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Yu Yu Hakusho
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Vs. System

Pojo's Pokemon Card of the Day


Energy Exchanger

HS Undaunted

Date Reviewed:
September 23, 2010

Ratings & Reviews Summary

Modified: 3.75
Limited: 4.50

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

Energy Exchanger 

Hello and welcome to a new week of Pojo’s CotD. We’ve got some Trainers from Undaunted to review this week, along with some other stuff, so let’s kick off with Monday’s card. 

Energy Exchanger is one of those cards that does exactly what it says on the tin: it exchanges one Energy card for another. It doesn’t place any restrictions on the Energy you exchange either, so you can go right ahead and trade that Basic Lightning for a Double Colourless or Warp Energy (for example). 

Obviously, being able to grab any Energy you want from your deck is a very good thing. It makes decks that need two (or more) Energy types more viable and it also helps out decks which rely heavily on unsearchable Special Energy (such as Special Metal in Dialga G and Steelix decks, or DCE in decks running Garchomp C LV X). Are there any downsides to running this card in those types of decks then? Hmmmm . . . let me think . . .  

Well for one thing, you have to have an Energy in hand to use it. This isn’t as easy as it used to be when we had Roseanne’s Research and Claydol draw in the format, but it shouldn’t pose too much of a problem. In my opinion, the main question to ask yourself before running this card is: does it justify the deck space? 

See essentially, you are running an unsearchable Trainer to get you an unsearchable Energy. This makes it a bit of a luxury card in my book and it shouldn’t really be a necessity in a deck that has enough consistent drawpower, as that would reliably get you the Energy you need anyway. If you are running a deck that absolutely depends on Special Energy, then finding space for a couple of Exchangers would obviously be a wise play. Remember though, that the likes of Luxchomp and Dialga G seemed to work perfectly well before this card was released, and I suspect they can continue to do so without it. 

Energy Exchanger is one of those cards (a bit like VS Seeker) that do a very useful job, but often don’t make the final cut in a 60 card deck, simply because the space is needed for more essential stuff. That doesn’t mean it isn’t good or that you shouldn’t play it, just that you should refine your list, playtest a lot, and ask yourself if it is really needed before writing out your decklist. That said, I expect it to see a fair amount of play this season. 


Modified: 3.5 (a very nice card in a lot of decks -  if you have the space for it)

Limited: 4 (yay! 90% of decks in limited are janky rainbow decks anyway)

 Combos with . . .

Double Colourless Energy

Special  Energy in general


We start of the week with a CotD that I thought would short and sweet: Energy Exchanger.  It is still sweet, but I managed to go on at length in my usual fashion.


Universal to winning a TCG are a few factors, and this card affects one of the big ones: card advantage.  Card advantage itself can be broken down into three kinds: quantity, quality or (the most potent both).  Energy Exchanger falls into the “quality” category as it actually will result in a net loss of one card in hand/field size.  This is a normal Trainer that lets you take an Energy card from your hand, show it to your opponent, then top deck it.  After that, you search your deck for an Energy card, show the new card to your opponent, and put it into your hand, finishing the effect by of course shuffling your deck.


The important thing to note here is that this card is not restricted to searching out only Basic Energy cards; simply put you are running this to find Special Energy cards quickly and efficiently.  Yes, it does lower the cards play value a little by requiring you have an Energy card already in hand, but that is only worth mentioning for those highly efficient decks that can already get by running an extraordinarily low amount of Energy cards to begin with.  Such decks might become too powerful through this card if it let them shuffle any card back into the deck.  If, by the end of your draw, you should have an Energy card in your deck, this will allow you to improve the quality of your Energy.  Instead of having to hope that you draw into a Double Colorless Energy (or any of the other highly useful Special Energy cards), you just need to hit any Energy; an insurance policy, if you will.  It also makes it much less painful to TecH in a Special Energy: if Call Energy or Warp Energy show up too soon or too late, you can toss them back into the deck.


Given the nature of the wording, I suspect TPC knew the final two benefits of the card.  The lesser is that you can use this card even if you are on your last Energy: you add an Energy card from your hand to the deck first.  So if you find no other Energy, you can grab the one you sent to the deck.  No worries about wasting the card or hitting into awkward rulings territory.  Best of all, no matter what, you get to see your deck.  I don’t recall if they’ve ever printed a Trainer just so you could see your deck, but for many a card that has been what bumped it from mediocrity to being useful, or from being useful to being a must-run card.  While you can’t drop this on the very first turn of the game, it’s still a wonderful trick to pull off second or third turn, allowing you to deduce your prizes and start strong.  Many cards grant this boon, but far less are useful in nearly any deck or else are Supporters; having that Supporter usage after finding out your deck contents is most useful.  Using it later confers less advantage, but is still useful.




Modified: 4/5 – An entire point is knocked off for deck space/effectiveness of draw power, potential for being a dead draw, popularity and potency of Trainer denial, and those few decks that really just don’t need it (mono-Type, few/no Special Energy).


Limited: 5/5 – A must run, even if you don’t pull any/can’t use any Special Energy cards.  Mono-type decks are rare, and even if you manage one you’ll still want to use it just to peak at your deck.


Unlimited: 3/5 – Worth a mention (and placed here to avoid messing up or score averages).  More Special Energy is played, but we have potent general search and stronger Trainer denial, potent generic search cards, and lower overall Energy counts.


Combos with: Double Colorless Energy (and every other Special Energy)



This is not a must run card, but it is a “must eliminate” card in my book.  You start out assuming you’ll want to run it an only cut it when you find you have to, because some critical piece of your deck bumps it out.  It should easily clear the first wave of cuts, and make it to playtesting and often tournaments.


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.  I had a complicated weekend so expect a lot to be added midweek.  Just a reminder, Pojo is in no way responsible for any transactions and was merely kind enough to let me mention the auctions here. ;)


Mad Mattezhion
 Professor Bathurst League Australia
Energy Exchanger (HS Undaunted)
Another of my late reviews. Hope they are worth the wait!
Energy Exchanger does for energy what Pokémon Communicator does for Pokémon: you swap one energy from your hand for another energy from your deck. And there are no limitations on what energy you can put in or take out, so this is a great card for decks that need Special energy of any sort.
Decks that will welcome this card include SP decks (DCE and SP energy, as well as Special Metal for Dialga decks) and Tyranitar, but there will be many other combinations for this card in the future as well.
Now all we need is a trainer that lets you trade a trainer card from your hand for another from your deck, and we have a card for every occasion! Though they probably won’t print a card like that, it would send the game over the edge with the speed boost.
Modified: 4.5 (it performs its function well, and is a trainer to boot)
Limited: 5 (you’ll run several energy types in most pre-releases, this card is gold!)
Combos with: Special Energy, but particularly DCE and Rainbow Energy

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