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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokemon Card of the Day


Exploud Lv. 60

Supreme Victors

Date Reviewed: August 16, 2010

Ratings & Reviews Summary

Modified: 2.50
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

Combos With: see below

virusyosh Welcome back, Pojo readers! I hope that you all had a good time at your Undaunted Prereleases, and for those of you lucky enough to go, Worlds. We are going to continue reviewing the new cards from Undaunted this week, but first we're going to take a detour to review a card that is occasionally used as a tech from the Supreme Victors expansion.

Today's Card of the Day is Exploud.

Exploud is a Stage 2 Colorless Pokemon. Even though it being a Stage 2 makes it slightly harder to get out, the fact that it is Colorless makes it usable in many different sorts of decks. 130 HP is fairly standard for a Stage 2, so it should survive a few hits. Weakness +30 to Fighting isn't too bad, as most Fighting threats currently in the metagame won't OHKO it. Plus this doesn't matter too much, as we will see later. No Resistance is to be expected. Finally, a Retreat Cost of 2 is decent, but you still may want to retreat Exploud some other way.

 Exploud has a Poke-Body and two attacks. Erasing Sound nullifies your Pokemon's Weaknesses. This Body is quite excellent, and definitely warrants a tech slot. Running a Charizard deck in an area full of Water? Run Exploud. Basically, if your deck has a major glaring type weakness, Exploud can make your life easier so it isn't as terrible as it could be in such a match. While Exploud's Body is excellent for tech, its two attacks are not quite up to standards for top decks. The first attack, Knock Back, does 40 damage and forces your opponent to switch for [CC]. This is actually fairly costed, but you will probably want more of a punch out of your Stage 2s. The second attack, Hyper Beam, only deals 60 damage for [CCC], even though you can discard an Energy from the Defending Pokemon if you flip heads. 60 for 3 is average at best, so it may be for the best that Exploud stays in its supporting role on your Bench.

Modified: 2.75/5 Not every deck needs it, and it being a Stage 2 can take up valuable slots in a decklist. However, if you are running a deck that has a considerable glaring weakness to a type commonly played in your metagame, Exploud is definitely worth a look to help your matchups.

Limited: 3.5/5 High HP, Colorless Energy requirements, decent attacks, and making all of your stuff have no Weakness make Exploud excellent here. Yes, it will be hard to get out, but the disruption that it can cause with its attacks will really give your opponent a hard time.
Crazed Eeveelutionist

Greetings, COTD readers. As you may notice, I'm new here. I've collected the Pokemon TCG ever since the Neo era, but never truly got involved in competitive play until about three years ago, and even back then, I was a so-so player, playing whatever few cards I had to work with at the time. Fast forwarding to now, I've improved significantly by studying up on the game and its constantly changing format and, of course, through playing experience. One thing hasn't changed, though; my love for Eeveelutions. Since the moment Majestic Dawn came out, I've been determined to find a way to make these said favorites work in such a tough and challenging format. Due to this, I've developed a challenging rogue-like playing style that I have taken pride in ever since, basing it entirely around everyone's favorite radioactive evolutionary pokemon. During the last Battle Road event I was at, I played a no-Claydol variant of Tankfeon, landing myself a spot in the top four easily, only to place 3rd, losing only to my own misplays and a very awesome and respectable Magnezone deck player, who eventually won the whole thing. Of course, my quest to one day take over the world with these Eeveelutions remains unchanged, and HS Undaunted brought a bounty of potential for them.

But today, we're not here to talk about any of the Eeveelutions or even any of the HS Undaunted cards that we've been so eager to get (at least some of us were, that is) for that matter. We're taking a trip four sets back into time to Supreme Victors at Mad Mattezhion's request to take a look at Exploud, a Stage 2 Coloreless pokemon from the Supreme Victors expansion.

The basics of the card are what you would expect from a Stage 2 nowadays. A sturdy 130 HP is notably average, yet plenty to allow Exploud to take a fairly strong blow and retaliate back. Being Colorless means that it can hit the popular Garchomp C Lv X along with its other equally popular dragon-type friend Flygon Lv X for x2 weakness, which is never a bad thing. The flipside is that Spiritomb can resist it for -20 damage, but that's nothing an EB (Expert Belt) can't solve. A +30 weakness is completely negated by its Poke-Body, which we'll get to later. No resistance is standardly annoying, but expected. A Retreat Cost of 2 is by far even MORE annoying. It's payable, but it'll need some redemption with its attacks and its Poke-Body if it wishes to do something as an active pokemon.

And there in-lies the first problem, the Poke-Body. Sure, having no weakness is nice to have, but it's still a Poke-Body, meaning that a UD Umbreon will gladly dance a Moonlight Fang dance around Exploud and laugh knowing that it can't do anything back.

Of course, that only counts if you WANT to have it active. Any pokemon with a Power or Body has the option of playing support if it can work from the bench. Exploud fits this possible role, but in this case, I can't see anyone justifying a Stage 2 line in any deck for simply nullifying weakness, partly because there are other pokemon that fulfill this role better in specific archetypes. The Eeveelutions have the MD Umbreon, a stage 1 that negates weaknesses for all pokemon evolved from Eevee, but also negates their retreat cost as a bonus, too. Grass types fairly recently got Metapod, another stage 1 whose body negates weaknesses for all grass types. Sunnyshore City Gym and Azelf Lv X solves weakness problems for electric type and psychic types respectively. And then there's a way of temporarily negating weakness through a Pokemon Tool card called Bubble Coat, which is discarded at the end of the turn the equipped pokemon is damaged, so it'll only work for one attack. There may be others I missed, but this is all beside the point. Most well built decks have ways of working around their type weaknesses in a very accessable manner via counter pokemon or stadiums, ridding them of any need to dedicate a Stage 2 to the task. If you're having trouble because of types, I suggest finding a suitable pokemon tech that can counter them or use the above mentioned cards for their respective archetype. Running Exploud for weakness nullification will only slow your deck down and curse you with dead draws against decks that don't pose a weakness-based threat. I suppose if weakness is a serious problem and the archetype you're playing doesn't have any techs in existance that can help, I suppose that may be the only time to justify it. Otherwise, there's just better options out there.

Now for the attacks. Both attacks require all colorless energy, which means DCEs rejoice at the sight of. But, this is also a Stage 2, so the attacks better have better-than-average damage/effects to make the cut. Will they be worth it, though? Let's see.

The first attack is Knock Back, costing CC and dealing 40 damage with a bonus Pokemon Circulator effect after damage is dealt. 40 damage is borderline average for two energy, if not underwhelming. UD Espeon will gladly Solar Suggestion those 4 damage counters back to your pokemon, not that it would need to, as it and many other pokemon will shrug it off like nothing, even with an EB bonus. On top of that, Crobat G has become a very popular tech in many decks ever since it landed on the format scene. Why is this an issue? Free retreat is why. Who will hesitate to send out a free retreater when forced to switch? I wouldn't, I'll tell ya. Definitely not worth burning a DCE for.

The second attack has snaked its way onto a number of different cards throughout the years; Hyper Beam. Costing CCC for an underwhelming 60 damage for a Stage 2, then making you "flip a coin," one the most dreaded phrases in the history of the Pokemon TCG. If you get heads on the flip, you do what any previous Hyper Beam does: discard an energy card attached to the defending pokemon. Back in the old days, energy disruption was popular, but not so much today. A plethora combination of energy acceleration and low energy cost attacks makes this discarding effect seem next to worthless, as another energy will take its place and assist in resuming the onslaught. I guess it's fun if you like stressing a deck's energy supplies, but if you're going to aim for that, use UL Tyranitar, MD Flareon, Typhlosion Prime, or any other pokemon with a guaranteed discarding effect.

Overall, Exploud is an intriguing combination of several roles, from weakness nullification, to Pokemon Circulator effects, to the classic energy disruption tactic, but sadly it underperforms in all of those categories and fails to hit hard enough and fast enough to keep up in today's and the future's formats. SF Magnezone's Gyro Ball is just all out superior for hit and run. Weakness nullification is already taken care of by techs that take up far less deck space, and countless pokemon can provide guaranteed energy discards over Hyper Beam, and even with that guarantee, it has little effect in a format were many attacks are low energy costs. You might see a VERY rare fun deck at a league that uses this, but I can't see it becoming even remotely competitive at any point in time. It's just a desperate last resort to covering a deck's type weaknesses.

Modified: 1.5 Intriguing, but will have zero effect in the current format. Outperformed by so many other pokemon and techs, it's not even funny.

Limited: 2.5 The HP alone may actually get you a fair ways. Any pokemon with 130 HP is tough to take down, even if it's terrible. Luckily for Exploud, most of what is in SV doesn't hit all that hard like recent HGSS-and-on prereleases have been known for. No trainer/supportor support hurts, though, as does lack of drawing.

Combos with: Binder?

Mad Mattezhion
 Professor Bathurst League Australia

Exploud (Supreme Victors)
Sorry my review for this card is late, especially as it was my suggestion to review it. I hope you all can forgive me!
Here is a card I really think has slipped under the radar. I give you Exploud!
The basic stats are 130 HP, +30 fighting weakness and 2 retreat cost which is good but not brilliant on a Stage 2. Colourless typing means you can splash this into any deck, which is great because of Exploud's Pokebody.
Exploud gets 2 attacks and a brilliant Pokebody, now that x2 weakness has been reintroduced. First, the attacks.
Knock back is nothing special, costing CC and dealing 40 damage while forcing your opponent to switch out. Unfortunately you don't get to choose the replacement, so this attack is fairly limited in both damage and effect, but still useful in occasional situations. Hyper Beam seems to be a recent standard with sub-par damage and a flip-for-energy-discard, and this attack is no exception. You get 60 damage and discard an energy attached to your opponent's Pokémon if you flip heads for the cost of CCC. This just isn't enough damage, though with Unown G being removed from play the energy discard will annoy your opponent (though on the other hand, energy acceleration is common so you may not even slow the opponent down).
These are both sub-par attacks but that isn't the point of the card. Exploud really shines with its Erasing Sound body which removes weakness from all of your Pokémon in play. With x2 weakness the future standard, this card is brilliant for being a bench tech, and even the attacks don't look so bad against this amazing ability. Also, since it works on all of your Pokémon, Drifblim FB cannot exploit your bench techs. Admittedly, Drifblim FB proved to deal too little damage for people to use it, but if other cards with similar attacks/effects are introduced then Exploud will be the counter.
The bad news is that Exploud is a bit difficult to get into play since you want to use your Rare Candy on your attacker, but then it's the same for Nidoqueen RR and everyone loves that card! So why is this card so unpopular? I just don't understand it. Come on people, forget Metapod HGSS and use Exploud!
Modified: 4 (I love this card, and it can stall if you need to build a replacement attacker. But more likely, it will stop people taking your attacker out in the first place!)
Limited: 2 (far less useful here and more difficult to play, but still so damned cool! You'll be glad to get it)
Combos with: Heavy attackers cursed with a popular x2 weakness (Tyranitar, Machamp, and Blastoise to name a few), the list is endless!

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