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Pojo's Pokémon Card of the Day


Beartic #37

Next Destinies

Date Reviewed: April 26, 2012

Ratings & Reviews Summary

Modified: 1.87
Limited: 3.87

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

Beartic (Next Destinies)

The first thing I want to say about this card is how completely brilliant the artwork by kawayoo is. Drawing underwater stuff is hard and to make it look as spectacular and realistic as it does here . . . that’s fantastic. As much as I love looking at the art though, it would be nice if this card gave me something else to enjoy.

Beartic is a Stage 1 with that great Typing which Pokémon is giving out to Ice Pokémon these days. It’s Water so it hits stuff like Reshiram and Donphan for Weakness, but it has Metal Weakness itself, so there’s not much that threatens it in the metagame at the moment now that Cobalion NV seems to have disappeared. The 120 HP seems solid enough, but does fall below the threshold for surviving a Zekrom or Reshiram OHKO, which is a bit of a drawback, as is that Retreat cost of three which you will never ever want to pay.

Beartic’s first attack, Daunt, costs a Double Colourless Energy (which is convenient),deals 40 damage for that cost and reduces the damage done by the Defending Pokémon by 20 on the next turn. It’s interesting that the effect lies of the Defending Pokémon rather than Beartic itself, as this means an opponent can’t work around it with Pokémon Catcher: if they don’t want to suck up the damage reduction, they will have to remove the effect by Benching their active. This makes Daunt slightly more worthwhile as an attack, but only slightly. Even with the damage reduction, the poor output you get from Daunt is so unthreatening to today’s high HP monsters that they can afford to take the time to KO Beartic over a couple of turns instead of just one.

The best thing about Ambush, Beartic’s other attack option, is that it’s compatible with the DCE you used to power up Daunt: just attach a Water Energy and off you go. The worst thing about it is that all it offeres is a vanilla 60 damage with a coinflip chance of adding an extra 30. Even if the flip works out, this is not exactly spectacular. I guess the idea behind it is to hit for 40 with Daunt and survive thanks to the effect, and then do 90 to hit the magic total of 130. That would be ok if it wasn’t for two things: the reliance on the coin flip and the fact that 130 is a lot less of a magic number since Eviolite and (more importantly) 170+ HP –EX Basics hit the format.

So what we are left with is another one of those Pokémon that isn’t exactly bad . . . it’s just made to look it by all the (mostly Basic) Pokémon that outclass Beartic in terms of durability and damage output.


Modified: 2.25 (just a really average card in a format full of superstars)

Limited: 3.75 (Can tank effectively in a low damage format)


Hello once again, Pojo readers! I hope all of you are having great weeks. Today we're going to review Beartic from Next Destinies.

Beartic is a Stage 1 Water Pokemon. Water-types don't see much play right now due to the prevalence of Zekrom, but given that Beartic won't have a Lightning Weakness, it could probably see some play if its other stats and abilities are good enough. 120 HP is great for a Stage 1, though is still overshadowed by the huge Basic dragons as well as Pokemon-EX. Additionally, 120 HP probably won't allow Beartic to survive most huge hits in Modified, so be prepared if you plan to use it there. Metal Weakness is great, as Cobalion isn't very common nowadays, no Resistance is fairly standard on most Pokemon, and a Retreat Cost of 3 is huge, but expected. Be sure to use Switch or something like that to move Beartic from Active, unless it will cost you the game otherwise.

Beartic has two attacks. The first, Daunt, deals 40 damage to the Defending Pokemon while decreasing its attack damage during your opponent's next turn by 20 for two Colorless Energy. This attack is of good use in Limited, as it is cheap, powered by Colorless Energy requirements, and blocks damage, all of which are great for that format. Additionally, since most of your opponent's Limited attackers won't be doing that much damage anyway, Daunt really allows you to maximize Beartic's survivability, especially in concert with cards like Pokemon Center. In Modified, this attack doesn't do enough damage to be competitive, and the damage reduction isn't enough to make a huge difference, as most Pokemon-EX will still OHKO, although the damage reduction could save Beartic against Zekrom's Bolt Strike (or Reshiram's Blue Flare), though those decks usually have ways to boost the damage output of those respective attacks.

The second attack is Ambush, dealing 60 damage for a Water and two Colorless, with a chance of doing 30 more if you flip heads. Once again, not terrible in Limited, but not enough to make a difference in Modified.

Modified: 1.5/5 Beartic doesn't do enough to be of real use in Modified, for reasons I've explained above.

Limited: 4/5 Beartic is quite useful in Limited. 120 HP is great for a Stage 1, and Pokemon-EX are much less common here. Daunt has Colorless Energy requirements to allow easy splashing into any deck, as well as providing damage reduction which will make Beartic a productive attacker for longer. Ambush is fortunately good here as well, dealing a decent amount of damage, even if it is a bit inconsistent. Overall, if you manage to draft a Beartic, you should run it, especially if you get Double Colorless Energy and Pokemon Center, as both make using this polar bear much, much easier.

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