At last we come to the top card of 2013,
										
										Hypnotoxic Laser, a card that took 
										the top spot in our Top 10 picks for 
										BW: Plasma Storm as well; read the 
										original review
										here. 
										An Item that inflicts Poison 
										(guaranteed) and Sleep (requires “heads” 
										on a coin toss),
										
										Hypnotoxic Laser is one of those 
										cards that lived up to most, if not all, 
										of the hype. 
										It might even be ironic that this 
										card has proven so potent, because at a 
										glance it almost looks like a nerfed
										
										PlusPower.
										
										
										 
										
										
										That statement is a bit confusing (even 
										if you don’t struggle with the actual 
										definitions for irony), so let me 
										explain;
										
										PlusPower has been considered 
										“broken” if not by a significant amount 
										of the player base at different times, 
										then at least myself until a few years 
										ago. 
										This was because you could play 
										down multiples and (unless it was during 
										a period where Items weren’t allowed 
										first turn) thus it could become quite 
										abusive first turn of the game if you 
										could get multiples and score a FTKO or 
										even a donk. 
										Later I came to the conclusion 
										the problem is just that no attacks that 
										hit for actual damage should be designed 
										with Energy costs that can be met first 
										turn by the card pool; that builds in a 
										turn for set-up/disruption attacks 
										“naturally” into the rules, plus allows 
										damage boosting cards without the 
										concern of FTKOs.
										
										
										 
										
										
										So how could
										
										Hypnotoxic Laser be safer than
										
										PlusPower? 
										Poison damage means no bonus for 
										hitting Weakness, and multiple copies 
										don’t stack (though they can be used to 
										improve the odds of hitting Sleep). 
										As a further precaution against 
										accelerating the game too much, it 
										inflicts Sleep; Sleep is one of two 
										Special Conditions that go away on their 
										own without any outside help (the other 
										is Paralysis) and even has a 50% chance 
										of going away before the next turn of 
										the game begins… but when it does stick 
										around, it can slow things down. 
										Tacking Sleep on means that not 
										only offensive decks would have reason 
										to play
										
										Hypnotoxic Laser, but defensive 
										decks as well.
										
										
										 
										
										
										If the above conjecture is true (mostly 
										using it as a framing device)
										
										Hypnotoxic Laser worked too well; it 
										only fails to be a must run because of 
										the constraints of deck space. 
										Even decks that are built around 
										OHKO tactics still wouldn’t mind
										
										Hypnotoxic Laser as a back up 
										strategy if more vital cards for that 
										particular deck didn’t crowd it out. 
										
										
										Hypnotoxic Laser accelerated the 
										pace of the game a little more, but it 
										was already so fast that I don’t think 
										we lost any decks from the competitive 
										side of things, at least by now when a 
										few that had faded away returned. 
										It changed the builds for many 
										such decks, for example “Hammer Time” 
										shifting to “Laser Time” with at least 
										some players finding a way to squeeze 
										both tactics into the same deck.
										
										
										 
										
										
										As I said the format was already 
										blisteringly fast, and for the most part 
										only decks built around big, Basic 
										Pokémon had room for a significant 
										amount of
										
										Hypnotoxic Laser, especially as the 
										designers chose to release a 
										complimentary card that makes my above 
										claim quite questionable: 
										
										
										Virbank
										
										
										
										City 
										Gym. 
										Providing a Stadium that 
										increases the damage counters Poison 
										places in between turns by two creates a 
										two card combo that yields plus three 
										damage counters, almost always a better 
										deal than two copies of
										
										PlusPower.
										 It 
										becomes an even better deal should your 
										opponent fail to discard
										
										Virbank City Gym, and when your 
										opponent happens to also run
										
										Virbank City Gym, it becomes almost 
										ridiculous. 
										If they had room, every deck 
										would want to include this combo, but 
										fortunately they don’t and by now there 
										is finally some protection against
										
										Hypnotoxic Laser worth running in 
										some decks:
										
										Virizion EX.
										
										
										 
										
										
										There are also a few cards that have 
										what would be nifty Abilities or attack 
										effects but are hampered by
										
										Hypnotoxic Laser (and its Poison 
										effect) bypassing something important. 
										For example,
										
										Crustle (BW: Boundaries Crossed 
										85/149) has an Ability that prevents it 
										from being OHKOed, leaving it with 10 HP 
										instead… but of course Poison from
										
										Hypnotoxic Laser goes off and places 
										a final damage counter. 
										Perhaps more relevant is 
										match-ups where
										
										Silver Mirror, Safeguard, or a 
										similar effect is protecting a Pokémon; 
										an opponent with
										
										Hypnotoxic Laser can still do 
										something against such effects. 
										The Hypnobank combo is also the 
										only method we currently have of donking 
										someone, though it admittedly only 
										applies to 30 HP Pokémon. 
										Annoying for
										
										Exeggcute (BW: Plasma Freeze 
										4/116; BW: Plasma Blast 102/101), 
										at least.
										
										
										 
										
										
										As you might have guessed by the tone of 
										the above, I have a love/hate 
										relationship with
										
										Hypnotoxic Laser; in the long run it 
										isn’t the healthiest card to have in the 
										format, not due to direct power (if so 
										many attacks weren’t borderline 
										OHKO/2HKO, the Poison damage would often 
										not matter) but all those “little” 
										things that it messes up, including
										
										Virbank City Gym helping “Poison” 
										decks instead of just becoming generic 
										source of extra damage. 
										Not that it affects the score, 
										but also would have expected a “laser” 
										to Burn and maybe Confuse or Paralyze.
										
										
										 
										
										
										This is actually a great card for 
										Unlimited… sort of. 
										Even a donk deck might consider 
										it, because it is an easy spare damage 
										counter. 
										It also is another means of 
										getting by one of the best Pokémon Tools 
										ever released,
										
										Focus Band. 
										The main reasons
										
										not to run this card are lack of 
										space and the expectation of Trainer 
										denial, which are even more pressing 
										problems here than in Modified. 
										As for Limited play, if you pull 
										this, you run it; you should never be 
										unable to make room in your deck, even 
										if you’re trying something like one big 
										Basic plus 39 Energy… you’re allowed to 
										replace the Energy with useful Trainers 
										so long as odds are against missing an 
										important Energy drop due to lack of 
										Energy; six or less non-Energy cards 
										means you cannot fail to get an Energy 
										as part of your opening hand plus 
										opening draw.
										
										
										 
										
										
										
										
										Ratings
										
										
										 
										
										
										
										Unlimited: 
										4/5
										
										
										 
										
										
										
										Modified: 
										4.75/5
										
										
										 
										
										
										
										Limited: 
										5/5
										
										
										 
										
										
										
										
										Summary
										
										
										It may seem strange that I scored this 
										card higher now than when it first 
										released; we’ve actually got a 
										legitimate counter to it now, and it 
										also no longer can be used for the first 
										turn donk barring that rare 30 HP 
										exception. 
										I believe I underscored it last 
										time, fixated on the desire not to give 
										“perfect” marks. 
										This card is easily worth its 
										investment, and only the phenomenal card 
										pool it dwells in prevents it from being 
										a maxed out staple; admittedly it won’t 
										always be the “61st” card 
										when it does miss out, but for the decks 
										that
										
										don’t run it, it is probably in the 
										Top 10 cards they wish they had room to 
										fit.
										
										
										 
										
										
										This was my first place choice for the 
										Top 10 Cards of 2013 and for BW: 
										Plasma Storm.