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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokemon Card of the Day



HS Triumphant

Date Reviewed: Nov. 1, 2010

Ratings & Reviews Summary

Modified: 4.20
Limited: 4.60

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
2010 UK National

Twins (Triumphant)


Hello and welcome to one of my favourite types of week of Pojo’s CotD. This week, we are looking at all of the Trainers, Supporters, and Stadiums from Triumphant.


We kick off with Twins, a Supporter which happens to be one of the most anticipated cards from the set.


Twins re-introduces a mechanic we haven’t seen for a while in Pokémon: it can only be played if you have more Prizes remaining than your opponent. Usually cards of this type have a pretty powerful effect that is designed to help a player make a comeback. Remember Pow! Hand Extension, which gave you some Field control options over your opponent, or Scramble Energy which effectively became a Triple Rainbow Energy if you were behind? Scramble Energy was so good that players often tried to avoid taking the first Prize so that they didn’t trigger it. Twins may not be quite so devastating in its impact, but it definitely comes close.


The effect of Twins is simple, but so very good. As long as you are behind, you can play it and search for ANY two cards from your deck. Anything at all: Trainers, Energy, Pokémon . . . whatever you need. Lose a starter Pokémon early in the game, and you can grab a Candy and a Stage 2 and start making your opponent sorry he ever knocked out that Spiritomb. Find yourself in a losing position mid-to-late game, and Twins could be just what you need to set up another main attacker to sweep.


So, what decks benefit most from this card? Well, the simple answer is that any deck can benefit massively from including Twins. No deck I know of is immune from an early KO, and Twins offers an excellent means of recovery. I can see at least one copy becoming a virtual staple in all but the most consistent of rush decks. Where Twins really shines, though, is in those decks that set up somewhat more slowly, often behind a starter Pokémon like Spiritomb or Sableye. With Twins in hand, they can cheerfully sacrifice their opening Pokémon, knowing that it will greatly help their deck to do so. Another potentially great play is to combine it with Jirachi RR which would effectively give you access to DOUBLE Twins (would that be called ‘Quads’?) in one turn AND net you another card of your choice when Jirachi was KO’d (Quintuplets?). In short, any deck that needs time to set up should be running 3-4 copies of this card.


Twins might be just the card people are looking for to help balance out the format as it takes some of the advantage away from super fast SP decks and speedy one-Energy attackers like Donphan and Jumpluff. In fact, it could well be more than just a good card: it could be a card that is good for the game.




Modified: 4.5 (staple for set up decks, great for almost everything else)

Limited: 5 (searching your deck in Limited? It doesn’t get any better than that)


Combos with . . .


Jirachi RR


Hello once again, Pojo readers! This week we are looking at various Trainers, Supporters, and Stadiums from the new HS Triumphant expansion. We're going to start the week off by looking at one of the new Supporters, Twins.

Twins is a fairly basic card: If you have more Prizes left than your opponent (i.e. if you're losing), you get to search your deck for any two cards and put them into your hand, shuffling your deck afterward. Searching your deck for two of anything you might need is really awesome, however there are a few drawbacks. Since you can get any two cards you want, being a Supporter actually isn't so bad, as there are rarely better plays you can make than this anyway, except for maybe Cyrus's Conspiracy for pure card advantage. The bigger thing holding Twins back is that you are only able to use this while you have more Prizes, meaning that this card is a dead draw while you are winning. However, when you are losing, Twins can easily provide you with what you need to bounce back and return the favor to your opponent.

Modified: 4/5 This card is really nice, but should probably be used in small amounts to prevent dead draws if you're winning and extra Poltergeist damage, though this keeps the card from being overly broken. However, if you're losing, the searchability that Twins provides is unparalleled.

Limited: 5/5 There's no reason to not use Twins here. If you're losing, you get unlimited searchability, which is nearly unheard of in Limited, and allows you to get whatever you want if it isn't prized (like that Stage 2 that you only have 1 of). Highly recommended.


11/1/10: Twins(Triumphant)
It's a new week, a new month, and a bunch of Trainer/Supporter/Stadium cards to review. We got some interesting cards, so stay tuned!
          So, we have Twins, probably the T/S/S that has the most all-around usefulness of the T/S/S in the set. It's reminiscent of an old card from Skyridge, called Oracle, which let the user put any two cards in their deck onto the top of their deck. Twins does it one better, and places the chosen cards into one's hand, with the downside of only being able to use it if one is behind on prizes. I won't go into much detail into what uses this card has, because it's pretty simple: getting any two cards from your deck is good.
           Because of the 'behind on prizes' requirement, this makes the card more of an option to recover from a deficit. Because of this, the inevitable comparison will be between Twins and Cynthia's Feelings, the other widely-played Supporter designed for recovery. Both cards have their specific situations where one would be better than the other, and both of them should be widely used. I suspect that faster decks like most SP will prefer Cynthia's, while slower tanking decks will prefer Twins, since they shouldn't have Pokemon dying enough to get much use of Cynthia's. And in Limited, you should be playing as many of this as possible.
Combos With: Every deck ever.

Crazed Eeveelutionist

Hello, Pojo readers!  This week is all about the new trainers, supporters, and stadium (singular because we got only one, and it wasn't Lost World...
thank god for some of us...).  To start this week, or this month, I should say, we'll be looking at one of the two "comeback" cards that Triumphant gave us; Twins.  In a way, this may sort of remind you of the old Scramble Energy days where if you were behind in prizes, you could drop it down on what was usually an energy-less pokemon and whack your opponent with it as a surprise.  Will Twins live up to the same reputation?
Heck yes.  While it doesn't provide the sudden power boost that Scramble provided (though something similiar to that extent WAS printed in this set, which we'll get to later in the week), it is undoubtfully useful, even broken in some slower decks.
Firstly, Twins is a Supporter, which is about the only class of card besides energies that can't be truely locked.  With trainer lock becoming vastly popular, primarily in the form of Vileplume/Gengar, this is actually a good thing.  However, this also means that it comes with the annoying Supporter rule, meaning you can only play a Supporter once per turn.
The effect, though, is well worth it.  If you have more prizes left then your opponent, you can search your deck for ANY 2 cards.  This is huge.  The only two cards that have this kind of searching power that are in format are Pokedrawer (which you needed two of to get), and Victory Medal (which could happen a mere 25% of the time due to coin flips), and both of these methods have their big flaws as we all know.  Run a slower deck compared to the likes of the ungodly popular Luxchomp and other SP decks?  This will help you setup a heck a lot quicker by searching out the cards that you need earlier in the game.  Stage 2 decks will especially benefit from this, as they can get Rare Candy and the Stage 2.  You can guess the rest.  This also makes LEGENDS more playable, as both pieces can be searched out in a heartbeat.  Even late game, you can turn a match around by searching out that one or two cards that you need.
It's hard to review such a versatile card with such a broken effect.  Speed decks will be less likely to run these, though, as they're the ones to take the first prize of the game, turning any Twins in their hands into dead cards.  For slower decks, such as Vilegar and Machamp (when they whiff on a first or second turn donk), in a format filled with super-fast SP pokemon, Twins will provide the power to keep up with them.  Expect to see Twins widely played by non-speed decks.
Modified: 4/5  Only for decks that are naturally slower than SP decks.  They are well worth the deck space.  In speed decks, this would get a 2.5/5 at best because it'll be dead for much of the game.
Limited: 4/5  Take.  It.  Now.  Should I even both explaining why?
Combos with: Whatever the spur of the moment calls for.
- Wes1234
Crazed Eeveelutionist


This week we’ll be focusing on the Trainers (or cards that used to be classified as Trainers).  We start with the Supporter Twins.  Besides the normal Supporter text, it states “You may use this card only if you have more Prize cards left than your opponent.  Search your deck for any 2 cards and put them into your hand.  Shuffle your afterward.”  Pretty potent effect, when you can use it.  I have heard some (presumably newer) players question whether or not it is wise to run a card that you can only use when you are “behind”.  The answer from those of us who either have played the game long enough or are simply skilled or intelligent players is a resounding chorus of “Yes, but who says you have to be behind?”


Pokémon may technically measure who is winning according to how many Prizes you have left to claim in a game, but players should quickly learn that is only an accurate measurement of who is winning if time is called.  What cards are in each player’s hand, what is on the field, what is in each deck, what is in each discard pile, even what cards are in each player’s Lost Zone all factor into who is truly winning and who is losing.  Although it seems like just yesterday to a long time player we were enjoying the cards from EX – Team Rocket Returns.  That is the first time I clearly remember cards being designed that either required you were behind on Prizes to work, or that rewarded you for having taken less Prizes than your opponent.  If most of those cards weren’t staples, they were at least prominent and heavily played.


When it comes to running a card like Twins, you usually just bait your opponent into taking the first Prize or run cards that will actually force your opponent to take Prizes.  An example of the first is usually running a card that is so good at setting up, your opponent has little choice but to KO it: allowing it to continue is far more beneficial than giving you access to Twins.  In the case of the latter, there are a few Poké-Powers I can think of (Regigigas Lv.X, Electrode Prime) that will force your opponent to take a Prize, give you something in exchange for that Prize, all while enabling you to activate this little beauty.


I’ve already heard a few tricks tossed around for abusing this card.  The first is simple: grab a second copy off the first.  Don’t do this if you know you’re going to pull ahead in Prizes, but if you are pretty sure you aren’t going to tie it up or pull ahead, you might as well prep to enjoy another two cherry-picked cards.  Then there are cards that let you duplicate Supporter effects.  Jirachi from Rising Rivals, for example, would still require your opponent get a Prize ahead, but once they did you’d enjoy pulling the four exact cards you wanted from your deck.


The strategy isn’t perfect, though.  I’ve built it up quite a bit so I will point out that the naysayer players weren’t entirely off: there will be plenty of times you will be ahead, and this will be a dead draw.  Even in a controlled situation, remaining behind in Prizes intentionally is a risky strategy, and gets riskier the lower the Prize counts get.  As such, I think this card will be seeing play in most decks, but probably only at one or two copies unless the deck is specifically built to play the “behind-in-Prizes” game.


Oh, and for Limited play, it’s search.  You pull it, you run it.  Even if you mange to pull two or three copies you run it.  I know the Prize count is lower here, so you aren’t going to really want to risk giving up a Prize to activate it.  That’s okay: its insurance and its search so it is still a must-run.




Modified: 4/5


Limited: 4/5


I am still selling my former collectables on eBay.  I’ve had a lot of hobbies over the years, so at various times I’ll have comic books, manga, action figures, and video games on the auction block.  You can take a look at what’s up for bids here.  Just a reminder, Pojo is in no way responsible for any transactions and was merely kind enough to let me mention the auctions here. ;) 

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