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Pojo's Pokemon Card of the Day


Arceus Lv. 100 - AR5


Date Reviewed: 11.18.09

Ratings & Reviews Summary

Modified: 4.00
Limited: 2.25

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

Arceus – Colourless Type

This is possibly the most interesting of all the Arceus cards, and is one that you want to take a good look at if you are building a deck around them.

Actually, take a look at it anyway. The art is by far the best of any Arceus card, with Arceus posing in front of an eclipse.

The HP of 80 and Retreat cost of one are nothing extraordinary. The Fighting Weakness won’t be much of an issue, hopefully. What sets this Arceus apart is its Ripple Swell attack.

For the low, low cost of no Energy whatsoever, Ripple Swell lets you search your deck for up to six Basic energy of your choice and attach them to a different Pokémon that you have in play. Remember those high Energy costs and various Energy needs that all the Arceus Basics have? Well, here is your solution, an attack which can get SIX Energy in play, which you can then move to your active Arceus with the Ultimate Zone Stadium card. That has to be the biggest Energy acceleration in the game. Of course, it comes at a hefty cost: you need six different Arceus types in play. It seems daunting, but it is perfectly possible with cards like Beginning Door, Roseanne, and Great Ball in your deck.

Colourless Arceus also comes with a damage-dealing attack, Sky Spear. For [C][C][C], this will do 80 damage to any of your opponent’s Pokémon, which makes it a very nice snipe attack (can it really be coincidence that Claydol has 80 HP?). Unfortunately, it comes with the heavy cost of having to send all three Energy to the Lost Zone, meaning that it is gone for the rest of the game. If used carefully, and together with Ripple Swell, it could be an effective attack.

With Ripple Swell, Colourless Arceus opens up a lot of possibilities for the deck. It can be run in multiples to maximize the chances of a massive Energy boost on the second turn, or it could be run as a tech to Energy accelerate when needed and to exploit the Colourless Weakness of the ever popular Flygon, as well as decks built around Salamence and Garchomp.

However you run your Arceus deck, you are going to need some of these.


Modified (Arceus deck): 4 (Acceleration, good typing, and a potentially useful attack)
Limited: 1.5 (never going to use Ripple Swell, losing Energy is painful)


Well this is a great card to review! The Arceus deck is very interesting, and definitely can work. So if you want reviews about how the deck is constructed and played out, see the past few reviews by us. This Arceus however, is the main non-X pokemon for this deck. The point is to use Great ball, Roseanne, call energy, anything else you can to get the bench full of different Arceus, then use ripple swell for no energy and get the 6 different energy out. I think the deck really needs to get 12 energy out, but that's just me. I haven't tested it, that could be a risky move to do early in the game tho. Ultimate zone needs to be out so you can move the energies to the active Arceus and start hitting whoever you want for 80 damage, or use the x to hit for weakness. This card has to find 3-4 slots in a Arceus deck in my opinion. This Arceus, the water, the dark, and the grass Arceus are extremely important. All types are for this deck if we are going to be honest. The drawback for the card is the energy going to the lost zone, so be careful how you use this, and see how many energy you can run, and still be efficient.

Modified: 4/5 (Arceus deck obviously)
Limited: 3/5

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