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Yu Yu Hakusho
Pojo's Pokémon Card of the Day
Top 13 Pokemon Cards of
August xx, 2012
& Reviews Summary
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
Combos With: See Below
Happy midweek, Pojo readers! Our Top 13 countdown
continues today with a card that will likely see play in
decks because it's a great counter to a very commonly
played Pokemon. Today's Card of the Day is Sigilyph.
Sigilyph is a Basic Psychic Pokemon. Mewtwo-EX is far
and away the most common Psychic-type Pokemon that sees
play in Modified, but others do pop up on occasion,
including Gothitelle and the new Garbodor and Mew-EX. 90
HP is just about average for a non-legendary Basic
Pokemon, and Sigilyph should be able to take a
medium-sized hit before going down. Psychic Weakness
would normally be bad against Mewtwo, but isn't in most
cases (I'll get to that in a minute), so you'll only
have to worry about less common attackers. No Resistance
is strange, because Sigilyph is a Flying-type in the
video games, making Fighting Resistance a natural
choice. To round out the bottom stats, a Retreat Cost of
1 is easy to pay.
The Avianoid Pokemon has an Ability and a single attack.
Safeguard prevents all effects of attacks, including
damage, done to Sigilyph by Pokemon-EX. This protective
Ability is great, as Pokemon-EX are incredibly common in
Modified. More specifically, Safeguard forces your
opponent to attack Sigilyph with a non-EX Pokemon, which
greatly lowers the viability of "quad" decks revolving
around Pokemon-EX, such as Quad Entei-EX. In other
situations, Sigilyph can make an excellent wall if you
opponent only has a Pokemon-EX powered up, and also
makes an excellent counter to Mewtwo-EX, which also has
a Psychic Weakness. One quick note to keep in mind about
Safeguard, however, is that Giratina-EX's Shred attack
WILL bypass Safeguard, so Sigilyph isn't totally
resistant to Pokemon-EX.
Psychic, Sigilyph's attack, starts off at 50 damage for
a Psychic and two Colorless, and does 10 more damage for
each Energy attached to the Defending Pokemon. This
attack is tailor-made to take down opposing Mewtwo-EX,
as each Energy the opponent adds to Mewtwo for X Ball
will also power up Psychic as well. While Mewtwo needs
to have four Energy on it to guarantee a KO (barring
effects like Eviolite or Giant Cape), but in most cases,
that won't be too uncommon. One potential drawback of
Psychic is the attack's Energy cost, as there's not an
easy way to power up Psychic without some form of
acceleration. However, given that Sigilyph will most
often be used as a tech, chances are the deck it fits
into will have some sort of acceleration amenable to the
Avianoid Pokemon, such as Eelektrik's Dynamotor.
Modified: 3.5/5 Sigilyph is a very solid Mewtwo-EX
counter, but is also very narrow. While Sigilyph can
hold its own against most of the other Pokemon-EX,
Sigilyph truly shines against Mewtwo-EX, which has a
Psychic Weakness an an attack that will easily increase
Psychic's damage output. However, the flip side to this
is that Sigilyph will only see as much play as Mewtwo,
so if Mewtwo-EX usage drops, Sigilyph will be of limited
use. However, given the overall power level of Mewtwo-EX,
chances are it will still see quite a bit of play even
after people experiment with other decks, meaning
Sigilyph can be an excellent tech in many decks in the
Limited: 3/5 Sigilyph is one of the few Pokemon that
isn't as good in Limited as it is in Modified. While
Safeguard is still quite nice in the Limited format,
Pokemon-EX are also much harder to come by, meaning that
Safeguard will often times be useless against your
opponent's attacks. Additionally, while Psychic is still
steady damage for a reasonable cost, you're still
reliant on the opponent to help you out with a majority
of your attacks. That being said, Sigilyph is a great
Basic to fit into any deck running Psychic Energy, and
will especially be important if you happen to run into
We continue our
Top 10 Top 13
Promising Picks of Dragons Exalted with
the card that just barley missed the Top
Sigilyph (BW: Dragons Exalted
52/124)! As a reminder, since the cards
are not tournament legal until after
Worlds and there isn’t much happening
between then and the rotation just over
two weeks later, I’ll be scoring only
for BW-On Modified.
is a Basic Pokémon, the easiest to run
(and oddly best supported) Stage of
Pokémon at the moment.
It can benefit from cards such as
Prism Energy, and be searched out
and Benched via things like the Call
Emolga (BW: Dragons Exalted
It is also a Psychic-Type, which
has a few pieces of support, but most
importantly allows it to hit
Mewtwo EX (BW: Next Destinies
for double damage (due to Weakness).
90 HP is a bit small for a Basic
Normally I would try to put a
better face on it by pointing out at
least this card can be searched out and
added to your hand through
Level Ball (and indeed it can be),
but due this card’s Ability the HP will
often be sufficient; many dominant
attackers won’t be able to touch
This will be good because the
Psychic Weakness would otherwise be a
problem; however as we’ll soon discuss
the most likely Pokémon to attack in a
deck won’t actually be able to harm
For the same reason, the lack of
Resistance is even less of an issue than
Last for its Stats
Retreat Cost of one, which
Skyarrow Bridge can easily drop to a
perfect “free” Retreat Cost.
If that isn’t an option, it is
still quite good even if you have to pay
for it normally.
Alright, finally discussing what anyone
who read the scan knows will make or
break this card, the Ability
This is an effect that actually
first showed up as a Poké-Body almost
nine full years ago!
Back then it affected Pokémon ex,
the predecessors of Pokémon EX that have
a similar name but are
not considered to be the “same
So as the earlier versions did
against Pokémon ex, the current version
prevents all effects of attacks,
including damage, done to “this Pokémon”
(in this case,
Sigilyph) by Pokémon EX.
Darkrai EX, etc. can’t touch
It isn’t foolproof, however:
Giratina EX (BW: Dragons Exalted
92/124, 124/124) posses an attack called
“Shred” that ignores all effects on the
Defending Pokémon (note that Weakness
and Resistance are considered
fundamental stats/mechanics like HP and
not an “effect”), and
Mew EX (BW: Dragons Exalted
46/124, 120/124) possess an Ability that
would allow it to copy such attacks.
There is also
Garbodor (BW: Dragons Exalted
54/124) whose Ability would shut off
Lastly, a decent amount of
Pokémon EX can hit Benched Pokémon, so
those are not totally helpless against
it either unless all you have in play
packs a splashable attack: (PCC) isn’t
too hard to pay for and Psychic (also
something we’ve seen before) delivers 50
points of damage plus 10 for each Energy
attached to the Defending Pokémon.
Psychic would be too weak on its
own; for the cost of three Energy, an
attack needs to deliver from 70 to 120
points of damage to fall into a
Far too often you’ll be hitting
for 80 or less points of damage.
Fortunately this is a Basic
Pokémon that can use
Prism Energy or
Blend Energy GRPD to slip into
off-Type decks, tap commonly used Energy
acceleration, and of course walls
against Pokémon EX.
I wish this would have been
Mewtwo EX, but I’ll still gladly
take it now.
Normally I’d begin by comparing and
contrasting with other
Sigilyph, but instead I am going to
Wobbuffet (EX: Sandstorm
26/100, EX: Power Keepers
This was the first card we got
with Safeguard (the old, Pokémon ex
stopping Poké-Body version), but it is
Sigilyph is this card updated to a
current generation Pokémon and with
stats and an attack updated for power
The differences (besides the
obvious) are that
Wobbuffet has only 80 HP, needed two
Energy to Retreat, and for (PCC) only
hit for 50 points of damage while
placing a damage counter on
One might also consider that
Wynaut (EX: Sandstorm 54/100)
to optionally “Evolve” from; this gave
you an opening Pokémon that could search
your deck for a Pokémon per Energy
attached to itself, and add those
Pokémon to hand.
Wynaut also possessed a Poké-Power
known as Baby Evolution, which allowed
you to Evolve
Wobbuffet as if
Wobbuffet was a Stage 1 Pokémon;
this included all the normal benefits
with the addition removing all damage
counters from it.
In the format these two existed
in, there was a form of Psychic Energy
acceleration (from the deck no less)
with the drawback of placing two damage
counters on the recipient of the Energy.
As you weren’t as likely to take
a lot of damage the first turn or two,
this created a potent combo with
So I recount all this to point out that
the most likely place to find
Wobbuffet was in a particular deck,
and even then it wasn’t a must run.
Many decks were able to use
Wobbuffet, but because your opponent
could play around it or could bring up a
non-Pokémon ex attacker to render
Safeguard irrelevant, it wasn’t
something you relied on.
So at last we come to
Sigilyph usage; it shouldn’t be in
every deck, or if it should it will be a
Even without being everywhere,
decks will need to be built as if they
expected to always face at least one
Sigilyph per game: anything less is
inviting a loss.
There are two other
Sigilyph to pick from; let us look
at them on the unlikely chance they
would be more useful than today’s
They are BW: Emerging Powers
41/98 and BW: Emerging Powers
Both are 90 HP Basic Pokémon with
Retreat Costs of just one, like today’s
These two are Lightning Weak,
possess Fighting Resistance (yay!),
and two have attacks instead of one.
BW: Emerging Powers
41/98 can reduce the damage it takes
next turn (from an opponent’s attacks)
by 40 for (P); better than nothing but
not very good.
It should shelter
Sigilyph from most first turn
attacks, and keep it from being OHKOed
(outside of Weakness) by most attackers,
but remember that besides
Pokémon Catcher shenanigans to reset
the effect and raw power, your opponent
might have something with Shred (to
The second attack lets you deal
50 points of damage to the opposing
Pokémon of your choice for (PCC), but
does not apply Weakness/Resistance at
all (even against the Defending
The second attack might
periodically be handy, but not enough to
actually run it.
BW: Emerging Powers
42/98 also has two attacks: the first is
again filler, this time giving two coin
flips yielding 10 points of damage per
“heads” for (P).
A pity it wasn’t even a
half-decent set-up attack, as the second
attack has much more potential; for
(CCC) you score 40 points of damage plus
10 more for each damage counter on the
Since it can use any Energy for
this attack, any Energy acceleration not
restricted to what it can attach to
could fuel it in a single turn.
Yes, a Pokémon must already have
been “softened up” but in a format of
2HKOs this is actually quite likely.
I can finish off anything that
has already taken
damage equal to half its maximum HP
(rounded up to the nearest 10) less 40
if it is neither Psychic Weak nor
damage equal to a quarter of its maximum
HP (rounded up to the nearest 10) less
40 if it is Psychic Weak
damage equal to half its maximum HP less
(rounded up to the nearest 10) less 20
if it is Psychic Resistant.
As you can tell, I kind of like BW:
Emerging Powers 42/98 and wonder if
we shouldn’t have been using it sooner.
PlusPower it could OHKO even an
uninjured copy of today’s
Still, this isn’t likely to push
out today’s version from a deck or to
In Unlimited, right now there isn’t a
need to worry about Pokémon EX because
of decks that win first turn and obscene
damage potential if you do encounter a
more “traditional” deck.
In Limited play, this is an
excellent pick because odds are you’ll
run into someone with a Pokémon EX.
Aside from that, the usual
provisions apply; lower average
HP/damage output and the ability to fit
into decks with only a few
Psychic Energy included.
Double Colorless Energy
will shape the format even without being
heavily run; as such, I placed this
Pokémon at number nine due to impact I
expected it to have (and not according
to direct usage).
At best we’ll see decks all
working in one copy, but at worst decks
will have to make sure they include at
least one, solid non-Pokémon EX attacker
or Safeguard counter to prevent some
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Sigilyph is a Basic Psychic Pokemon with 90 HP.
It is weak to Psychic and has a retreat cost of
1. It is
searchable by Level Ball.
is what makes this card good at the moment.
It prevents all effects of attacks, including
damage, done to this Pokemon by Pokemon-EX.
With so many EXs running around, of course this
guy will get hyped up.
If you go against Quad Entei, you pretty much
win. You can
throw this guy in any deck for the ability, you just
have to figure out if you only want him to stall (as you
build up other
Pokemon) or if you want him to attack as well (you need
to have Psychic or Blend Energy for the attack).
'Psychic' costs 1 Psychic and 2 Colorless.
It does 50 plus 10 more for each energy attached
to the Defending Pokemon.
So you want this guy attacking against EXs.
They usually need a minimum of 2 energy, so it
will be doing 70 or more damage and not getting damaged.
So it will be interesting to see how much Sigiylph is
existence threatens decks with only EX Pokemon.
It will also make people reconsider loading so
many EX Pokemon in their deck.
Though Pokemon Catcher can help you work around
it, it would be best to have other non EX Pokemon to
take it out.
With its Psychic weakness, there is potential for
Sigilyph wars (I have to shake my head in disapproval if
I see one of those).
Combo's With: your opponent's EX Pokemon
Questions, comments, concerns:
Guarding your safes for 1 year!
Readers! Today, we look at #11 of our
Top 13 cards in the upcoming set,
Dragons Exalted. That card is
Being a Basic
Pokemon is great for the format,
as it gives a
Pokemon access to some great
forms of support such as
Eviolite and Skyarrow Bridge. Skyarrow Bridge works especially well with
Retreat Cost of 1, and
just a great card in general.
has 90 HP, just like the other 2
from EPO. 90 is the magic number for
getting Level Ball support, so
will be happy to take advantage of that.
Despite his low HP, unlike his cousins,
he is actually quite well protected, as
we’ll see soon enough.
This is the first
Sigilyph to be weak to Psychic;
the other two are weak to Lightning.
This is actually good because
well protected against the main Psychic
threat, again as we’ll see below.
This is also the first
have no Resistance, which is unfortunate
since the other two
Sigilyphs both have the coveted
Fighting Resistance. However, this
doesn’t really hurt the card as a whole.
The final part of
Sigilyph’s defense is its
Ability, “Safeguard”. This attack reads:
all effects of attacks, including
damage, done to this
this is why
Sigilyph is on this list (In
fact, this is the first card we’ve
reviewed that’s on my personal Top 10
list, as #10 to be specific)!
EXs can’t do
a thing to it, and it actually doesn’t
have a terrible offense.
Speaking of offense, Psychic is [PCC]
for 50 and does 10 more damage for each
Energy attached to the Defending
Mewtwo EX, which is very nice
EX can’t do anything as long as
still snipe for 30 if
Active, but at least he can’t snipe a
In Limited, this guy is great to pull
since normally EXs
are quite powerful in Limited formats
and this is one of the few counters to
Modified (BW-on): 4/5
Our Dragons Exalted Top 10: #11 Sigilyph
Psychics are making a strong showing in this set, with
three of them making our list (spoiler alert). Today's
card is going to be a heavily sought after budget option
as well as a popular rogue tool. Here's another printing
of everyone's favourite toilet brush, Sigilyph!
Sigilyph is looking to splash in Modified to to the
mixture of its useful Psychic type (much coveted for the
beating up Mewtwo EX and Gardevoir) and it's protective
stats. The single energy retreat cost is easily cured by
Skyarrow Bridge, and the Psychic Weakness is only a
problem against other Sigilyph (Gardevoir doesn't hit
for Weakness). The stats which I would change if I could
are the HP amd the lack of Resistance. If Sigilyph had
just 10 more HP or Fighting Resistance, it would be out
of the immediate reach of Terrakion NV, which is likely
to be the most common way to counter Sigilyph in
addition to many other threats. The lack of Fighting
Resistance in particular really hurts, since Sigilyph is
a Flying dial type and raising the HP would stop it from
being searchable by Level Ball.
Of course, a 90 HP non-evolving Basic Poke'mon would be
nothing to write home about if not for Safeguard. As
veterans of the 3rd generation of the game will
remember, the old Safeguard Poke-body protected Poke'mon
of the time from the predations of various Poke'mon ex
and this new Ability does offer the same protection from
the current Poke'mon EX. For those of you interested in
playing Unlimited, the two types are different so
Safeguard will only protect from one or the other,
unless a new ruling is made.
Coming back to the present, Safeguard will make Sigilyph
an effective wall against many popular Poke'mon EX such
as Mewtwo, Darkrai, Zekrom, Reshiram, Entei, the soon to
be released Rayquaza and the new Terrakion. That is an
impressive list of cards for any one Poke'mon to
neutralise, so Sigilyph has me salivating at the mouth.
Unfortunately for the mutant cousin to Unown, Sigilyph
still has some powerful enemies that Safeguard will not
stop. Groudon and Raikou won't particularly care since
they can keep aiming for your bench while Sigilyph is
Active (Darkrai is a little more hampered but the
sentiment remains true) and the ever popular Terrakion
NV appears in a lot of the various archetypes (damn the
lack of Fighting Resistance!). Empoleon, both Zoroarks
and the regular Zekrom are also able to bet Sigilyph
unconscious with a minimum of effort.
The single attack is Psychic, which starts out at 50
damage for [p][c][c] and adds 10 damage for each energy
attached to the defending Poke'mon. While this is
powerful when hitting for Weakness (although Mewtwo will
need 4 energy attached for a 1HKO with another needed to
get through Eviolite), it is most likely a 3HKO against
the majority of attackers. Fully energised threats like
Zekrom BW, Terrakion NV and Darkrai EX will only be
carrying 3 energy, and 80 damage less Resistance/Eviolite
will not kill an opponent quickly enough. Consider that
your opponent will likely answer with the unimpeded
Terrakion NV or a Poke'mon Catcher before you can
complete the Knock Out, and you can see clearly that
Sigilyph would benefit a great deal from a more powerful
Sigilyph isn't going to be putting a stop to people
playing Poke'mon EX and every tournament-viable
archetype will have at least one effective counter to
Safeguard without having to worry about including extra
techs. But if you just need to buy an extra turn or two
against the brutal Mewtwo EX, or you want keep Darkrai
EX from chomping into the health of your evolving
Basics, Sigilyph is a great choice. Especially since it
happily abuses Prism Energy and DCE!
Modified: 3.5 (Sigilyph could completely fizzle or
become a highly valuable tech in a remake of the
Gardevoir/Mewtwo/Leavanny and Six Corners archetypes,
depending on the future release of a way to boost
Psychic's mediocre damage)
Limited: 5 (even without attacking, having a way to
completely nullify your opponent's Poke'mon EX is truly
awesome. You will never regret playing this)
Combos with: Sigilyph is a good frontman for Mewtwo/Gardevoir
to buy you some breathing room and win the Mewtwo race,
but wider acceptance will require the future release of
a counter to Poke'mon Catcher and/or a reliable way to
boost the damage dramatically. Without the ability to
2HKO Poke'mon EX without fail, this nothing but a