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					Pojo's Pokemon Card of the Day 
					
					
                        
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							Infernape Lv. 49 
							Stormfront 
							
							Date Reviewed: 
                            10.20.08 
                            
							
							Ratings
                            & Reviews Summary 
							 
							Modified: 4.08 
							Limited: 2.33 
							
							Ratings are based
                            on a 1 to 5 scale.  
                            1 being the worst.   
							3 ... average.   
							5 is the highest rating. 
							
							
							Back to the main COTD 
							Page 
							   | 
                         
                        
					
 
            
              | 
          			Arbok14 | 
              
					 
						Hey, it's an exciting week here, because we get to 
						review the new previewed Stormfront cards just for you! 
						Today we will start the week out with Infernape. 
						 
						Name: Infernape Lv. 49 
						Set: Stormfront 
						Rarity: Rare Holo 
						 
						HP: (120) - This is the best out of the three options 
						for Infernape at the moment, and 120 is not bad for any 
						stage 2. 
						 
						Weakness/Resistance: (Psychic+30/none) - Weakness to 
						psychic could hurt these days, but there are a few 
						things to get around it. 
						 
						Retreat Cost: (0) - This is awesome, especially on a 
						stage 2!! 
						 
						Poke-POWER: (Blaze Dance) - This is an AWESOME power. 
						Yes, it is flippy, but the fact is, it can potentially 
						get not 2... not 3... but 4 energy and attach them all 
						to your Pokemon in any way you like. This is a great way 
						for energy acceleration. 
						 
						Attack #1: (CC - Close Combat) - This attack is OK, for 
						the energy, but it makes you defenseless (literally) on 
						your opponent's turn. 
						 
						Attack #2: (FFCC - Spreading Fire) - I like this attack 
						because it does a good amount of damage and it 
						automatically does 20 damage to each of your opponent's 
						benched. Sure, it is a tad expensive, but its Power 
						helps that. The only problem would be getting back the 
						energy you discard, but free retreat and Typhlosion can 
						surely aid in that regard. 
						 
						Final Analysis: I could see this becoming one of the 
						archetypes once Stormfront comes out. Blaze Dance is 
						worth the flippiness, and Spreading Fire is a nasty 
						attack. A lot of the Stormfront cards are more powerful 
						than anything we have ever seen, so it will be 
						interesting to see how this fares in the new metagame 
						(because I'm positive the metagame will be severely 
						altered once this set comes out). 
						 
						Modified: In my opinion, the metagame is this card's to 
						lose. (4.5/5) 
						 
						Limited: Blaze Dance could prove pivotal in a close 
						game. Stage 2 is a slight problem. (3/5) 
				 | 
             
            
              | 
          Jigglypuff13 | 
              
						10/20 Infernape Lv.49 (SF) 
						 
						Hello and first of all, sorry for not reviewing anything 
						last week, but I've been very busy recently, so this had 
						to take a back seat for a bit. Anyway, welcome to 
						Stormfront preview week, using the cards that have 
						already been officially revealed. First of all, we have 
						Infernape. Now, we already have 3 other Infernapes 
						(including the Lv.X), so this one has to be very 
						different to really deserve any play. Just looking at 
						the card, and you see the first main difference straight 
						away, it's a Fighting type. Now, there will be a lot of 
						good and playable Grass types in this set (probably), so 
						it would've been batter if it was Fire. Also, it's given 
						a Psychic Weakness, which in format which will gain 
						another couple of good Psychic decks, that may not be 
						such a great thing. Essentially, it's already a bit on 
						the back foot. However, it does get some help for it's 
						HP, beefing it up to a nice and average 120 for a Stage 
						2, which is equal to the Lv.X's HP, which is nice 
						really. Also, it has the Infernape standard, no Retreat 
						Cost (which is perfect), and no Resistance (which isn't 
						so great). It's all a bit too predictable at the moment 
						(apart from the Fighting typing and the Weakness. And 
						the HP. OK, so it isn't all predictable then), so I 
						would be expecting cheap attacks, 2 of them to be 
						precise, and no Poké-Power/Body. 
						 
						However, I would be a fool to think that before this 
						English version would be released, mainly since I saw 
						the Japanese version. This Infernape differs from the 
						norm again with a Poké-Power and 3 fairly expensive 
						attacks. Blaze Dance is a flippy one-shot Poké-Power, 
						that is brilliant if it works, and rubbish if it 
						doesn't. On Heads, you get 4 Fire energy cards from your 
						deck and attach them to your Pokémon in anyway you like, 
						which is brilliant. On Tails, it does nothing, which is 
						rubbish. Basically, a Heads means you've powered up 
						Infernape for it's second straight away, or powered 
						something else up instead. Either way is good. Because 
						of the flip, it's not something to rely on, and thus 
						some other energy acceleration would be nice. 
						 
						The first attack, Close Combat, is another risky element 
						to the card. CC for 60 is great, but the attack last 
						seen on Lucario Lv.X (MT) has the same negative side 
						effect of increasing damage to Infernape next turn. The 
						great thing about Lucario Lv.X was that it's Poké-Power 
						let not take a hit for a single turn, and thus get rid 
						of the negative side effects of Close Combat for a turn. 
						Infernape doesn't have that, so even a single turn of 
						using it at the wrong time could be very costly, 
						especially considering that a lot of Psychic types are 
						going to be able to hit the 60 damage mark, allowing 
						them all to get a OHKO on Infernape after a Close 
						Combat. Still, 60 for CC is nice... 
						 
						Spreading Fire is possibly the least Infernape-y attack 
						to appear on Infernape. It needs FFCC, which is double 
						the maximum energy cost of any other Infernape, and only 
						does 80 damage for that cost. To the active anyway. It 
						has a discard, which is very Infernape-y, but it also 
						does 20 spread to your opponents bench, which isn't 
						usual for Infernape. However, it doesn't matter if it's 
						usual or not, it matters if it's any good, and it is, 
						it's brilliant. Against a deck running a full bench, it 
						does a total of 180 damage, which is very nice really 
						for what is esentially a 6 energy cost (4 for using the 
						attack, 2 for the discard), though not brilliant 
						compared to some other attackers (I think). even with 
						the 4 energy attack, it can be a good donking Pokémon 
						with the flip of a heads. Spreading fire is obviously 
						the main attack of this card due to it's devastating 
						ability. 
						 
						However, you need a good way of getting the energies 
						back onto the card so you can use Spreading every turn 
						possible. There a re a couple of ways of doing this, 
						though both are hard to set up. The first is a mix of 
						Typhlosion (MT) and Stark Mountain, using Firestater to 
						get the fire energies back onto the bench, then moving 
						one of them up to Infernape before attaching one from 
						your hand to Infernape to actually then use the attack. 
						Admittedly, you would need a energy in your hand every 
						turn to be able to do this (unless you do a switching 
						combo with 2 Infernapes, but that's even harder to set 
						up), but it would be extremely effective if you could do 
						this. 
						The other combo is using Infernape Lv.X (DP) to change 
						the new Infernape to Fire type, and thus be able to use 
						Heatran Lv.X's Poké-Power to esentially not discard the 
						energies for the attack. It's a little tough to do since 
						it's a Stage 2 Lv.X and a basic Lv.X that had 4 Retreat 
						cost, but still, it would be effective if you could do 
						it. 
						 
						Survivability, and it's about average really. Since I'm 
						not certain what the good decks will be after SF, I'm 
						not going to say about how it will do, but it should be 
						alright, taking a hit or 2 against all bar Psychic 
						Types, but faltering to all of the really powerful hits, 
						or those after a Close Combat. 
						 
						Ratings: 
						 
						Modified: It's a nice card, but a bit unreliable due to 
						the flip and no real consistent way of getting the 
						energies back to Infernape for consecutive Spreading 
						Fires. It could be a nice supporter for the MD Infernape, 
						giving it a surprise 160 attack, but the flip just makes 
						a bit too unreliable. It's a good card, but a bit 
						difficult card to use well consistently. 2.75/5 
						 
						Limited: Looking at the Japanese set, there is probably 
						going to be no Chimchar/Monferno to go with Infernape, 
						making this card useless if so. 1/5 
						If there are, then it could be useful, but Close Combat 
						still isn't any good. 
  | 
             
            
              
          The 
			Masked 
			Scizor 
			 San Bernardino,  
			CA | 
              
						 
						WE HAVE A TREAT FOR YOU TODAY HERE AT COTD!!!!!!!!!!!! 
						WE ARE REVIEWING A NEVER-BEFORE-SEEN (.......uh-huh) 
						CARD FROM STORMFRONT, INFERNAPE!!! Continuing 
						Infernape's tradition of being ridiculously powerful, 
						and really, really goodlooking (watch your Zoolander, 
						kids), this card is one that is sure to be coming to a 
						deck near you! BUT will that deck be a winning deck? 
						Let's find out, together, because sharing Pokemon is 
						caring....until things get SERIOUS and 
						it'sthefinalsofyourlocalCityChampionshipsandthe 
						lastthingyouwanttodoiscareaboutyouropponent..... 
						*WHEW*..So, on to the card then!!..!..!... 
						
						  
						
						Stage 2: As we all know Infernape, begins as a little 
						Char, then grows to an inferno, and FINALLY.....an..Inferno..(or 
						a Chimp to a Monkey to an Ape HE-HAH). Infernape's pre-evos 
						are pretty basic, Chimchar is nothing special and 
						Monferno can either Dance an energy onto it from the 
						discards, or hit for possible 60, both for little 
						energy. Monferno is ok if you can't evolve it for a 
						turn, and it has free retreat, which is always good. So 
						all in all, a pretty good beginning for our Infernal 
						Ape.  
						
						  
						
						120 HP: THIS is new! If the next Infernape has 130 HP 
						then I'll KNOW there playing with us (go check out the 
						DP Infernape and then the MD Infernape.....DAH Screw it, 
						I'll just tell you, it takes way too long to go over to 
						Pokegym's Tower, and, besides, you might get sidetracked 
						on the way there and never come back. The DP Infernape 
						had 100 HP, and the MD one had 110). This is actually a 
						really good plus for this card, as it seems ALOT of 
						attacks can reach 100 or 110 these days, with Bucks/Plus 
						or not. Good Bonus. 
						
						  
						
						Blaze Dance: Possibly the most interesting feature of 
						this card (there are a few), this Poke-Power can fully 
						power this card up, OR be used like a Togekiss, and help 
						fuel other Pokemon. Though it is a flip effect, unlike 
						Togekiss, it is an ENSURED four Fire, which can be head 
						and shoulders above Togekiss's randomness. I think this 
						card would be used even if it didn't have the Power, so 
						really it's just great gravy here. I'm obliged to also 
						mention, just like with every other come-into-play 
						Pokemon Power, this card is CAN be combo'ed with Super 
						Scoop Up, but, since they're BOTH a flip, not so much as 
						others. 
						
						  
						
						Close Combat: Hmmm, I find this attack..........not so 
						likeable. It's basically just a smaller version of 
						Lucario LV. X's Close Combat, but without the protection 
						of Lucario's obvious Poke-Power (sometimes you don''t 
						need two cards for a combo). The only time I can EVER 
						see this being used is when you've just discarded the 
						energy for Spreading Fire and don't have the Stark 
						Mountain or Typhlosion to get back to four energy. 
						Granted, after KOing a Pokemon with Spreading Fire they 
						might not be able to capitalize on the negative effect, 
						but unfortunately, for decks like Blissey or Kingdra or 
						even AMU, that probably is not the case. While I guess I 
						CAN see this attack helping out late game if you're 
						trying to swarm with just a bunch of Infernape, other 
						than that and after Spreading Fire, this attack will 
						probably not be used. Not BAD, though. 
						
						  
						
						Spreading Fire: This attack is the big hitter for this 
						card, and reminds me alot of Kyogre's High Tide. In 
						fact, the only difference is the change to Fire Energy, 
						and the cost of one more energy resualting in 20 more 
						damage. In fact, it even has an energy acceleration 
						ability on it, just like Kyogre. But, the difference is 
						that Infernape, through the prementioned Stark Mountain 
						and Typhlosion combo, can EASILY power up to use this 
						attack every turn. You just attach an energy normally to 
						Infernape and Firestart one onto the Typhlo', then Stark 
						Mountain it right onto your Ape. 80 every turn, and 20 
						to their bench, assuming you can keep putting down the 
						energy from the hand, which, looking at Houndoom's 
						example and success, shouldn't be hard. This attack will 
						clearly start an archetype. HECK, this even supports 
						Infernape LV. X.  
						
						  
						
						Weakness: DIFFERING once more from the other Infernape, 
						this one has a potentially dnagerous Weakness to 
						Psychic. While, in truth, a Weakness to Water would be 
						just as much a handicap, this Infernape now has a whole 
						different set of Pokemon to fear. Bronzong can Coat and 
						then survive a Spreading Fire, and Mismagius can OHKO it 
						if it has at least three energy on it (why am I even 
						saying that?). I expect it's biggest concern, though, 
						will be Dusknoir and Gengar. While I haven't actually 
						SEEN either of these new cards (I happen to like being 
						pleasantly suprised by the card itself, not some 
						mispelled internet Japanese translation), I've HEARD 
						they're particularly comboatious and will be highly 
						played. 
						
						  
						
						Retreat Cost: Like it's older versions, this Inferno a 
						la Ape is fast and painless to retreat. A major bonus 
						when damaged or intending to swarm using Close Combat.
						 
						
						  
						
						Combos: This card is just like most of the other big 
						Fire Pokemon, easily combined with a variety of things. 
						It can work with energy accelerators like Leafeon, 
						Typhlosion and Togekiss. It can work with other Fire 
						spreaders like Magmortar. It can work with Moltres to 
						power up big attacks quickly. It can work with Groudon 
						to place a Fire on it, alternate between Drought and 
						Major Earthquake, and when Groudon's KO'd have an 
						Infernape or two to take it's place. I MEAN, it can even 
						be used with Darkrai and Weavile to do 80 for two energy 
						and then retreat for a different one when you need to, 
						all the while powering up the Darkrai LV. X. A very 
						useful card indeed, which is something everyone should 
						like.  
						
						  
						
						Ratings: 
						
						Modified: 4/5 I can't really tell HOW MUCH play this 
						card is going to see, but I can guarantee it's good and 
						will SEE play. 
						
						  
						
						Limited: 4/5 Strong here to, Close Combat can actually 
						be pretty useful here. 
						
						  
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