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Pojo's Pokémon Card of the Day


Simisage #2

Emerging Powers

Date Reviewed: Sept. 12, 2011

Ratings & Reviews Summary

Modified: 1.13
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

Simisage 2/98 (Emerging Powers)

Hello and welcome to another week of Pojo’s CotD. We have some interesting cards for you this week. Ok, maybe not today . . . but later. I promise.

We kick off with the new Simisage from Emerging Powers, and straight away I’m going to tell you that this is one of those cards I find really annoying. Why? Because it wrecks its own synergy with itself, that’s why. You’ll see what I mean when we get on to discussing the attacks. Meanwhile, what you need to know is that it is a Stage 1 with a poor 90 HP, Fire Weakness (possibly the worst Weakness in the format right now), Water Resistance (not the most popular type to Resist, but better than nothing), and what seems like an unnecessarily hefty retreat cost of two. I thought a monkey Pokémon would be more agile than that, and this card really didn’t need another reason not to like it.

Simisage’s first attack, Fire’s Power apparently has a cost of two Energy of any Colour, which would be ok because you could use Double Colourless to power it up. Except that you can’t because if you want to trigger that attack’s effect (auto Burn) you have to attach a Fire Energy. Given that the base damage for Fire’s Power is a mere 30, you would at minimum need that effect to make it even half way decent, but is it really worth two attachments, one of them off-Colour, to use that attack? No way.

Things get even worse with Seed Bomb. The attack cost is [G][C][C] for a vanilla 60. This would be poor even if you did use DCE, but if you already attached a Fire Energy, that would mean having to spend another two Energy drops (one of which needs to be Grass) just to use it. Not that you would want to: however you slice it, 60 for three just isn’t acceptable these days.

These off-Type Energy requirements ruin any synergy Simisage has with between its own two attacks and with Double Colourless. Obviously, it’s meant to be part of some gimmicky fun deck with the rest of the Monkey Trio. I don’t know about you but my idea of fun certainly isn’t losing because the Pokémon in my deck all have weak attacks which are a complete pain to power up. Yeah, you could use Rainbow Energy, but that’s restricted to four copies, and Simisage really doesn’t need its HP lowered any further.

This Pokémon doesn’t help itself or its Monkey friends. Avoid.


Modified: 1.25 (both bad and annoying)

Limited: 2 (I suppose you could tech it if you ran Fire, if only to diversify Weakness)


Hello again, everyone! Welcome back to another week of Pokemon COTDs here on Pojo. Fall Battle Roads are quickly coming up, so you should check out our older COTDs to see what we think is going to be playable and what isn't. We're going to be reviewing more cards from Emerging Powers this week, and we'll kick things off by reviewing one of the new prints of the elemental monkey trio. Today's Card of the Day is Simisage.

Simisage is a Stage 1 Grass Pokemon. As a Stage 1 Grass-type, Simisage has competition with Yanmega Prime in Modified, and things like Lilligant in Limited. Grass isn't that common in Modified aside from the aforementioned Yanmega, meaning that Simisage is going to have to do something really special in order for it to see any Modified play. Grass is quite a common type in Emerging Powers Limited, so Simisage will likely have a home here. 90 HP is decent, albeit average, for a finally-evolved Stage 1, but this low value means that Simisage will sadly fall short against heavy hitters like Reshiram, Zekrom, Magnezone, and many others in Modified, but should be able to survive a few assaults in Limited, given your opponent doesn't have something like Virizion, Cobalion, or Terrakion. Fire Weakness is very bad for Modified, as Reshiram, and Typhlosion will make quick work of the monkey. In Limited, however, Fire is a rather uncommon type, so this shouldn't be a huge problem there. Water Resistance is nice against the likes of Beartic in both Modified and Limited, although Sheer Cold will still cause many problems. Finally a Retreat Cost of 2 is a bit expensive, so you'll probably want to use something like Switch instead of retreating.

The grass monkey has two attacks, Fire's Power and Seed Bomb. Fire's Power costs two Colorless Energy, and deals 30 damage. Additionally, if Simisage has any Fire Energy attached to it, the Defending Pokemon is now Burned. 30 damage and auto-Burn is decent for the cost, but it probably won't see play in Modified due to the extra Energy requirements and the fact that Special Conditions aren't very strong in Modified. In Limited, you'll probably be running a second type anyway, so throwing a few Fire Energy into your deck to make this attack Burn probably won't hurt your consistency too badly, so it can be a decent attack there. Seed Bomb deals a vanilla 60 damage for a Grass and two Colorless, which isn't very interesting or exciting. It's a decent enough amount of damage for Limited, but in Modified, you're better off using something like Yanmega.

Modified: 1/5 This particular cycle of the monkey trio was made so that you play them together, as each gets a bonus if you have an Energy of a different type attached. However, none of them have the stats to make it worthwhile in Modified, and Simisage is no exception. Simisage's attacks don't do enough to work here, it has a terrible Weakness, and is generally outclassed by Yanmega Prime.

Limited: 3.5/5 Simisage isn't terrible here. All of the Basic monkeys have Colorless attacks, and their Evolutions have many Colorless requirements as well, making them easily splashable in any deck. 30 damage plus Burn is quite nice for the cost in Limited, although it does basically require a Fire Energy to get that. Additionally, Seed Bomb's vanilla damage is often quite good here if you can get it powered up.

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