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Yu Yu Hakusho
Pojo's Pokemon Card of the Day
Nov. 10, 2010
& Reviews Summary
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
Ok, before I review Gengar
Prime, we need to get one thing out of the way.
Despite what a lot of players were expecting, the Lost
World Stadium wasn’t in Triumphant. If it ever does get
released outside of Japan, then
Gengar Prime will be the basis of a powerful new
archetype with a unique win condition. For now, though,
I will review the card as it relates to the modified
format we have now.
has 130 HP, which is par for the course for Stage 2s,
but better than you usually get with
Gengar. The Dark Weakness
isn’t usually a problem, unless your opponent techs for
it, as Tyranitar is the only
Dark Pokémon that sees play as a main attacker.
Colourless Resistance is one of the nicest in the game,
as Garchomp C is amazingly
common. Finally, it doesn’t get any better than Free
Catastrophe is Gengar’s
aptly-named PokeBody. When Gengar
is active, any of your opponent’s
Pokémon that are knocked out go straight into the Lost
Zone instead of the discard pile. This can cause an
opponent real problems, as there is currently no way of
retrieving cards from the Lost Zone. If you can get rid
of a key attacker (like a LV X) with this PokeBody, it
will be extremely difficult for a deck to recover. Note
that Gengar doesn’t have to
attack itself to get the effect,
it just needs to be active. This means that you can use
it together with Crobat G to
finish off a badly-damaged Benched Pokémon, or with a
card that switches out when it attacks (such as the
‘Curse’ Gengar from the
Arceus set) so that you
promote Gengar Prime before
checking for the knock out.
This isn’t the only way Gengar
has of Lost Zoning Pokémon. Its first attack, Hurl into
Darkness, costs [P] and allows you to look at your
opponent’s hand and send a Pokémon you find there to the
Lost Zone for every Psychic Energy attached to
Gengar. This could make life
very difficult for an opponent who is holding evolution
cards they couldn’t play on their turn, and it will make
it very dangerous for SP players to
PokeTurn any LV X that they can’t play back down
immediately. Although the attack won’t get you any
Prizes, it does have the ability to disrupt to the point
where it can cripple an opponent’s deck if they can’t
play the Pokémon they are holding. Not only
that, but the strategic information
you get from seeing their hand could be
invaluable when planning your moves.
If all this wasn’t enough, Gengar
has a cheap offensive attack too. Cursed Droplets costs
[P][C] and lets you put four
damage counters on your opponent’s Pokémon in any way
you like. Although 40 damage for two Energy seems poor,
the flexibility of the attack somewhat makes up for it.
You could use Cursed Droplets in a spread deck (it
combos especially well with Gengar
LV X!), to take multiple KOs in one turn and send all
those Pokémon to the Lost Zone.
Without Lost World though, is all this enough for
Gengar Prime to see play in
a Gengar deck? Well, while
decks like Gengar/Vileplume
will probably prefer to stick with the SF
Gengar and the LV X, I can
see this card being used in new builds which focus
either on taking Prizes with
the ‘Curse’ Gengar, or on
spreading damage with the LV X. It’s a unique card that
is really looking to abuse the Lost Zone mechanic and,
while it isn’t nearly as powerful without the Stadium,
it does offer some interesting possibilities to
Modified: 3.25 (for now, it’s just a possible tech in
some new Gengar lists)
Limited: 2.5 (I actually pulled a
Gengar Prime line at my
Prerelease . . . it wasn’t anything special)
Combos with . . .
AR is probably the best choice at the moment
Professor Bathurst League Australia
Gengar Prime (HS Triumphant)
This has been a heavily hyped card since its release in
Japan, but the omission of the Lost World stadium from
Triumphant has put a damper on Gengar’s power. Is it
still a worthy card in its own right?
In my opinion, yes. Now I’ll justify this opinion with
the following review, but bear in mind that I am a
Gengar player myself and so have a pro-bias. Then again,
Gengar is just so damn awesome!
Let’s follow the usual program and start with the stats.
We have a Psychic (good for mixing with techs) Stage 2
with 130 HP (the Prime boost) and a free retreat cost
(hell yeah!). Dark weakness and Colourless resistance
round out the impressive stats that will keep Gengar
alive in today’s metagame. Dark weakness is good but may
not remain that way with the number of Dark type
starters and the possibility of a strong Dark deck
appearing in the near future (can anyone make Absol or
Tyranitar competitive again?) while Colourless
resistance is good and getting better with a number of
Colourless techs making their mark, while Flygon and
Garchomp are as evil as ever. The high health is a new
point for Gengar, and is greatly appreciated.
Now the meat of the card, the attacks and abilities.
Gengar gets 3, and all of them have at least some use.
Catastrophe is the Pokebody, and the effect is to send
any Knocked Out Pokémon to the Lost Zone instead of the
discard pile as long as Gengar is Active (other cards
like energy get discarded normally). It does not state
that Gengar has to actually score the KO itself, and
with the number of Pokepowers placing damage counters in
the current metagame this means Gengar is a lot more
dangerous than it looks.
Also, you can use an attack that damages the Defending
Pokémon and allows you to switch your attacker to the
Bench while promoting Gengar, so that the Pokebody comes
into effect even though Gengar didn’t actually attack
(all effects of attacks, like switching out, are
completed before any knockouts are finalised). For this
strategy, I would suggest Magnezone SF (the Lightning
one with Superconductivity) or Gengar PA with Curse and
Shadow Skip, as both Pokémon deal 60 damage with the
option to switch out (and Magnezone Prime makes teching
in Magnezone SF easier, while the Gengar is a
However, the problem with this body is that, as fun as
it is to put your opponent’s main attacker and techs out
of reach forever, Gengar Prime itself doesn’t have the
raw attacking power needed to make full use of this
Pokebody. Also, the removal of Lost World from the
format means that sending the opponent’s Pokémon to the
Lost Zone only provides a slight strategic advantage (no
retrieval), rather than the humungous advantage everyone
was expecting. For now, this body is just an understated
ability that is annoying to the opponent, but not
incredibly disruptive or dangerous. Finally, the
damage-switch-and-activate-Pokebody trick I outlined
above requires at least 3 energy, so it isn’t easy to
play it quickly when the whole point is to be faster
than your opponent. Why else would you play Gengar?
But fear not, Gengar has other tricks available. The
first attack, the expertly named Hurl Into Darkness (HID
from now on), is absolutely brutal! For the initial cost
of P (more energy do add power if you are inclined that
way), you get to look at your opponent’s hand. Then, you
get to choose a number of Pokémon from your opponent’s
hand up to the number of Psychic energy attached to
Gengar and put those Pokémon into the Lost Zone.
Quite simply, this is the ultimate in disruptive
attacks. The best targets for HID are cards with
coming-into-play Pokepowers like Uxie and Azelf (to
cripple setup), but it is likely that your opponent will
spam these cards onto their bench (for less than optimum
advantage) to stop you putting them into the Lost Zone.
The next best targets are 1-of techs that your opponent
has but can’t immediately play, such as Lv X cards (Luxray
GL) and Stage 1/Stage 2 techs (Nidoqueen RR, Flygon RR),
thus removing your opponent’s ability to control the
field and/or counter your moves. Hitting a half of a
Pokémon Legend (for instance, Entei/Raikou or Kyogre/Groudon)
is also a good move, and removing a main attacker from
the hand is also a good idea. The priority of a target
really depends on the stage of the game, as well as
which cards are the most dangerous to your strategy.
Since your opponent will expect this nasty disruption
(or will quickly learn after the first game) they may
start holding their search cards in their hands and
leaving Pokémon in the deck until the exact moment they
need them. As such, you can do one of 2 things: force
them to shuffle their hand and hope for a good target,
or play Gengar SF to punish their Trainer hoarding.
Guess which one I’m going to do? That’s right, I’m going
to do both! Remember, Looker’s Investigation is the
perfect partner in crime for Gengar SF already, and it
extends well into this further disruptive strategy.
Of course, even if you don’t hit paydirt with either HID
or Poltergeist, you will still be able to play a very
good psychological game against your opponent and force
them to play cards even if they won’t help at the time,
just to avoid getting hurt by your attacks. Or even
force your opponent to avoid drawing cards altogether,
which will slow their game down to a crawl.
The second attack, while decent, is nowhere near as cool
but still complements Gengar’s role. Cursed Drop costs
PC and allows you to place 4 damage counters on your
opponent’s Pokémon in any way you like. Spread them out
or stack them up, do whatever suits the moment.
The problem with this attack is the damage cap. You
can’t add effects like Expert Belt or Plus Power to give
Gengar extra damage, and 4 damage counters just aren’t
enough to get an OHKO on something small like Uxie
unless you use a considerable number of damage-dropping
powers. For larger targets you can forget about it, 4
hits to get a KO (more if Nidoqueen or Garchomp C evaded
your HID attacks) is taking way too long and Gengar will
be wiped out. AT least you can get set up for later
spread attacks, and you can tailor the damage to take
out that pesky Pokémon that only just survived, without
wasting the rest of the damage from the attack.
Admittedly, if Gengar Prime had the potential for a
heavy damage attack I’d say the card was broken, so
Cursed Drop is honestly a brilliant choice by the
designers. It isn’t very high in damage yield, but you
can use it to set up for multiple KOs later on if you
calculate your moves well (think back to Empoleon MD
with Dual Splash).
In summary, Gengar Prime is freaking awesome but it is
not, I repeat NOT a main attacker. This dreadful ghost
is the king of the disruptors, and that is how it should
Modified: 4.5 (plenty of partners and so much mayhem you
can wreak! I don’t care about bias, this is the gospel
Limited: 3.5 (it’s hard to play a Stage 2 in this format
[I know you get tired of hearing it but it’s true!] but
if you can use HID on their good attackers you can take
the game as a gift!)
Combos with: Gengar PA, Gengar SF, the hopefully
never-to-be=printed Lost World (I still hate that card,
because it goes against the game as we know it: new
victory conditions are great but not being able to
counter or copy them is awful!)
11/10/10: Gengar Prime(Triumphant)
Today, in case you're not sure, is Wednesday. And we
have Gengar Prime, who is busy trying to do its best
Michael Jordan impression, sticking its tongue out while
attempting something awesome.
Indeed, awesome could be a word to describe this
Gengar someday. The first thing one might notice with
this card is that it really likes the Lost Zone
mechanic. Its Poke-Body sends any of your opponent's
Pokemon to the Lost Zone if they get KO'd. Also, its
first attack, Hurl Into Darkness(what a great attack
name) sends a number of Pokemon cards in your opponent's
hand to the Lost Zone equal to the number of Psychic
energy on Gengar. Both the Body and the attack are
nearly broken, and unlike Absol Prime, who also had a
solid attack and Body, there exist cards that can abuse
Gengar's abilities. Gengar AR can use Shadow Skip to KO
an active Pokemon, then switch to Gengar Prime to send
it to the Lost Zone. Alternately, something like Jirachi
UL and Energy Switch could accelerate the energy on
Gengar, making Hurl Into Darkness more effective.
The problem with Gengar Prime at the moment is that
sending Pokemon to the Lost Zone doesn't have much
effect on the game. Sure, they can't retrieve their
Pokemon, but it's more of a minor annoyance than an
actual threat. Hurl Into Darkness is a great disruption
attack, but it quickly loses steam once your opponent
runs out of Pokemon, or just plays around the attack.
And in terms of damage, it has a second attack, Cursed
Drop, which places 4 damage counters, which in my
opinion is pretty weak in this environment.
I'm sure the other reviewers will say something
similar, but Gengar really needs the Lost World stadium
that may or may not be released next set. It is unclear
whether the stadium will make Gengar a viable threat(the
mechanic of the stadium may be too slow to be usable),
but it should make Gengar more viable than it is now.
Modified: 3.25/5 Limited: 2.75/5 (It's pretty
Hello again, Pojo readers. In continuing our HS
Triumphant Prime week, we come to a pokemon that has
received so much hype, it joins Luxray GL Lv X and Uxie
Lv X in the list of cards that people will likely
stubbornly hang onto. Is it justifiable, though?
Lets take a look.
Base stats are what you would expect from a typical
stage 2. Psychic type in irrelevant due to lack of
damage. 130 HP is average nowadays for a Stage 2.
Darkness weakness isn't great. Remember Monday's
COTD? Yeah, it can one-shot it, and Umbreon UD
will hit this guy pretty hard, too. Umbreon Prime,
too, one shots it as well, but it's currently being
caged up in many binders at the moment (still worth
mentioning, though). Colorless resistance is very
nice with the likes of Garchomp C and its Lv X
everywhere. Free retreat, though, is phenomenal,
and allows it to be abused with combos that I will later
outline in this review.
Gengar Prime comes packed with the source of its hype: a
Poke-Body called Catastrophe. When it's active,
your opponent's pokemon are sent to the Lost Zone when
they are knocked out instead of being discarded.
The wording of this Poke-Body is key to understand
potential combos with it. It must be active at the
time of a pokemon being KO'd. This means that, and
Japanese rulings and the ruling with Glaceon Lv X both
back this up, you can use a hit-and-run attack (such as
Magnezone SF's Gyro Ball or Gengar AR's Shadow
Skip) to switch to Gengar Prime. Effects are
applied BEFORE KOs are declared. If the damage
from the attack was enough to kill off the opponent's
pokemon, Catastrophe will activate and send it to the
Now, there's no official ruling out yet for this next
scenario, but based off the Body's wording, it will NOT
send pokemon to the Lost Zone if they were damaged by an
attack with Rescue Energy attached to them. This
is because Rescue Energy sends the pokemon straight to
the hand, rather than to the discard, then to the hand
like Floatzel GL Lv X. In Floatzel GL Lv X's case,
the pokemon would go to the Lost Zone instead of being
discarded, thus negating its Water Rescue Body. It
should be noted, though, that placing damage counters
and special conditions bypasses Rescue Energy.
Anyways... Catastrophe... Yeah... Good
reason for the hype thus far...
Next up is Gengar prime's attacks. Though, only
one really matters, as Cursed Drop only places 4 damage
counters on the opponent's pokemon for [PC] (it's still
usable, especially with Gengar AR's Curse, but it isn't
the main source of its hype. Hurl into Darkness is
a very affordable [P] that lets you peek at the
opponent's hand (legally) and choose a number of pokemon
up to the number of [P] energy attached to Gengar Prime
and put the chosen pokemon into the Lost Zone.
This is amazing disruption ability. When Lost
World enters the Metagame scene, it will become broken.
Seeker will be a common combo with this to ensure at
least one pokemon enters the Lost Zone.
I'd say that Gengar prime does live up to its hype.
It has caused havoc in Japan's metagame, and it will do
the same here in the US when Lost World arrives.
Modified (before Lost World is released): 4
Amazing card to switch into via hit-and-run attacks to
use Catastrophy, and its cheap disruption ability can
turn the tide of a game. Lost Zone = no Pokemon
Rescue, Palmer's Contribution, etc.
Modified (after Lost World is released): 4.5 With
Lost World, this will be as broken as Luxray GL Lv X is,
if not more-so.
Limited: 3.5 As per the format name, its option
are.... limited... It can disrupt with Hurl into
Darkness, only... the pokemon will already be in play.
Seeker can help, but they'll just scoop up a trash
pokemon to be Lost Zoned. Curse Drop's spread and
the nice 130 HP are the only things you can abuse here.
Combos with: Seeker, Gengar AR
I had another massive CotD ready for
today and I realized… I wasn’t really
reviewing today’s CotD.
I was reviewing the deck we’ll
get if/when they release a Stadium known
Lost World in
Lost World allows either
player, during his or her own turn, to
declare him- or herself the winner if
six or more of his or her opponent’s
Pokémon are in the Lost Zone.
That card makes today’s pick into
a fearsome deck.
Until then… it is merely
So we look at today’s CotD now for what
it can do for it’s self.
A Stage 2 Psychic (technically
Ghost) Pokémon, this
Gengar enjoys a pretty good 130 HP:
Gengar haven’t been especially
In fact, this is the largest
Gengar: the only bigger ones are its
Level X form and the (no longer legal)
This version has a double
Weakness to Darkness-Type Pokémon, which
could be a real problem: never
underestimate the benefit if
Darkness Energy (Special Energy
version) boosting damage.
The Colorless Resistance -20
should prove pretty handy.
The free Retreat Cost is of
Prime has a Poké-Body and two attacks.
The Poké-Body (Catastrophe) sends
any of your opponent’s Pokémon that are
Knocked Out to the Lost Zone, but only
Gengar Prime is active.
This can really wreck the default
recursion cards most players run.
The first attack (Hurl Into
Darkness) requires only a single Psychic
Energy, but if extra Psychic Energy are
attached the attack becomes more potent.
It allows you to see your
opponent’s hand then send a number of
Pokémon up to the number of Psychic
Energy attached to
Gengar to the Lost Zone.
This can let you see what’s
coming and sabotage some of your
opponent’s best plays.
The second attack only requires
another of any Energy to use, making
Cursed Drop pretty affordable.
You then get to spread four
damage counters amongst your opponent’s
Pokémon in any way you like.
This is good when viewed in
isolation, but I have to question it on
its own: this is the card’s “big”
attack, and if we had to rely on
it to trigger
Gengar Prime’s Poké-Body, it’d take
two turns to hit a small benched
Your opponent on the other hand
would have two turns to KO
Gengar Prime with their Active
Pokémon, who presumably would be a solid
attacker and take out
Gengar Prime at that point.
Perhaps the most important combo we have
for this card with the current card pool
Lv.X rewards damage spread.
In one attack,
Gengar Prime can drop a damage
counter on four of your opponent’s
Gengar Lv.X can then use its effects
for maximum impact.
As a refresher,
Gengar Lv.X has a Poké-Power that
allows it to bounce an opponent’s Lv.X
Level-Up card, potentially shrinking an
injured Pokémon for a KO.
Gengar Lv.X adds one attack to
Gengar, and that is Compound Pain.
Compound Pain only affects
already injured Pokémon, but if a
Pokémon has at least one more damage
counter on it, it takes another 30
points of damage!
So if you go second, you can
Rare Candy into
Gengar Prime, use Hurl Into Darkness
to peek at your opponent’s hand and
maybe eliminate a threat before it can
come into play.
turn attach another Energy and use
Cursed Drop, spreading a single damage
counter on four of your opponent’s
Pokémon (unless of course there is less
than that in play).
On your third turn (sixth turn of
the game), drop
Gengar Lv.X and another Energy so
you can use Compound Pain.
If you go first, the progression
is slightly different (can’t use
Rare Candy first turn after all),
and you might skip Hurl Into Darkness.
Now the question is… what about the
I see two
Gengar from the Arceus set, and one
The Stormfront version is
It has a Poké-Power allows you a
coin toss when it is KO’d by damage on
your opponent’s turn, and if the result
is “heads” your opponent’s Active
Pokémon is KO’d as well!
The 20 less HP isn’t going to
matter much since the deck would still
almost certainly run
Gengar can’t spread damage, it has
an excellent sniping attack.
Instead of sizable across the
board damage, you can basically 2HKO
anything with a Poké-Power and less than
Its Poltergeist attack gives you
the potential raw brute force that both
Gengar Prime and
Gengar Lv.X lack.
The other two
Gengar are clearly not as good, so
we shan’t discuss them further.
This creates another problem as a
control deck is the obvious place for
Gengar Prime… but it is also a
natural place for
Gengar of Stormfront.
People have been running
decks for a bit, now: locking Trainers
in hand and taking advantage of the
restricted amount you can play of
Stadiums and Supporters a turn to set up
for the big attack of
Gengar of Stormfront.
Another potential dance partner,
and perhaps one more suited for
Gengar Prime, would be to partner
Ampharos of Platinum.
Your quick damage spread then
doubles as Poké-Power denial thanks to
I would assume that
is a natural choice for any deck using
You might even consider working
in Monday’s CotD:
Absol can open and with a
Call Energy aid in set-up, while its
Poké-Body smacks any Basic Pokémon that
On top of a
Gengar Prime’s Cursed Drop attack
Gengar Lv.X’s Compound Pain should
rack up fast
In Limited play,
Gengar Prime is all about control.
Alternate between ripping your
opponent’s hand of their best Pokémon –
or the Pokémon they need to play their
best Pokémon, as Evolution lines aren’t
going to be as robust here.
Other turns use Cursed Drop to
spread some damage.
Odds are you won’t open with
Gengar Prime, and that is fine:
while Hurl Into Darkness is best when
used as soon as possible, it still comes
in handy at any point in the game, and
Cursed Drop just gets better since
player’s will often retreat injured
Pokémon to hide on the Bench in this
Just remember that
Gengar Prime won’t be able to slug
it out with anything remotely tough, so
take advantage of its low Energy costs
by keeping a back up hitter energized.
Gengar Prime as soon as you sense a
With good planning and foresight
(aided by seeing your opponent’s hand),
you should be able to dodge a lot of
incoming threats, and feed them to
whatever you have supporting
3.25/5 – If this was the only legal
Gengar Lv.X would still combo so
well with it so as to ensure it would
still see play.
This version just isn’t strong
enough to replace the Stormfront version
4/5 – A prime pick, even if it isn’t a
brute on its own.
It is still has the HP to take
hits and the attacks are quite, quite
The (Poké)mon who would be king if
Lost World was here,
Gengar Prime finds itself struggling
for space in a crowded Archetype
Without it, you might consider
throwing caution to the win with
Gengar Lv.X decks by running one
copy of this in lieu of one of the
Stormfront versions: the Stormfront
version has more raw power, but it
requires luck for the Poké-Power, and a
good opponent might be able to “dodge”
both the Poké-Power and the attack.
I just don’t know if trading in
some reliability is worth the increase
in versatility: considering it isn’t
obvious, that should be a good enough
reason to at least play test it.
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. ;)