaking - you just run enough Energies, and use the space for something better.


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