Hello folks.  Loathe though I am to do so, I have a 
							choice: do the CotDs I suggested for this week 
							(today’s and tomorrow’s) without my normal text 
							spoiler and formatting… or don’t do them at all.  I 
							have chosen the former.
							
							
							 
							
							
							
							Aggron LV.49 
							is a Stage 2 Metal Pokémon.  It Evolves from 
							Lairon, which in turn Evolves from Aron, 
							so let’s start with these lower Stages.  The most 
							recent versions are from the same set as Aggron 
							LV.49, Mysterious Treasures.  Aron LV.15 
							has fairly average HP for a Basic that can Evolve 
							twice: 50.  This means that most Pokémon can OHKO it 
							unless it is very early in the game or they too are 
							under Evolved.  It has mediocre attack that for (MC) 
							does 30 damage, but also 10 damage to itself.  This 
							damage should be blocked if you have at least one 
							copy of the Special Energy Metal Energy (as 
							opposed to the new Basic Energy version), but it 
							then it only becomes an adequate attack and is still 
							nothing special.  The other two Modified Legal 50 HP
							Aron have better attacks than this… but have 
							the classic Fire Weakness instead of a mere +10 
							damage.  Given all the flaming monkeys and roosters 
							that really is significant.  There are also a lot of 
							Fighting Pokémon kicking around.  After all, Battle 
							Roads will look to counter what was seen at Worlds, 
							right?  Well, smart players will do that but also 
							realize that there are going to be scads of 
							competent “bush league” players who don’t have the 
							money to run the top decks or travel to any 
							tournaments that aren’t at least close to “local”.  
							Never underestimate these kinds of players.  I am 
							one of them. XD  So far, I’ve never been to a 
							tournament that wasn’t in my home state, and my home 
							state is Iowa: not too big.  The best bet for 
							players such as my self is to a) run an easy to 
							assemble established deck while attempting some 
							killer TecH… or counter such decks and hope to avoid 
							any nasty surprises.  So I expect a lot of Fire, a 
							lot of Fighting, but also a good deal of Water and 
							Psychic.  So that mere +10 against Fire is far 
							better than x2, and Resistance to Psychic, 
							especially at -20, seems like a pretty good reason 
							to choose Aron LV.15 over its better 
							attacking elders.  The others have the classic -30 
							for Resistance, but it is to Grass which I expect to 
							see less of.  To wrap up Aron Lv.15, note it 
							does have a Retreat Cost of two, which is high but 
							given its expensive retreating Evolutions, you 
							probably have a decent amount of switching cards in 
							deck.
							
							
							 
							
							
							
							Lairon LV.32 
							is the next Stage of the Evolution line, and while 
							it’s tempting to ignore it (we can Rare Candy 
							to skip it) that is a fatal error.  Any game that 
							isn’t a blow out one way or another will probably 
							have a deciding moment.  That moment will often be 
							early in set up or late in the game when you’re 
							throwing whatever you deck has left, and that is 
							when your choice of Stage 1 is vital.  Unlike the 
							Aron, there is no real doubt that Lairon 
							LV.32 is the winner.  It has great attacks: the 
							first gets precious Metal Energy from the 
							discard while removing 2 damage counters for just 
							(M) and the second is a nice, solid 50 without any 
							draw backs save costing (MMC). It has a solid 80 HP 
							(for a Stage 1 with an Evolution still available) 
							and none of the other versions surpass it.  It has 
							+20 Weakness to Fire, but that is far better than 
							double Weakness against all but the weakest Fire 
							attacks.  It has a solid Psychic -20 for Resistance, 
							though it also has a hefty Retreat Cost of three.  
							Again, you should already have worried about Retreat 
							Costs due to Aggron, so it isn’t a critical 
							draw back.
							
							
							 
							
							
							Now for the main attraction, Aggron: this 
							version has 130 HP which should stretch pretty far 
							with some Metal Energy (special Energy 
							version).  Looking at the bottom stats, we see it 
							does have a very nasty Weakness: +40 for Fire.  This 
							is still better than a double Weakness unless its 
							early game (anything hitting for 30 or less does 
							more than if the damage was doubled, but everything 
							else does the same or less).  We still have -20 for 
							the Psychic Resistance.  I had hoped they’d bump it 
							up a bit, but I am just happy to see Resistance at 
							all, let alone on all three Stages.  The Retreat 
							Cost of 4 is huge and should greatly influence how 
							you run this deck, either with many cards to switch 
							out Actives as needed, or to lower the Retreat Cost, 
							or to make it easier to soak of the damage and shed 
							Special Conditions.
							
							
							 
							
							
							The real meat of the card, as usual, is the 
							attacks.  There are two, and they aren’t too bad.  
							The first, Heap Up, does 40 for two of any Energy, 
							but if there is at least one Special Energy version 
							of Metal Energy in your discard pile, then it 
							does 70.  Then it throws all the Energy back into 
							your deck.  This seems pretty handy and a good way 
							to start the game.  Once you get set up, the second 
							attack, Hard Metal, should be hard to keep up 
							against.  It does 60 damage, which is only “fair” 
							for (MMMM), and actually substandard considering 
							this is a Stage 2.  However, you have the option of 
							pumping this up to 100 damage if you do 40 damage to 
							yourself.  If your opponent sends up small Pokémon 
							to stall, you can waste them no problem.  Once you 
							get four copies of Metal Energy (Special 
							Energy version, of course), you can then just choose 
							to do a flat 100 a turn.
							
							
							 
							
							
							As a whole, this card is solid, but not really a 
							tournament winner.  Bronzong LV.40, which we 
							will look at tomorrow, should have some solid 
							synergy with Aggron, as might the older 
							version of Aggron from EX Power Keepers.  All 
							that really is needed is a good source of healing or 
							Energy acceleration.  Sadly, I can’t seem to find 
							anything stand out except Vaporeon*, and that 
							is hard to re-use.
							
							
							 
							
							
							
							Ratings
							
							
							
							 
							
							
							
							Unlimited: 
							1/5 – Hardly a card for this format.
							
							
							
							 
							
							
							
							Modified: 
							3.5/5 – It is more than a straight forward beatstick 
							and seems close to having a “deck” for it.  So close 
							it makes me wonder if we’ll see the “missing piece” 
							of a combo come in another set or two.  Keep an eye 
							on it.
							
							
							
							 
							
							
							
							Limited: 
							3.8/5 – I am a little leery of the Fire Weakness for 
							this format, though if you can pull the full line, 
							it is a solid Stage 2 Pokémon and given the strength 
							of the Lairon in this format, it would be a 
							worthy deck focus.  If you actually pull a Metal 
							Energy to trigger the first attacks bonus or 
							just reinforce Aggron, it does indeed become 
							much better.