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Pojo's Pokemon Card of the Day


Golem LV.56


Date Reviewed: 12.28.09

Ratings & Reviews Summary

Modified: 3.00
Limited: 3.00

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

Baby Mario
Top 4 UK Nats

Golem Lv 56

Hello . . . I hope you all had a great Christmas and that you are looking forward to another (short) week of Pojo’s CotD.

We kick off with Golem from the recent Arceus set. I must admit, when I first saw this card I was intrigued. Previous Golem have all been cards with overpriced, underpowered attacks. In fact, I don’t think I have ever seen one used in a competitive deck. This one looks to have a bit more going for it: could it make the grade this time?

Well, the top and bottom stats get Golem off to a good start. 140 HP is at the top end, even for a Stage 2. The +30 Weakness to Grass isn’t much of a problem as Grass decks aren’t all that common these days. The real star here, though, is the Lightning Resistance . . . take that Luxray! Resisting the most popular card in the format is great. The Retreat Cost is predictably heavy, so be prepared to pack a few Switches or Warp Points in to any deck you build with this card.

Golem’s first Attack, Lunge Down, is very nice. Reasonably priced at 50 damage for [F][C], it gives you a way of attacking for decent damage by your second turn, while you are waiting for something better. Luckily Golem does have something better. Ignore the expensive Rock Tumble which does 80 for [F][F][C][C], and take a look at Tumble Down. Sure, it has a base damage of only 30 for three Energy, but you may increase that damage by 30 for each Fighting Energy that you discard from your hand. Obvious cards to combo with this would be the reliable Bronzong SF, or the more risky, but potentially more rewarding, Sandslash SV, which lets you look at the top 5 cards of your deck and take any [F] Energy you find there. Run with these cards, a high Energy count, and plenty of cards to get Energy back from the Discard, Golem can be dishing out substantial damage every turn, while being very difficult to knock out itself (making it an ideal candidate for Expert Belt, incidentally).

But that’s where the problem arises. To be at its most effective, Golem needs three Energy attached, and quite a lot of support on the Field. Having to run lots of Energy also means that there is less room for the Trainers which would make the deck run smoothly and consistently.

Nevertheless, I like Golem: its excellent typing and ability to tank with Expert Belt could make it the main hitter in a dangerous borderline-playable rogue deck. It’s probably too slow to be top tier, but it isn’t far off.


Modified: 3 (interesting card with potential)
Limited: 3 (just tanking and using the first attack would work here)

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