  
			aroramage | 
              
						 Today's card is...interesting. Not just for being a 
						Grass/Ghost type in the games, and not just for being 
						partially based off of a jack-o-lantern, and not just 
						for coming in all sorts of sizes for all your crazy 
						needs. It's interesting for many different reasons, but 
						is Gourgeist just an interesting card to work with or 
						can he be competitive? 
						  
						Let's start with this Ability, Gourgantic. Normally 
						you'd be running Psychic Energy in a deck with Gourgeist 
						just based on his Type, but with this Ability, he gets a 
						huge HP boost when he's got a Grass Energy attached to 
						him. Luckily you don't have to run any crazy hybrid 
						Psychic-Grass decks (unless you're really feeling a 
						Giratina-EX (DEX) deck) in order to use this Ability - 
						all you need is the Rainbow Energy, and it'll fulfill 
						all of Gourgeist's needs! And give him 200 HP to start 
						with, meaning he needs twice as much damage to get KO'd! 
						  
						The other interesting bit is his attack, Horror Note. 
						It's a hefty 3-Energy for what it is, and it's a 
						variable damage-dealer based on the number of cards in 
						your hand. If it were 20 damage per card, it'd be usable 
						after a Professor Sycaper, or even if it worked with the 
						cards in your opponent's hand - I think the designers 
						might have been overcompensating for the power of this 
						attack when they started whacking it with the nerf-stick. 
						  
						So is Gourgeist good enough to pass by with these 
						interesting pieces? Probably not; Enhanced Hammer can 
						reduce Gourgeist's HP back to 100 if he's using Rainbow 
						Energy, and you'd have to hold back on a lot of cards to 
						make Horror Note even remotely worthwhile which won't 
						matter cause without that Grass Energy Gourgeist will 
						get quickly swept under the rug. He's a fun casual deck 
						at best, definitely not a competitive powerhouse. 
						  
						Rating 
						  
						Standard: 2/5 (interesting, but not viable) 
						  
						Expanded: 2/5 (same here) 
						  
						Limited: 3/5 (the extra HP will allow for great stalling 
						here, but again I wouldn't rely on that Horror Note) 
						  
						Arora Notealus: So Gourgeist just kinda wander around 
						town on a new moon and sing songs that curse people as 
						they're walking around...that's a bit harsh, don't you 
						think? Who knows who might be out hanging around for a 
						nice evening stroll when a Gourgeist waltzes by singing 
						its merry tune? 
						  
						Weekend Thought: Which one of this week's Pokemon would 
						you give the EX treatment? Would you change their 
						attacks to help out, or would you give them some super 
						powerful attacks? 
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			Otaku | 
              
						 
						
						The final review for this week is Gourgeist (XY: 
						Phantom Forces 45/119).  I will admit up front I’m 
						gonna be biased in favor of this card simply because 
						I’ve grown fond of Gourgeist (XY 57/146 
						and the confusingly numbered XT Trainer Kit: Noivern 
						Half Deck), which I use regularly on the PTCGO.  In 
						fact… I actually had this card on my Top 10 list for 
						XY: Phantom Forces, though I quickly realized I had 
						grossly overestimated it.  So did I call a good, a bad 
						or a mediocre card “great”?  
						
						
						Being a Psychic-Type is fairly good; XY: Phantom 
						Forces added to their support, plus thanks to the 
						popularity of Pokémon like Mewtwo-EX, exploiting 
						Psychic Weakness is most valuable.  Psychic Resistance 
						can be a pain as it is found on most Darkness-Types and 
						Metal-Types, but as you know if you’ve either been 
						paying attention to the actual game or reading these 
						CotDs, Resistance is no where near as significant as 
						Weakness, so in the end, this is definitely a net 
						positive for Gourgeist.  Being a Stage 1 is not, 
						however; while they are in far better shape than Stage 2 
						Pokémon right now, Basic Pokémon rule the roost as they 
						are faster and require less space.  
						
						
						Gourgeist 
						has 100 HP, which is relatively small but not horrible; 
						it might survive a hit if the opponent’s deck isn’t 
						focused on good damage or has an incomplete set-up, 
						including simply whiffing on a Muscle Band or the 
						like.  If you read the card before this, you’ll know 
						that this HP score won’t always be relevant, but more on 
						that when we get to the Ability.  Darkness Weakness is 
						one of the worst forms of Weakness for a card to have 
						right now, probably right after Fighting, possibly 
						before, after or tied with Psychic.  There is little 
						hope you’ll survive a hit from a Yveltal-EX or 
						even regular Yveltal (XY 78/146; XY 
						Promos XY06); either just need a Muscle Band 
						for their smaller attack to do the job.  Gourgeist 
						does enjoy Fighting Resistance, and while -20 doesn’t 
						mean a lot at least it is to a commonly played Type that 
						often relies on precision KOs.  The three Energy needed 
						to retreat is chunky and needs to be dealt with; 
						fortunately most decks already have good reason to run 
						multiple cards to lower and/or bypass manually 
						retreating, so it doesn’t burden things as much as it 
						might have years ago when that wasn’t a “thing”.  Slight 
						upside is if you’re using this in Expanded, it will be a 
						legal Heavy Ball target.  
						
						
						So the Ability I alluded to earlier is the wonderfully 
						named Gourgantic; if Gourgeist has any [G] Energy 
						attached, Gourgantic jumps its maximum HP to 200!  As 
						Pokémon uses damage counters on the cards to track 
						damage, if this Ability is disabled, not only will it 
						shrink back down to 100 HP but all the damage it has 
						taken will remained; a half-KOed Gourgeist with 
						Gourgantic in effect and 10 damage counters on it will 
						become a KOed Gourgeist if the opponent can 
						discard all your attached [G] Energy or simply turn off 
						the Ability completely.  These are very real risks for 
						the card, plus its Darkness Weakness from earlier is 
						still a concern; Yveltal-EX can easily hit for 
						100 damage with good set-up.  Resistance can help 
						stretch out that massive HP, which is nice.  Backing all 
						of this up, Gourgeist has the attack Horror Note 
						for [PCC], which does 10 damage times the number of 
						cards in your hand.  You’ll need at least nine cards in 
						hand to get a decent return on the Energy and ideally, 
						you’d want something like 15 cards in hand so that with 
						a Silver Bangle you’d be scoring a OHKO.  That is 
						really unlikely, so this card needs help to be more than 
						a meatshield.  
						
						
						Gourgeist 
						Evolves from Pumpkaboo, of which there are two 
						currently legal.  Both are Psychic-Type Basic Pokémon 
						with 60 HP, Darkness Weakness, Fighting Resistance, 
						Retreat Costs of [CC] and no Abilities.  XY 
						56/146 (reprinted twice in the confusingly numbered 
						XT Trainer Kit: Noivern Half Deck) can simply 
						Confuse the Defending Pokémon for [P].  When you’re 
						desperate, this slightly elevates your chances of 
						survival.  XY: Phantom Forces 44/119) can do 10 
						for [P], but has Night March at a price of [CC], doing 
						20 damage times the number of Pokémon in your discard 
						with Night March.  There is also one other legal 
						Gourgeist I already mentioned: you can see its 
						original CotD 
						
						
						here, 
						though I hadn’t returned to reviewing yet at that time. 
						 It has the same attributes save for a Retreat Cost of 
						just [CC].  For [P] its Eerie Voice attack places two 
						damage counters on each of your opponent’s Pokémon while 
						its Spirit Scream for [PP] drops both Active Pokémon to 
						10.  It has shown some merit for competitive play 
						(though not a lot) as it can both spread a lot of damage 
						counters (instead of easily blocked damage spread) with 
						Eerie Voice as well as score a OHKO via Hypnotoxic 
						Laser and Spirit Scream.  
						
						
						The two Gourgeist don’t strike me as playing well 
						together as they serve different purposes and the 
						support that works best for them doesn’t always work 
						well for the other.  Even in terms of just Energy 
						required, the older Gourgeist uses nothing but 
						[P] while the new one will also need [G] to trigger its 
						Ability… and as I’m about to explain, probably won’t 
						actually need [P] to attack.  So whether they are used 
						as a focus or just a strange supporting attacker, they 
						don’t really belong together.  To use today’s version, I 
						am thinking the best approach is to build a Night March 
						deck where Gourgeist is your main attacker via 
						Celebi-EX.  Coupled with Dimension Valley, 
						this would allow Gourgeist to attack for [CC] for 
						big damage, more easily than maintaining a monstrous 
						hand size for Horror Note.  Another piece of the combo 
						is Virizion-EX; not only will any [G] Energy 
						attached to a Pokémon then protect it from Special 
						Conditions (via Verdant Wind) but Emerald Slash can help 
						prep multiple Gourgeist at once with two basic 
						Grass Energy cards, so that the deck isn’t as 
						vulnerable to cards like Enhanced Hammer.  I’ve 
						seen this deck in action and it is scary if you don’t 
						have the correct cards to counter it.  
						
						
						I don’t think its one of the top competitive decks. 
						 Night March so far seem solid and at least somewhat 
						competitive… but remember how much I went on about 
						Battle Compressor, Lysandre’s Trump Card and
						VS Seeker?  Well that combo tends to make life 
						miserable for a Night March deck, but I’ve run into 
						enough to think most people either haven’t been running 
						it so its hard to say if Night March will remain strong 
						because I was flat out wrong or if it will wane once 
						people realize they should already be running Battle 
						Compressor and VS Seeker, so one more slot 
						for Lysandre’s Trump Card is probably worth it.  Gourgeist 
						doesn’t seem to be the top Nightmarch deck, though as 
						the glass cannon approach with the easily OHKOed 
						attackers is more straightforward and reliable, winning 
						due to the Prize Advantage of something so small OHKOing 
						Pokémon-EX.  Expanded might improve Night March decks 
						(I’m not sure) but not enough to raise the score for 
						this card.  Night March is amazing if you pull enough of 
						them for Limited… but if not Horror Note and Gourgantic 
						should still make this a formidable Pokémon, well worth 
						running unless you’ve got a good +39 candidate or you 
						just can’t make room for a Psychic-Type Stage 1, the 
						basic Psychic Energy it needs to attack and some 
						basic Grass Energy so you can trigger the 
						Ability.  The Ability is needed as it compensates for 
						how Horror Note is still not all that great in a format 
						where your hand might be huge or tiny, but probably 
						mostly the latter.  Honestly, my main concern for it is 
						how it is dependent both on Abilities and Items, making 
						it vulnerable to both Garbodor (BW: 
						Dragons Exalted 
						54/124; BW: Plasma Freeze 119/116; BW: 
						Legendary Treasures 68/113) and Seismitoad-EX, 
						especially when the two are run together. 
						
						
						Ratings  
						
						
						Standard: 
						2.5/5  
						
						
						Expanded: 
						2.5/5  
						
						
						Limited: 
						3.5/5  
						
						
						Summary: 
						Not quite as good as it needs to be, overall 
						Gourgeist at least shows effort on the design team’s 
						part and doesn’t miss by as much as many cards we’ve 
						reviewed before (some this week).  Don’t forget about it 
						in case some worthwhile combos emerge in the future, or 
						if the ever changing metagame renders this the best 
						Night March deck without gutting Night March decks in 
						general. 
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