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					Pojo's Pokémon Card of the Day 
					
					
                        
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							Simisear #17     
							 Noble Victories 
							
							Date Reviewed: 
							Dec. 13, 2011 
                            
							
							Ratings
                            & Reviews Summary 
							 
							Modified: 2.50 
							Limited: 4.00 
							
							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 
							 | 
                         
                        
					
 
            
              
          Baby Mario 
			2010 UK 
			National 
			Seniors 
			Champion | 
              
						 
						
						
						Simisear 
						17/101 (Noble Victories) 
						
						 
						 
						
						
						The Pokémon card designers sure love the Monkey Trio, 
						don’t they? So far we’ve had a 
						Simisear in every set of the Black and White era. 
						Me? I’m not all that keen on them as Pokémon and (with 
						the possible exception of Simisear 
						BW) I’m not the biggest fan of the cards they appear on 
						either. 
						
						 
						 
						
						
						Stage 1 cards had some time in the limelight at the 
						start of the HGSS-on rotation, and cards like
						Donphan and
						Yanmega Prime, though not 
						quite as brilliant as they were, are still very 
						playable, as are Cinccino 
						and Zoroark BW. 
						Nevertheless, the fact that each set brings us more and 
						more high HP, big hitting Basics (the Dragons, the 
						Genies, the Musketeers), makes it harder and harder for 
						Stage 1s to be top tier in this format. If
						Simisear is going to see any 
						play, it’s going to have to do something pretty special. 
						
						 
						 
						
						
						Nothing about the cards stats suggest it can manage 
						that. The 90 HP is on the low side, and while the Water 
						Weakness isn’t a total disaster (Kyurem 
						is the only really popular Pokémon of that Type), the 
						Retreat cost of two is a drawback that this card simply 
						didn’t need. Oh well, let’s see if the attacks can do 
						anything to make up for it. 
						
						 
						 
						
						
						As far as the first one is concerned, you get everything 
						you would expect from an attack called Scratch 
						(unfortunately): it’s cheap, vanilla, and it doesn’t do 
						much damage. Thankfully, Double Fire is a bit more 
						interesting. For the (quite steep) cost of [R][R][C] 
						you get to flip two coins and do 80 damage for each 
						heads. That means 25% of the time you do nothing 
						(disastrous), 50% of the time you do 80 (not bad, but 
						nothing special), and 25% of the time you do 160 (enough 
						to OHKO pretty much anything in the game right now). The 
						obvious card to play with this would be Victory Star
						Victini which allows a 
						re-flip and gives you a 90+% chance of being able to do 
						at least some damage. You could even use it to try and 
						re-flip for the 160 damage instead of settling for 80, 
						though to do this would mean that you were either a) 
						extremely reckless or b) desperate. 
						
						 
						 
						
						
						Practically, speaking, the most likely outcome, even 
						with Fliptini, is
						still 80 damage for three 
						Energy and this isn’t really good enough to make a 90 HP 
						Stage 1 truly competitive. Sure, you can accelerate 
						Energy on to it with Ability Emboar 
						or Typhlosion Prime, but at 
						the end of the day why would you be picking
						Simisear as a partner for 
						those cards instead of Reshiram? 
						A Basic with 130 HP is so obviously superior to a frail 
						Stage 1, while a guaranteed 120 damage will always be a 
						better option than a chance of 0/80/160 that depends on
						coinflips. 
						
						 
						 
						
						
						Rating 
						
						 
						 
						
						
						Modified: 2 (Double Fire can be scary, but it’s too 
						frail and flippy to be taken 
						too seriously) 
						
						
						Limited: 4 (great if you pull 
						Fliptini) 
				 | 
             
            
              
          Mad Mattezhion  
 Professor Bathurst League Australia | 
              
						 Simisear (Noble Victories)  
						The Monkey Trio don't get any respect!  
						Today's card is the third printing of Simisear, which 
						is again accompanied by its colleagues Simipour and 
						Simisage. This version follows the trend of its 
						predecessors as a useful but unspectacular card at a 
						Prerelease which is then utterly forgotten as a 
						completely uninteresting card unworthy of consideration 
						in even a casual deck.  
						Simisear is a non-evolving Fire type Stage 1 with 90 
						HP, Water Weakness, a retreat cost of 2 and two attacks. 
						Even with spectacular attacks, Simisear would have 
						serious survival issues with the rising popularity of 
						Kyurem and friends that would hold it back, and other 
						archetypes won't sweat much to roast this simian either.
						 
						Fortunately, the attacks aren't worth the effort. 
						Scratch is a generic 20 for [c] which is decent value 
						but in an age of 130 HP Dragons using Outrage it is 
						actually detrimental to your health in most cases. Cheap 
						attacks with either insane damage (see Donphan Prime, 
						Jumpluff HGSS and Kingdra Prime) or really annoying 
						secondary effects (see Mew Prime copying Muk's Sludge 
						Drag, Lilligant EP with Bemusing Aroma and Teddiursa CL 
						with Fake Tears) are the current favourites for an early 
						offensive so Simisear is behind the pace.  
						Double Fire costs [r][r][c] and flips two coins, 
						dealing 80 damage per Heads. Normally I'd say this 
						attack is as terrible as the first, but currently Fire 
						is the master of energy acceleration so paying the 
						attack cost while Simisear is still alive isn't entirely 
						unlikely. Also, with Victory Star Victini in the picture 
						you can put the odds more in your favour, so gambling on 
						Simisear for that devastating hit out of nowhere isn't 
						an entirely crazy play. If you aim consistently for 
						double Heads then the odds are 43.25% in your favour for 
						an attack that beats even Reshiram's efforts, and 
						realistically you have no reason to play it safe because 
						even if Simisear is on full health it won't survive your 
						opponent's counterstrike.  
						The reason I'm trying to find a use for Simisear, 
						aside from not wanting to write another boring 'this 
						card is completely unplayable' article, is because the 
						Pansear from Emerging Powers is halfway decent as a 
						starter Poke'mon. With 70 HP and a single energy attack 
						to draw a card (the old Collect standby), it can do a 
						decent job of opening games for you if you run Reshiram 
						and Emboar/Typhlosion and then surprise your opponents 
						by being upgraded into a credible threat (if they 
						haven't already squished it).  
						Using a single copy of the BW Simisear is a great 
						upgrade for Pansear because without even investing 
						another energy you get 60 damage spread across 3 
						targets, which is very helpful for saving on Pluspowers 
						when you go into full attack mode with Reshiram's Blue 
						Flare. Adding this Simisear to the mix is a risky move, 
						especially if you don't have room for Fliptini, but on 
						those occasions where it pays off it will be worth it 
						simply for the laughs!  
						All in all, you'll have more consistency attacking 
						with Reshiram than you will with Simisear NV (and the 
						deck will be less crowded too), so I doubt the fiery 
						little chimp will force the fluffy powerhouse off of its 
						pedestal any time soon. But I hope that some 
						enterprising players out there will give the Pansear EP/Simisear 
						BW combo a try in their ReshiPhlosion decks, simply 
						because I want at least one of the Monkey Trio to earn a 
						place in player's hearts. Besides, it has improved the 
						performance of my Afterburner deck at the local League, 
						and there is nothing quite as satisfying as hitting a 
						Kyurem with a spread attack!  
						Modified: 3 (While I truly believe that thePansear 
						EP/Simisear BW combo playable at the tournament level 
						provided you relearn how to snipe, this version of the 
						card probably won't see play even at the League. 
						Although a 1-of copy in your ReshiPhlosion deck isn't 
						entirely crazy as a surprise tactic to save yourself 
						from a bad start, the better answer would probably be to 
						run more consistency cards instead of gambling on a few 
						coin flips)  
						Limited: 4 (The NV Pansear is the weakest of the 
						three printed so far and the Water types, especially 
						Kyurem, will stomp all over Simisear's face. However, 
						the cheap damage from Scratch is more useful in this 
						slower format and there are several decent Metal and 
						Grass types like Virizion and Cobalion that Simisear 
						will destroy with ease. Plus, who's going to argue with 
						you when you get that sweet double Heads result, helped 
						out by Flipini?) 
				 | 
             
            
              | 
          virusyosh | 
              
						 Happy Tuesday, Pojo readers! I hope your weeks are 
						going well. Today we're going to review yet another 
						monkey trio evolution, this time from Noble Victories. 
						Today's Card of the Day is Simisear.  
						Simisear is a Stage 1 Fire Pokemon. Fire Pokemon are 
						fairly popular, as Reshiram, Typhlosion, and Emboar all 
						appear fairly often in common decks, although Fire's 
						popularity has dwindled somewhat, at least in my local 
						metagame. However, aside from those three, a Fire-type 
						really needs to be able to differentiate itself in order 
						to be played. 90 HP is fairly average for a Stage 1, and 
						Simisear should be able to withstand a single hit (or 
						two weaker hits) before going down. Water Weakness is a 
						problem against Kyurem, Beartic, and Vanilluxe; no 
						Resistance is rather unfortunate; and a Retreat Cost of 
						2 is rather costly, but payable if you absolutely must.
						 
						Simisear has two attacks. Scratch deals a vanilla 20 
						damage for a single Colorless Energy, which is really 
						only useful in Limited while you are waiting to power up 
						the second attack. Double Fire is a somewhat powerful 
						flip attack, allowing you to flip two coins and deal 80 
						damage times the number of heads for two Fire and a 
						Colorless. Double Fire can work well with Victory Star 
						Victini in Limited, but there are generally better 
						options in Modified. If you want to use a powerful flip 
						attack in Modified, go with Vanilluxe NV's Double Freeze 
						or Sharpedo TM's Strip Bare.  
						Modified: 1.5/5 Simisear could be fun to use with 
						Victory Star Victini, but there are generally better 
						options, especially in the Fire type.  
						Limited: 3.5/5 Simisear is actually fairly decent in 
						Limited. Scratch is rather weak, but has a nice 
						Colorless Energy requirement and can be used until you 
						power up Double Fire. Double Fire will average you 80 
						damage per turn (although it's important to note that 
						you also have a 25% chance of doing nothing), and you 
						could easily get even more than that if you also draft a 
						Victory Star Victini. While a flip attack may not be 
						very appealing, the large number of Grass-types and 
						playable Metal-types should also make Simisear's value 
						rise in this format.  
						Combos With: Victory Star Victini 
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