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Pojo's Pokémon Card of the Day


Klang  #75

Emerging Powers

Date Reviewed: Nov. 7, 2011

Ratings & Reviews Summary

Modified: 1.67
Limited: 2.75

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

Baby Mario
2010 UK National

Klang 75/98 (Emerging Powers)

Hello and welcome to another week on Pojo’s CotD. This week we are clearing the decks of unreviewed cards from the last couple of sets. I can’t wait until we start looking at Noble Victories, but before we get on to that, we have some business to take care of.

We kick off the week with Klang. It’s an evolving Stage 1, so it’s best not to expect anything much, and then you won’t be disappointed. Klang has fairly average stats – 80 HP and a Retreat cost of one, and while its Metal typing does give it access to the damage-reducing properties of Special Metal Energy, it also means that it is Weak to Fire, which is a bit of a disaster in a format where you can’t move for Reshiram decks. The Psychic Resistance is marginally useful I guess, though Psychic types are relatively rare at the moment with only Mew Prime and Gothitelle really seeing any play.

Klang’s first attack, Metal Sound, costs one Energy of any Colour, does no damage, but instead inflicts Confusion. Confusion may be the lamest of the Status Conditions in the TCG as it can be Retreated out of with no penalty, but it does introduce some minor disruption and at least does something towards helping Klang survive long enough to evolve. There’s not much more you can ask of an evolving Stage 1 these days, so I’m inclined to describe this attack as being at least decent, verging on useful. The survival theme is (sort of) taken up by Guard Press, Klang’s second attack. This does 60 damage and reduces damage to Klang on the next turn by 20. Unfortunately, this isn’t really a usable attack in Modified play. For a start, the damage reduction is unlikely to make a lot of difference as most top tier decks will have little trouble doing the necessary damage. For another thing, the cost of [M][M][C] is very high: if you haven’t got the Stage 2 out before you get three Energy on Klang, something is going very wrong with your deck.

Ultimately, Klang’s playability is decided by how worthwhile the Stage 2 options are. So far, I haven’t seen or heard of anyone running either the BW Klinklang or the EP version (which unsurprisingly is tomorrow’s card) outside of a fun League deck. The heavy Fire presence in the metagame is basically making Metal Pokémon an impossible play right now and even if it wasn’t, neither of the Stage 2’s really has all that much to offer. Should that change, then Klang EP could well be the Stage 1 of choice to run with its evolution. It stands half a chance of being able to survive long enough to evolve, and, relatively speaking, that’s not bad for an evolving Stage 1.


Modified: 1.75 (better than average for a Stage 1 . . . but I can’t say the same for its evolution)

Limited: 2.25 (I could see both its attacks causing some minor annoyance here)


Welcome back, Pojo readers! This week we're going to review the last few cards from Emerging Powers (and one from Black and White) that we've previously missed before we move on to Noble Victories (or theme weeks). I also hope all of you enjoyed your Noble Victories prereleases these past two weekends. Anyway, we're going to kick off our COTD week with Klang from Emerging Powers.

Klang is a Stage 1 Metal Pokemon. Metal Pokemon aren't commonly seen in our current Modified metagame, with only Scizor Prime and Steelix Prime making rare appearances. As an evolving Stage 1, Klang will most likely find a place in a deck utilizing Klinklang. 80 HP is just about average for an evolving Stage 1, although sadly it still won't be able to take too many hits, boosted or not. However, it is worth pointing out that since Klang is a Metal-type, it can take advantage of the damage reduction from Special Metal Energy. Fire Weakness is terrible against Reshiram, Emboar, and Typhlosion, Psychic Resistance is great against Gothitelle and Mew Prime, and a Retreat Cost of 1 is easy enough to pay.

Klang's two attacks, Metal Sound and Guard Press, are more useful in Limited than in Modified. Metal Sound Confuses the Defending Pokemon for a single Colorless Energy, which can be fairly useful if you're looking to stall in both Modified and Limited (then again, if you're attacking with Klang in Modified, you're probably in a lot of trouble). That being said, your opponent can simply just retreat to get rid of the Condition, but I suppose it can be disruptive in a pinch. Guard Press is Klang's only form of offense, inflicting 60 damage for two Metal and a Colorless with the additional effect of giving Klang 20 points of damage reduction during your opponent's next turn. This attack is quite expensive for Modified (as in you probably won't be able to power it up given Klang's low HP), but it can work just fine in Limited, and the damage reduction can really give your opponent problems.

Modified: 1.5/5 The entire Klinklang evolutionary line isn't really worth using in Modified, as Fire decks are everywhere and they don't really do a whole lot of reliable damage. That being said, if you want to build a deck with Klinklang (and Klang), this is probably the better choice for Klang due to consistent damage and a lower Retreat Cost.

Limited: 3.25/5 Klang is very solid in Emerging Powers Limited. Fire is a relatively rare type in that set, and Klang's two attacks are both fairly useful in Limited. Metal Sound's automatic Confusion can serve to disrupt the opponent, while Guard Press deals good consistent damage and provides damage reduction, but is a bit expensive. Overall, if you find yourself playing Metal, Klang is a very good choice for Limited, even if you don't have a Klinklang.

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