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Pojo's Pokemon Card of the Day


Blastoise Lv. 60


Date Reviewed: 03.11.09

Ratings & Reviews Summary

Modified: 4.25
Limited: 3.50

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


3/11 Blastoise Lv. 60 (PL)

It's Wednesday and we have a card that received a lot of hype before the release of Platinum, Blastoise! This is a great card, but let's start with the basics of the card. First off is 130 HP, which is the standard amount for a normal Stage 2 at the moment. I would like a little more, but it will survive at least 1 hit normally at the moment, so it isn't too bad. +30 Lightning Weakness is slightly annoying due to Ampharos (PL, reviewed yesterday), but there aren't many Lightning Pokémon in the metagame at the moment, so you probably won't have too many fears for this. No Resistance shall be glossed over. 2 Retreat Cost is about average for a stage 2 again, but this can be reduced by using Mantine (MT) if you need it.

Now for the abilities, which are just superb. The Poké-Power, Dig Well, which allows you to look at the top 3 cards of your deck, then choose as many Water energies as you want from there and attach them to your Pokémon in any way you like, then discard the rest. Maybe it's just me, but I'm not a fan of discarding possible important cards, like Rare Candy, or other Blastoises (unless some specialised deck wants to stuff everything in the discard pile). However, the energy acceleration granted by Dig Well, however, is just brilliant. So long as you can keep at least 1 energy onto of your deck, Dig Well will definitely have some results. However, it's the making sure you have energies on top of your deck that's the problem. There are combos to sort this downfall out (discussed later), but other than that, it's really nice acceleration.
The attacks compliment this Poké-Power nicely. Aqua Press does a meagre 20 for WC, but then does an extra 10 damage for all Water energies in play. With Dig Well hopefully giving you at least 1 extra energy per turn, the damage for Aqua Press will increase a lot quite quickly. Also, if you are playing against another Water deck, then Aqua Press becomes even more efficient since their energies are added to the damage. I suppose it is restricted by Dig Well and how quickly you get the energies out, but thanks to the energy acceleration, as I said, it should become quite powerful quite quickly.
Aqua Press is a nice beatdown attack, but Double Launcher is a nice little sniping attack. It costs WWCC, which would normally be quite slow, but thanks to Dig Well, shouldn't be much of a problem. You also have to discard 2 Waters, which, again, isn't much of a problem because of Dig Well. You then get to choose 2 of your opponents Pokémon and deal 60 damage to both of them. That is quite a high powered double snipe, so definitely worth the cost. Just a shame, then, that you can't use Double Launcher again next turn, since with the use of Spiritomb (LA) and Crobat G (PL), it's easy to get the required 130 damage needed to KO most main attackers at the moment with 2 Double Launchers. Still, Aqua Press is a nice attack to be able to fall back on between Double Launchers.

Combos, and first of all, you will want something that will keep putting energies on top of your deck. So far, there are 2 cards, both in PL, that can help. First, there's the widely hyped Delcatty, which puts 2 energies from your Discard Pile on top of your deck, and puts 2 damage counters on Delcatty. Quite a fair little cost that will see you consistently get 2 or more energies in to play with Dig Well. The other card is Dialga #5, which when put onto your bench from your hand, will put up to 3 in combination of Pokémon (not Lv.X's) and basic energies on top of your deck. It's not as consistent as Delcatty, since it's only one use, but you do get a nice one time 3 energy Dig Well, which is nice. If you want to use Double Launcher twice in a row, then you can use Mantine (MT) to make your Blastoises Retreat Cost 0, so after a Double Launcher from your active Blastoise, you can then put in a benched one for free, and get to use Double Launcher again. It's nice and all, but I'm not certain on how useful it is, and also gets in the way of the important Diagla G Lv.X (PL) tech that most people would put in a Blastoise deck.

Counters for Blastoise are simple. First of all, power haters are a good bet. Ampharos will happily stop Blastoise using Dig Well if Blastoise has at least 1 damage counter on it, Aerodactyl (MD) will put 2 damage counters on it every time it uses Dig Well, Mesprit (LA), Gardevoir (SW) and Glaceon Lv.X (MD) will all happily stop Dig Well as well. Or just inflict it with a Special Condition. Any of these to stop the insane energy acceleration that Dig Well gives. Another nice little idea that might or might not work is to use a Pokémon that know Amnesia, and use the attack after they've used Double Launcher, then stop them using Aqua Press, and then you have an extra turn of safety, and without fear. Until they Retreat at least.


Modified: This is a great card. It combines brilliant, if wasteful, energy acceleration, with powerful attacks that will happily take advantage of it. This is a combined energy accelerator and main attacker, so you don't need to find another one. However, you do need a combo to make Dig Well as efficient as possible, and I do wish it didn't discard the non-Water Energy Cards, but otherwise, it's a brilliant card. Some decks that will be played will happily stop Dig Well, but in a metagame without Ampharos mainly, it should be quite a nice little card to use. 4.25/5

Limited: It's not quite as good here. First, it's a Stage 2, which are, of course, quite hard to get out. Secondly, whilst you will be playing plenty of energies here, you will probably find Dig Well to be discarding more cards than in Modified. Aqua Press will KO most of what you find here, but it probably won't be powered up by your opponent. Double Launcher is still nice as well. 2.5/5

Shell-shocker I choose YOU!!!

Not since the Blastoise EX of Fire Red Leaf Green in the good ol’ LBS deck have we had a Blasty that makes us this happy.

Let’s do a quick Stats thingy…130 HP, Good. Weakness to Lightning…good. 2 Retreat Cost…um, subpar but OK.

Now, for the “money” of the card, it’s Poke’power!

Look at the top 3 cards of your deck, choose the energy there and attach them, discard the other cards…So, we can attach, up to an additional 3 energy per turn! WOW!

Now, did they release a card in this set that just screams COMBO WITH ME…oh, yeah, Delcatty. Put 2 energy on the top of your deck. Wow. Just WOW.

What is the downside here? It is a stage 2, not the easiest card to get out. Never stopped us before.

Discarding cards, never really good, but Infernape survived a whole season with that…so…

Good card.

Attacks…Aqua Press…20 damage plus 10 more for each water energy in play (including rainbow and multis!!!)…pretty good.

Second attack…discard 2 energy and do 60 to 2 benched Pokemon…good, but…usually I want to attack the active.

Also, there are cards that protect the bench…Bastiodon and the like…so…less enthused about the second attack, although 120 for a 2 discard is a pretty good trade-off.

This card/deck has some potential…but I want to see it in action before I “bless it” with a very high score…

That being said…

Modified…3.5/5 Not bad, and I may look back and go “Dude, you missed the LBS of the new format”…but, this format is about speed.

Limited…3/5..A stage 2 is SOOO HARD to get out. This one is no exception.

Have fun, and I will see you all in Tennessee this weekend. Stop by and say hi…I will be wearing a GLORIOUS Mustard colored Pokemon Center Baseball Jersey.

Only 1 week until Missouri States After That…See you ALL there!


Hey everyone! ^^ Eevee here once again to review one tought pokemon! It's the water starter Blastoise! ^^ Let's look at it's stats.

Poké-POWER: Dig Well - Once during your turn (before your attack), you may look at the top 3 cards of your deck, choose as many  Energy cards as you like, and attach them to your Pokémon in any way you like. Discard the other cards. This power can't be used if Blastoise is affected by a Special Condition.

(W)(C)  Aqua Press - 20+ damage - Does 20 damage plus 10 more damage for each  Energy attached to all Pokémon (both yours and your opponent's).

(W)(W)(C)(C) Double Launcher - Discard 2  Energy attached to Blastoise. Choose 2 of your opponent's Benched Pokémon. This attack does 60 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) Blastoise can't use Double Launcher during your next turn.

Type: Water
HP: 130
Weakness: +30 to lightning
Resistance: none
Retreat: (C)(C)

Ok, review time. First of all it's stats. 130 HP on a stage is pretty much par for the course here lately.  Weakness shouldn't be too much of a problem considering that the only electric deck you may run in to is a few Raichu decks. Not having a resistance is always a bummer. As far as it's retreat goes it's pretty good. I mean no one likes discarding two energy but it's much better compared to previous Blastoise who have a 3-4 retreat. ^^

It's Poke-Power is Dig Well. I think it could come in pretty handy, especialy if you combo it with something that let's you search and place. ^^

Attack wise it's not lacky either. It's first attack, Aqua press, is really just too good of an attack! ^^ Especially if it's combined with Kingdra! A definate must use! It's second attack is a little hight energy wise tho. Altho, if your opponet is still setting up you could get a possible 2-OHK farely easy so it's worth the energy!

Over all I thin this is a must have if you play water decks!

Modified: 4.5/5
Limited: 4/5


Blastoise Lv 60

The first good Blastoise we've had in a while. This card obviously goes well with Delcatty, who can make sure that at least 2 of the top 3 cards are water energy, allowing for multiple uses of Double Launcher.

He works best in a swarm of Blastoise, as having more in play will allow you to potentially put more energy in play in a single turn. You have to be careful with the power though and possibly run an extra Night Maintenance or Time-Space Distortion to make sure you don't lose too many key cards.

It is a very nice card overall, with both big damage and bench damage capabilities.

I give it a 4/5 in Modified

Acceleration in Limited is good. Going through your deck is also good. Even though it is a stage two, I give it a 4/5 in Limited.

Octillery49 Blastoise is one of the absolute most BROKEN cards in the entire set. His attacks on there own would be decent, but he also has a power that can make his attacks soooooooo much more usable. I've found his best use is to snipe opponent's basics for easy prizes. Most people play him with delcatty, but you could also use him with Dialga (The one from this set that can put energy on top of the deck.) or even by himself!


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