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Pojo's Pokemon Card of the Day




Date Reviewed: 11.09.09

Ratings & Reviews Summary

Modified: 1.13
Limited: 1.25

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


11/9 Shinx Lv.11 (PA)

Hello, and welcome to the beginning of the week, which starts of with one of the new Shiny Pokémon in the new Arceus set, it's the new Shinx! Now, some shinys are not too bad, and thus actually are worth putting in decks (Duskull (SF) and Vulpix (PL) spring to mind immediately), whilst most are worthless (the rest of them), so how will this new one fair then? First off, the basics of the card, and it has 50 HP, which for an evolving basic isn't bad, but it's not brilliant, especially when there are other Shinx's that have 60 HP. + 10 Fighting Weakness is what you'd expect for a Lightning basic really, and thus whilst annoying, shouldn't be too much of a concern. -20 Metal Resistance is nice to see, but it's just a shame there won't be too many Metal typed Pokémon going around, aside from the odd Dialga G Lv.X (PL) or Metal typed Arceus (PA), thus makes it pointless really. 1 Retreat Cost is to be expected.

Abilities next, and this is where Shinx has to stand out from it's rivals. It begins with something unique for a Shinx - a Poké-Body. Star Barrier stats that whilst Shinx has an energy attached, it has no weakness. Great, you may be thinking, no Weakness is always nice. And it is, but there are 2 things that will make you realise that this effect is pointless on this card. First, it's an evolving Basic Pokémon, and if you are using this card, you will be playing the evolution, so if you have this out long enough for the weakness, or lack of, to actually make a blind bit of difference, then somethings gone wrong. Secondly, it's a +10 Weakness that could be changed to x2 depending on what is in play, and unless you happen to be against a Fighting deck, it won't matter, and even if you are against one, +10 should be minimally factored into your opponents equations when considering how much they will be doing in their attacks. Basically, Star Barrier is pointless, and is likely to never be used.

So, to make this card stand out, it needs a good attack, and annoyingly for some, it doesn't deliver. Payback costs L for a minor 10 base damage. Not good. However, if your opponent has 1 Prize card remaining, it does an extra 30 damage. So you need your opponent to have 1 prize remaining in order to make bringing this, 50 HP card active and deal any worth while damage. Even if you were to factor in the fact that you could use Memory Berry to use Payback, it still isn't worth it, since you should have the energies attached to do a bigger attack anyway. Payback is way too situational to be helpful.

So, what about combos then? I'd say the folder is best, in hoping that your someone (a collector most likely) will want it off you, so you can off load it to some individual who then has to deal with wasting folder space on “showing off” this rubbish card.
Counters? When everyone realises that the common Shinx's from LA and even PA are actually better that this one. The PA one is probably better out of the two, but that isn't the point.
Modified: Tied lowest HP for a Shinx, pointless Poké-Body, mainly useless attack, and many other Shinx's of higher quality. Unless you have no other Shinx available to you because you have all the Shinx's in your area and you only need 1 more for your deck (strange area, I'll admit, but it's possible) and you have this one, then you should play it. Otherwise, use the multitude of PA ones you are likely to have in stead. 1/5
Limited: It's not even usable here. If I want 4 for 1 energy, I'd much rather use Beedrill G (PA), since Payback is only one use really, before your opponent wins the game by KOing Shinx and loves the fact that there was one person in then tournament who has used this card. OK, if you get Luxray and this is your only Shinx (somehow) and you wanted to use Luxray, then use this card, otherwise, you should be a little annoyied that you got this card. 1.25/5

Baby Mario
Top 4 UK Nats

Shinx Lv 11 

Hello and welcome to a brand new week of card reviews from the latest set here on Pojo’s CotD! 

We start the week with one of the shiny secret rares from the set. This one is Shinx, and I have to admit that it does look very cute indeed. 

As far as playability is concerned, it depends on two things: are there any playable Luxrays, and if there are, is it better than all the other modified Shinx (there are six of them!)? 

The answer to the first question is almost certainly ‘yes’. The Luxray from the AR set has a lot of potential when used with the new Expert Belt Tool (hopefully they will be up for review here soon), and should see some play at the upcoming City Championships. 

As for the second question . . . well, none of the Shinx in the format are exactly amazing, and shiny Shinx is no different. Its 50 HP is a little on the low side, its Star Barrier PokeBody which removes the Fighting Weakness if it has an Energy attached is rarely going to matter, and its Payback attack is nothing special either. It does 10 damage for [L], and that increases to 40 damage if your opponent has only one Prize left. Basically, if you are in that situation and attacking with Shinx, the game is almost certainly lost anyway. 

The non-shiny Shinx from the Arceus set is actually a better card (more HP, Colourless attacks), but people playing Luxray decks will probably opt for Shinx LA, which offers a nice bit of Energy acceleration with its Recharge attack. 

Which is good news if you think about it, as you don’t need to search out four rare shiny Basics to use in your Luxray deck. Just get one for your binder as, like I said, it is very, very cute. 


Modified: 1.25 (there are better Shinx to use, so playing this at all makes no sense)

Limited: 1.25 (there is even a better Shinx to use in this set!)

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