Hello, and welcome to the continuation of our Trainer
week here, and we continue with Night Teleporter, one of
only 2 proper Trainers in the set, and the only new
proper Trainer in SV as well. It has a simple effect.
First, you flip a coin (warning sirens should already be
on for most of you), then if you get heads, you get to
shuffle you hand into your deck, search your deck for
any one card, and put it in your hand. Why on Earth
would you ever want to do that? Quite clearly, it will
never help you early game unless you have the absolutely
worst hand ever and only need 1 card, and at any other
point in the game, all it will really allow you to do is
do a Cosmic Power for 6 instantly, since I'm sure you
don't want to just get 1 card in the middle or late part
of the game when you could have a lot more. There are
only really 2 good uses for this card. First, if you are
running a Rayquaza C Lv.X (SV) deck, and wish to have no
cards in your hand. Use this card, get one card, then
discard it with Banette (PL) or Lunatone (GE) so you can
start Final Blowup-ing for 200 every turn. The second is
to grab an Uxie (LA), play it, and Set Up for 7
instantly, providing you aren't Power Sprayed anyway.
Of course, for all of these ideas, I've assumed you will
flip heads. Flip tails, and it's useless, which is most
of the time, just marginally worse than actually using
it in the first place. Honestly, if you want to search
your deck for 1 card, why not use 2 Poké Drawer +'s
instead and search for 2?
Modified: Instant Set Up for 7 or Cosmic Power for 6,
getting that single card you need, or attacking 200 per
turn with some discard power, why would you want to risk
all that on a coin flip and, for the third one at least,
shuffling your hand into the deck for? If you want to
use the third one, use Poké Drawer + instead. For Cosmic
Power, why get rid of some potentially useful card just
so you can then draw 6 and still possibly not get what
you need, when you can keep your possibly useful cards,
put the useless ones back, and still having the same
chance of getting what you need instead? The over 2 are
tempting, but the flip is the big killer for the first,
and the latter is too specific to be widely used. 1.25/5
Limited: You have a shortage of card drawing and search
abilities as it is here, so every card in your hand is
precious, and the chance of just needing 1 card at any
one time is not worth risking a flip for, so why play
this card here, when you have to flip, shuffle your hand
in, and only get one card back? Even worse here,
OK, a trainer that, if heads, allows you to shuffle your
hand into your deck and search for any 1 card and make
that your hand.
There is only one card I can see this being played with,
and that is Rayquaza C Level X.
I tested with it at prereleases, and decided, once you
have played out your hand, and your supporter, this
isn’t a bad card, but just has those 3 words that kill
it in my book “Flip a Coin”. Unless the result is REALLY
good, flip a coin fails REALLY fails for this card.
Now, given that I think this card works with 1 card in
the format, I am going to rate it JUST like that.
Modified 1.5/5 I am not even sure I like it in the Ray C
Limited 2/5 Can’t really see a reason to LOSE your hand
in draft, unless you search for your ONE draw supporter,
which you most likely didn’t draft anyway. Too hard to
topdeck once your hand is gone.
There you have it. Flip a coin equals bleh for most
Meganium45 aka Vince
Baby Mario Top 4 UK Nats
OK, so here is a Trainer card (not a Supporter = good),
that for a coin flip (=very bad), makes you put your
hand back into your deck (=mostly bad), and choose any
one card from your deck and put it into your hand
Obviously, this has combo potential with the shiny
Milotic from SV and Rayquaza C LV X. Both benefit
enormously when you have zero cards in your hand:
Milotic takes no attack damage and Rayquaza does not
have to discard its ridiculous variety of Energy when it
does its Final Blowup attack. To be brutally honest,
though, those cards are terrible and have no place in a
competitive deck anyway.
So is Night Teleporter made utterly useless by the
failure of its obvious partners? Well, not entirely. We
have all played games where we would gladly exchange our
hand of useless cards for one crucial but unsearchable,
game-winning piece of the puzzle (maybe a Warp Point, a
Special Energy, or a PlusPower, for example). You also
have the option to discard your hand and search out an
Uxie LA to draw seven, and of course if you have Claydol
on the Field you will most likely be able to replenish
your hand next turn anyway.
Be aware though that this makes Night Teleporter a
HIGHLY situational card and don’t forget about that coin
flip. It COULD be the difference between winning and
losing a game, but most often it will be wasted space in
your deck. Use with caution, if at all.
Modified: 2 (Risky and situational so I can’t really
Limited: 1.25 (You are more likely to have a handful of
junk to get rid of, but you are much less likely to have
a game-winning card in your deck)
Welcome back to the Pokemon COTD!
Today's card is a Trainer: Night Teleporter. Flipping a
coin on a heads result allows you to put all of the
cards in your hand back into your deck. Then you get to
search for ONE card and put it in your hand.
What one card could be so essential to get into your
hand that you would take a chance at putting all of your
in-hand cards back into the deck to get it out? Almost
everyone would say Uxie (LA). You could simply set it on
the bench and Set Up seven new cards in your hand.
Is there anything else that's worth getting?
Volkner's Philosophy (RR). For those of us that don't
own a Uxie. Also, make sure you haven't played a
Team Galactic's Wager (MT). Like taking a chance?
Regardless of whether or not you do, you're a winner
either way, because you'll draw at least 3 cards when
your Rock-Paper-Scissors charade is over. Remember to
shuffle your deck before playing, even though you didn't
put any cards into your deck.
You could possibly use this in conjunction with Claydol
(GE). After getting the one card out of your deck with
Night Teleporter, use Cosmic Power to put it at the
bottom of your deck and draw until you have 6 cards.
Hmm... there's a pattern with my thought process. To me,
it seems that Night Telerporter goes well with draw
cards/engines. However, it does require a flip. If you
run 4 of these... nah, 2 seems to be a better number...
then there's only a 50% chance that you'll actually pull
the effect off. Some people may be turned off by this
fact alone, but others will dive in anyway. And if
you're like 96% of the players that use this card to get
Uxie, you had BETTER BE SURE that SP decks can't Power
Spray it when you bench it, otherwise, you'll be
Speaking of which, Night Teleporter also works well with
cards that require a low hand size to be great, such as
Milotic (Shiny, SV) and Rayquaza C LV. X (SV). It can
also give Gengar (SF) a bit of a hard time if you're
playing against it since Poltergeist will do 0-30 damage
after playing this. Unless you're able to draw
One last instance in which you would use this: for a
chance to get the game-winning card, whatever it is. Use
it only if there's no other way to win the game at that
Modified: 2.5/5 This card has some pretty nice combos to
go with it, but it relies on a flip. This card would be
broken without it.
Limited: 3/5 A good card in Limited, depending on what
you're playing. If you're playing with Pokemon that are
excellent with a very low hand size, then try this out
by all means.
This is Steel_Winger, until next time!
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