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Pojo's Pokemon Card of the Day


Tangrowth #34/95

Call of Legends

Date Reviewed: Feb. 10, 2011

Ratings & Reviews Summary

Modified: 2.37
Limited: 3.40

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

Tangrowth (Call of Legends)


Tangrowth is one of those cards that sometimes seems promising but never quite delivers. It always seems to have great HP for a Stage 1 (110 in this case), an actually useful Resistance to Water, and a ton of support (from its LV X, and because it is a Grass type). For various reasons though, it always falls short of being truly competitive. This one is no exception.


Tangrowth doesn’t have any Powers or Bodies, unfortunately, so it’s on to the attacks. The first is Grind, an attack that you may remember from Tyranitar SF. It costs a single Colourless Energy and does 20 damage for each Energy attached to Tangrowth. Unlike Tyranitar, it can’t take advantage of Special Dark damage boosts, but at least it does have some potential for Energy acceleration via its LV X card’s Big Growth attack. If you can discard Grass Energy (with Junk Arm, Regice, or Engineer’s Adjustments), you can use Big Growth to recover it and attach to Tangrowth. Yes, it is somewhat clunky and slow, and yes Tangrowth isn’t as solid a tank as Pokémon with similar abilities (such as Steelix Prime), but it’s something at least, and the LV X’s Healing Growth Power can help Tangrowth stick around for a while, if you are lucky with coin flips.


Plow Over is Tangrowth’s second (and slightly more interesting) attack. For [G][C][C], it has a puny base damage of 30, but a nice effect. You get to flip a coin and, if heads Paralyse the Defending Pokémon, while if Tails, you send an energy attached to them to the Lost Zone. Either of these can be effective, though having to rely on a flip for them is quite a drawback. It’s inevitable that you will flip heads vs an immune Steeix Prime, for example, and get Tails to remove energy from an energy-free Gyarados . . . that’s just how Pokémon works out sometimes. More seriously, it’s the damage cap of 30 that really hurts this attack, making it extremely difficult to take a KO.


It’s a shame, really. If Plow Over did a bit more damage (even if it was more expensive) then Tangrowth might be borderline playable. As it is there are so many decks that are not fazed by Energy removal (Luxchomp, Gyarados, any cheap attacker), and can find ways around paralysis (Poke Turn, Warp Point, Warp Energy), that I’m afraid poor old Tangrowth just misses out once again.




Modified: 2.25 (interesting card, but not quite powerful enough)

Limited: 4 (just attach and Grind to take your Prizes)


Combos with . . .


Tangrowth LV X AR

The usual Grass support stuff


2/10/11: Tangrowth(Call of Legends)

Well, here's another semi-interesting non-reprint CoL card! A lot of the non-reprints are pretty interesting, really. Apart from the legends.

Plow Over is weak; neither paralysis nor the energy discard is a damaging enough effect to justify 3 energy for 30 damage. Grind, however, is more interesting when combo'd with Tangrowth Lv. X's Big Growth, building enough energy to cause serious damage. On top of that, the 110 HP is very nice for a Stage 1.

Unfortunately, this card doesn't have enough juice to cut it in this format and if America adopts the Japanese HGSS-on format next year, it doesn't get to use Tangrowth Lv. X. Still, it's a pretty interesting card regardless.

Modified: 2.5/5
Limited: 2.75
Combos With: Tangrowth Lv. X

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