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Pojo's Pokemon Card of the Day


Lanturn #18/95

HS Unleashed

Date Reviewed: June 10, 2010

Ratings & Reviews Summary

Modified: 1.67
Limited: 2.37

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:

Baby Mario
Top 4 UK Nats

Lanturn (Unleashed)


Just like Kingdra, Lanturn is another card that is outshone by a Prime version in the same set. That’s only right, I suppose – they shouldn’t be called ‘Prime’ for nothing.


Lanturn has 90 HP (just about ok for a Stage 1), a bad Weakness to Fighting (watch it get destroyed by Donphan and Toxicroak G Promo), and a nasty Retreat cost of two which you would have to be desperate to pay.


His first attack isn’t too bad though. Confuse Ray costs only one Lightning Energy and does 20 damage while giving you a flip for Confusion. It’s a shame that Confusion got nerfed ages ago and is now no more than an inconvenience to an opponent who can just Retreat out of it. Despite this, it would not be a bad attack to use early if Lanturn was being built up to do something better.


Unfortunately, he isn’t.


Reflect Energy, Lanturn’s second attack, costs [L][C][C]. You could use a Double Colourless Energy, but why would you? It only does 60 damage AND it forces you to move an Energy from Lanturn to the Bench. I have no idea why they would want to give a drawback to such an underpowered attack. Sometimes the forced switch could be useful in terms of preparing another attacker, but when you look at Lanturn’s Retreat cost, you know that that strategy is just not going to work.


Sorry, but Lanturn is yet another underpowered piece of set filler.




Modified: 1.5 (first attack is ok I suppose)

Limited: 2.5 (not too bad if you don’t pull anything better)


Combos with . . .


Ummmm . . . you could put the rev holo in a binder I guess.



virusyosh Welcome back, readers! Today we continue our reviews of the HS Unleashed expansion with Lanturn.

Lanturn is a Stage 1 Lightning Pokemon. Lightning is a great type to be right now, as many decks fear Luxray GL Lv. X, and Water is still widely played. 90 HP is about what we'd expect for a Stage 1, although it's still probably not enough to be effective. Double Weakness to Fighting isn't the worst thing in the world, however Donphan and Machamp will mess up Lanturn pretty badly. No Resistance is to be expected. A Retreat Cost of 2 is also about what we'd expect, although it's still a bit much to pay, so using ZSwitch or Warp Point would probably be beneficial.

Lanturn, like many other Pokemon in HGSS and Unleashed, as two attacks. The first attack, Confuse Ray, deals 20 damage and gets Confusion on a coin flip for [L]. This attack is decently priced and can be used while waiting for something stronger, although automatic Confusion would have been preferred. Unfortunately, the second attack isn't all that powerful. Reflect Energy deals 60 damage for [LCC], with the secondary effect of moving an Energy attached to Lanturn to one of your Benched Pokemon. 60 damage for 3 Energy simply will not cut it in this fast-paced format, and the secondary effect of the attack can have serious drawbacks if you don't draw into the Energy you need. In this way Lanturn might combo with Magnezone Lv. X, but there are better options.

Modified: 1.5/5 Not totally worthless, though there are many better options.

Limited: 2/5 Confuse Ray is a cheap attacking option for Limited, although I'm still not sold on Reflect Energy's usefulness here, as the Energy movement can be potentially problematic and the damage output is a bit low. Even still, if you need a decent Lightning attacker, Lanturn can fill the need in your Limited build.

Combos with: Magnezone Lv. X
Mad Mattezhion
 Professor Bathurst League Australia

Lanturn (HS Unleashed)

Again, another non-Prime piece of set filler. Sorry to be so negative, it must suck to be printed under those conditions.


Lanturn has 90 HP, Fighting weakness, 2 retreat cost and 2 attacks. At least the type is a common weakness at the moment.


Confuse Ray deals 20 damage and a 50% chance for Confusion for L. Special Condiotions are too weak at the moment, and don't look likely to improve in the near future. You can stall with it if you really need to though.


Reflect Energy is pretty self explanatory, dealing 60 damage at the cost of LCC as well as sending one energy attached to Lanturn to a buddy on the bench. The damage isn't up to the standard of normal attackers, so it's pretty useless unless you want to avoid attaching energy directly to your main attacker (maybe because of Ampharos Prime?).


All in all, a poor effort which plights all of the Pokemon ho have a Prime version in the set. Poor them.


Modified: 2 (very little reason to include it in a deck)

Limited: 2.5 (Special Conditions are better in Limited, and Reflect Energy could be useful here)



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