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					Pojo's Pokemon Card of the Day 
					
                        
                          | 
                           |  | Yanmega 
							Lv. 47 
							Diamond & Pearl Legends Awakened
 
							Date Reviewed: 
                            09.02.08 
							
							Ratings
                            & Reviews Summary
 Modified: 3.50
 Limited: 3.75
 
							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 
							 |  
 
            
              | Jigglypuff13 | 9/2 Yanmega Lv.47 (LA) 
 Right, another short review today. Yanmega has received 
						a fair bit of attention, mainly as a spreader, but also 
						as a hit and runner. Sonic Wave is how it can be a 
						spreader, happily dealing 10 to everything and forcing a 
						switch. This is obviously great with the other spreading 
						and take advantage of spreading cards. Yanmega is a nice 
						spreader, and the extra effect of the switch can be 
						quite disruptive, but the role of spreader has got some 
						many great alternatives that it's not even funny 
						anymore. However, most other spreaders can't do so 
						without cost, which makes Yanmega that little bit more 
						special. Pursue and Turn is a rather expensive form of a 
						hit and runner. 60 for GGCC is rubbish really. If your 
						done 2 spreads, then it turns to 80 and a free switch. 
						There aren't many Pokémon that can do the same sort of 
						thing, but those that do are maybe less powerful, but 
						they are at least quicker.
 
 90 HP on a non-evolving Stage 1 is quite average really. 
						Should survive a hit earlier on in the game, but the 
						later the game gets, I wouldn't count on it surviving. 
						+20 Lightning Weakness isn't too bad really, due to not 
						many Lightning Pokémon being around in the metagame 
						(probably), with Electivire (SW) and Luxray (LA) 
						probably seeing the most play. -20 Resistance to 
						Fighting isn't that great either to be honest, with 
						Gallade (SW) and maybe the odd Rhyperior Lv.X (LA) being 
						the most played Fighting types. No Retreat Cost is very 
						nice, though if you ever end up trying to get Pursue and 
						Turn up and running, it may be necessary to have it 
						really.
 
 Combos, and first, spreaders and cards that can take 
						advantage of it. To be honest, I've probably said about 
						these sorts of cards so many times, you'll remember them 
						straight away (unless this is the first review of mine 
						you've read, at which point, you may want to look back 
						at a couple of spreaders from about a week or 2 ago). 
						However, there are a couple that I really like the idea 
						of. Brozong (MD) and Omastar (MD) to make what is 
						esentially a deck that requires no energy. This is 
						probably the only deck that can do something like this, 
						so it's definately unique, and could be quite good, just 
						don't count on it. The other sort of deck is a hit and 
						run deck, using Pursue and Turn to switch into something 
						that won't be harmed (or at least, might not), such as 
						Mr. Mime (MT), Shuckle (SW) or Jumpluff (SW). There are 
						alternatives to Yanmega that require less energy, and 
						are, to be honest, probably better at it, but it's 
						always an option.
 
 Survivability, and, well, don't expect too much. I would 
						go over all of the big decks, but if they don't get a 
						OHKO, it will always be a 2HKO. Mind you, Pursue and 
						Turn does help a bit, allowing it to take to the 
						relative safety of the bench. Also, another counter is 
						Bastiodon (MT), due to stopping Sonic Wave's bench 
						damage, thus making it a largely ineffective card, 
						though, ironically, would help in hit and run variations 
						of Yanmega decks to keep Yanmega from being sniped 
						itself.
 
 Ratings:
 
 Modified: It is a excellent spreader thanks to it's no 
						energy cost, and Pursue and Turn is an alright secondary 
						attack, or hit and runner, just it takes so long to get 
						it set up. The idea of an energy less deck is quite 
						appealing though, and should be quite fun and odd at the 
						same time. Basically, it's probably better as a spreader 
						than a hit and runner, but could be quite effective in 
						either role. 3.5/5
 
 Limited: Again, it can work in either role here, though 
						don't expect too many other spreaders or cards to take 
						advantage of spread to be found here, and there is 
						nothing here that would be worth switching in for Pursue 
						and Turn. Mind you, 60 or 80 here is nothing to say no 
						to, even if it does cost 4 energies. 3.25/5
 |  
              | The Masked
 Scizor
 | Sup all you poke-people! I hope you 
						enjoyed your Labor Day by not doing labor. I, on the 
						other hand, was, under pain of being digested by a 
						Wailord, forced to write this (should I have gone with 
						Snorlax instead?). ANYWAYS, today's card is Yanmega, the 
						evolved form of our old pal Yanma, who saw relatively no 
						play when he was released back in Neo Discovery. 
						Hopefully, Yanmega will change that. Actually.......HAHA 
						Yanmega's first attack is almost exactly alike the old 
						Yanma's! Check it out! Don't worry, I'll give you 
						time..............................alright ready? On to 
						the card!!!   90 HP: Weeeeelllll, it's good I guess 
						for a Stage One, but Yanmega, with a four energy attack, 
						is gonna want more. At least it can retreat easily 
						when damaged, though.   Sonic Wave: A GREAT free attack, 
						damage spread and a forced switch. It's really a very 
						good fit for this Pokemon and lets you apply instant 
						pressure on turn two.   Pursue and Turn: Despite being 
						strangely named, this attack is actually pretty strong. 
						At first glance, it looks terrible. 60 Damage for FOUR 
						ENERGY and then an 80 and a forced retreat? That'd only 
						be about 70 for four and then I gotta retreat something 
						to attack with it again? But then you may notice again 
						it's first attack, retreat cost(or lack thereof), and 
						the wheels should start to turn. Yanmega with no energy 
						up attacking, building Yanmega on bench, and another 
						Yanmega or free retreater on bench. Soooooo, Sonic Wave 
						until death or retreat when close to death, bring up 
						powered Yanmega, P and T, and then tag out for 
						damage-free free retreater. If you played during the Neo 
						days, you'll probably realize this is very similar to 
						the old Donphan-Rapid Spin-put up a Focus Banded Baby 
						trick. Personally......I LIKE IT!!   Weakness: Shouldn't be too big of a 
						deal. While I believe the new Luxray will see play, it 
						would OHKO a Yanmega anyway, and with the switching of P 
						and T, it's unlikely you'll get plasma'd twice.   Resistance: It's that old 
						flying-fighter hate. Ummm, ya, Probobass, Lucario, Rhyperior, 
						Machamp etc. etc......hehe, when I first started playing 
						and the whole Flying resistance to fighting thing 
						mattered, I always used to imagine a Hitmonchan trying 
						to jump up punch a Pidgey out of the air..   Retreat Cost: Yanmega will beat any 
						advertised retreat price, or his retreat cost is 
						FREEEEEEE!!! Apparently, Yanmega can never afford to 
						lower his prices, and always gives his retreat for 
						free......Anyways, like the original Yanma, this thing 
						has no retreat cost, which allows all the Yanmega 
						attack, retreat, attack again craziness to even exist. 
						The card would be ten times worse if it even had a one 
						retreat cost, but it doesn't so yay.   Combos: FROSLASS MUTHATRUCKA! Yanmega 
						and the new Froslass combine to make a great Damage 
						Spread deck that uses the Froslass/energyless Yanmega to 
						attack and stall, and then switches to a P and T engine. 
						Even if all your Yanmegas get destroyed, Froslass can 
						actually close that game with that cheap but powerful 
						attack of hers. Seriosly, the little add ons to that 
						forty damage are pretty crazy for just two measly 
						energy.   Ratings:  Modified: 4/5 This will most likely 
						see play, so be prepared for it    Limited: If you can build this thing, 
						or even use it to buy time to build something on the 
						bench, this guy is a monster.  As always, send any complaints to Pojo, and any all 
						praise to
						
						Summonerofillusions@yahoo.com. Thank you |  
              | Mario DaBroke
 Scrub
 
 Chicago, IL
 | Yanmega Lv. 47   I like this card better as a Non Holo 
						Rare than a Reverse or a regular Holo version. Solely 
						for the background since I believe looks great. Ok, to it's stats. 90 Hp is ok for a 
						stage 1 that cannot evolve any further. It is weak to 
						lightning by +20 which is average for a stage 1 even 
						though it's basic form, Yanma, has the same weakness and 
						by the same amount so that's pretty good. It is 
						resistant to fighting, which is always good to have as a 
						bit of safety. It's retreat cost makes this card better 
						because how you use this card, the only energy card that 
						should ever be attached to it is a call energy but other 
						than that, you never have to attach an energy to this 
						card.   It's first attack is really good. For 
						no energies, Sonic Wave does 10 damage to all pokemon 
						your opponent has in play and it forces your opponent to 
						switch after the attack. Spreading 10 for nothing is 
						great especially with this card being able to be KO'ed 
						in two shots mid game. The second effect is a bit 
						situational. You do not want your opponent to have the 
						ability to Lv. X a pokemon they had on the bench without 
						having to retreat for it but it is great when your 
						opponent has to push up a Claydol.   The second attack, Pursue and Turn, 
						is really bad and it should not be used at any point. It 
						takes too long to set up that attack and for the damage 
						it is dealing, it is not worth effort to set up for this 
						attack seeing as this card has the HP to support it.   Yanmega is a pretty good spreading 
						card and it could fit in any deck with a 1-1 line. In 
						the metagame, I doubt this card would see that much play 
						unless it is in a damage spread deck with spiritomb, 
						froslass, empoleon, laturn, tentacruel, etc.   Modified: 3/5. This card is good but 
						there are better options other than this card. (froslass). 
						This card is always fun to use and can find some great 
						use in the future.   Limited: 4/5. With this card, you can 
						focus on other cards to put in your deck energy wise. 
						Plus forcing your opponent to bring up their high 
						retreat cost pokemon with one to none energies (regigigas, 
						rayquaza, etc.) is always a plus. |  
              | Arbok14 | Hey everyone, welcome to a new week 
						of COTD's. Most everybody will be in school now, so that 
						means less free time. I'll try to get these in every day 
						to save you guys time when looking at new cards. Today 
						we have Yanmega, the new evolution to Yanma.    Name:  
						Yanmega Lv. 47  Set:  
						Legends Awakened  Rarity:  
						Rare Holo    Type: (Grass) - Grass is probably the 
						most common type out there. I'm pretty sure that there 
						will be nothing resistant to grass with the new format. 
						Also, Yanmega's weakness makes it very intriguing.    HP: (90) - Certainly not the best HP 
						for a Stage 1. 90 is not horrible, though.    Weakness/Resistance: 
						(Lightning+20/Fighting-20) - OK, Yanmega is a grass 
						type, which is weak to Lightning. I like that 
						combination, because if you play Sceptile, Yanmega is a 
						nice tech for weakness protection. I'm not saying that 
						weakness to lightning is necessarily good, but it is 
						much better than fire. Oh, and fighting resistance is 
						just about the best you can get!    Retreat Cost: (0) - Its bottom stats 
						just keep getting better! A+++    Attack #1: (0 - Sonic Wave) - This 
						move is great! It does 10 damage to all of your 
						opponent's Pokemon... for FREE! Then it has your 
						opponent switch its active. A lot of times this is a 
						good effect, sometimes not. I do like this attack 
						though. It makes Yanmega extremely techable.    Attack #2: (GGCC - Pursue and Turn) - 
						This move is expensive to say the least. BUT... Sceptile 
						helps Yanmega a lot. So, for 2 grass energy, this huge 
						bug can do a potential 80 damage. You also get to 
						retreat for free, so you essentially hit and run. I like 
						it.    Final Analysis: OK, like I said, the 
						lightning weakness makes Yanmega very interesting. It 
						also has a great attack for free. Those combined make 
						Yanmega not only a great tech in grass decks, but in 
						many other decks of different types. I'm a big fan of 
						damage spread, too. Pursue and Turn will only really be 
						useful in Sceptile decks. Its retreat cost and 
						resistance to fighting only make it that much more 
						valuable. The 90 HP is really the only downside and is a 
						big obstacle to overcome. Yanmega can't take many, if 
						any, hits from the big guns out there today.    Modified: Extremely techable. I like 
						it especially in Sceptile/Leafeon decks. (3.5/5)   Limited: Free retreat cost, a good 
						resistance and a free attack that spreads damage. Just 
						about as good as it gets in limited. (4.5/5) |  |