| Baby Mario 2010 UK 
			National
 Seniors
 Champion
 | 
						
						
						Pyroar 
						(Phantom Forces)  
						
						Decks using Pyroar FLF are 
						the fly in the format’s ointment: on the one hand, 
						no-one rates them highly; on the other, no-one 
						particularly wants to play against them, much less give 
						up deck space to techs that deal with the Intimidating 
						Mane Ability. Life would be a lot easier if everyone 
						just agreed Pyroar was bad 
						and stopped using it altogether. 
						Except it now has another version which can be slipped 
						into Pyroar decks to annoy 
						opponents even 
						more.  
						
						Cards which allow you to drag something Active from the 
						Bench are always super powerful. Gust of Wind and the 
						pre-errata Pokémon Catcher achieved staple status 
						because they were relatively cost-free to use and the 
						effect was guaranteed. But over the years, cards like 
						Pokémon Reversal (flippy),
						Luxray GL LV X,
						Ninetales DEX, and 
						(currently) Lysandre have 
						all seen play because . . . well, being able to choose 
						the target of your attack, or lumber your opponent with 
						a poor Active Pokémon (like 
						Garbodor) is an incredibly advantageous thing to 
						do. Now you can add Pyroar 
						PHF to the list of forced switching cards. Unlike
						Luxray and
						Ninetales, it’s a gift that 
						keeps on giving too: as long as you can discard a Fire 
						Energy, you can use Flare Command to mess with your 
						opponent’s field in ways which they won’t like.  
						
						Of course, discarding an Energy 
						every turn isn’t easy if you are also trying to power up 
						attackers, but there are ways around that. Fire decks 
						have the Fiery Torch/Blacksmith engine to provide 
						acceleration, and there are other methods too, such as M
						Manectric EX’s Turbo Boost 
						attack and the old classic Emboar 
						BLW/LTR (which I’m not going to recommend).  
						
						Pyroar 
						decks will likely run a single copy for its excellent 
						disruptive Ability, while focusing on the walling 
						capabilities and slightly better attack of the FLF
						Pyroar. I could also see it 
						being used in decks that do have the acceleration to 
						fuel Flare Command (such as M 
						Manectric). It’s obviously not a card you can run 
						in anything, but there are a couple of decks it can work 
						with, and the effect is one of the best in the game.  
						
						Rating  
						
						Modified: 3.25 (always beware the Catcher effect) Expanded: 
						3.25 (same deal here) 
						
						Limited: 3 (not so easy to use and the attack is very 
						expensive) | 
            
              |  aroramage
 | Hello again and welcome back to a week of (mostly) 
						runner-ups to our Top 10 List! Today we're taking a look 
						at the king of the wild flame, the cat with the burning 
						mane, Pyroar! I can already imagine the biggest question 
						of all: how well does he stack up to his copy over in 
						Flashfire with his Intimidating Mane?
 Actually, not too badly. Sure, his Inferno Onrush has a 
						hefty cost of 4 (3 of those being Fire), but at lest it 
						deals a mighty 110 damage! The Flashfire version only 
						had Scorching Fang, which at most did 90 damage if you 
						discarded a Fire Energy from him, though at least he 
						doesn't damage himself for 30 like this one does. Still, 
						the attack is probably not going to be the main draw so 
						much as the Ability, Flare Command.
 
 Using Pyroar's Flare Command, you can knock off one of 
						his Fire Energies in order to switch the opposing Active 
						Pokemon with one of their Benched Pokemon. It's a 
						variant off of Pokemon Catcher but with less coin flips 
						and more Energy discards. The discard may not sit well, 
						but keep in mind that Blacksmith is a potential option 
						for getting those Energies back into play, and combining 
						Lysandre's Trump Card with all that draw power and a 
						handy Emboar on the Bench will ensure firepower for all!
 
 Still, given the status of the format, I'd say the 
						Flashfire's Intimidating Mane still stands out as the 
						better of the two, but that doesn't mean this is a bad 
						Ability by any stretch of the imagination! A potentially 
						costless version of PokeCatcher is always a good thing, 
						and I wouldn't be surprised to see people throwing this 
						guy into their decks to swap things around here and 
						there. He still comes with all the weaknesses of being a 
						Stage 1, of course, but feel free to give him a whirl 
						and see how he fits before dismissing him to the card 
						binder!
 
 Rating
 
 Standard: 3/5 (a good Ability, though he may be 
						outclassed by his cousin)
 
 Expanded: 3/5 (does about the same here)
 
 Limited: 4/5 (oh man, I can imagine switching to be a 
						great thing here!)
 
 Arora Notealus: NAAAAAAAAAAA SAVANNNNNNAAAAAAAAAAAAAA
 
 Next Time: I don't think we're in Kanto anymore...
 | 
            
              |  | 
						This week we are covering the cards that made at least one 
						individual reviewer’s Top 10 list but not the shared 
						Pojo Top 10 list: in short its “Runners Up” Week.  The 
						cards are not being reviewed in the order in which they 
						placed but in the order that seemed best for review 
						purposes.  
						We begin the week with Pyroar (XY: Phantom Forces 
						12/119).  Fire is a fairly useful Type; the two main 
						components of VirGen decks (for new players: Virizion-EX 
						and Genesect-EX) are both Fire Weak, and the new 
						Metal-Type decks are also chock full of Fire Weak 
						Pokémon (often Pokémon-EX).  Fire Resistance hasn’t been 
						a thing in before Expanded, so that isn’t an issue and 
						the Type does have some useful support, the best of 
						which seems to be the Supporter Blacksmith: two 
						[R] Energy from the discard to the Fire-Type Pokémon of 
						your choice is pretty amazing, with the high value of 
						that Supporter usage for the turn.  As a Stage 1 
						Pokémon, Pyroar is going to be slow but still 
						fairly playable; you’ll have to go through Litleo 
						first (which we’ll discuss a bit later) but at least you 
						won’t be relying on Rare Candy or wading through 
						a Stage 1.  Its 110 HP is middle-of-the-road for a Stage 
						1 in terms of what we’ve seen on them, which ranges from 
						the 60 HP of Shedinja (BW: Dragons Exalted 
						48/124) record setting 200 HP of Wailord (BW: 
						Dragons Exalted 26/124).  There is just enough that 
						you might survive a hit, such as when an opponent’s 
						set-up isn’t complete or (or your own in the case of 
						Mewtwo-EX and its X-Ball) they just aren’t running 
						the kind of deck that reliably hits harder.  
						Water Weakness is not happy, though there are far worse Types to 
						take double damage from: Keldeo-EX needs at least 
						one [W] Energy or (without external buffs) it falls 10 
						short of a OHKO, Kyurem (BW: Plasma Freeze 
						31/116) needs external buffs or to use Blizzard Burn, 
						Seismitoad-EX only gets to skip Virbank City Gym 
						for its usual combo attack (Quaking Punch plus Muscle 
						Band plus Hypnotoxic Laser), etc. which is 
						far preferable to dealing with something like Fighting 
						Weakness.  The lack of Resistance doesn’t hurt as most 
						things lack Resistance and even when present, it is a 
						small bonus, a complication many decks can pretty easily 
						get around.  The Retreat Cost of [CC] is more relevant; 
						it is low enough you’ll probably be able to meet the 
						cost without horribly ruining your set-up, but you’ll 
						still notice it and wish to avoid paying it whenever 
						possible.  Fortunately the format standard that the 
						capacity to retreat for a reduced cost (preferably for 
						free) or bypass manually retreating entirely is still a 
						regular deck feature, only skimped upon when there 
						simply is no room.  
						Pyroar brings an Ability and an attack.  Flare Command allows you to 
						discard an [R] Energy attached to Pyroar in order 
						to force the opponent’s Benched Pokémon of your choice 
						into the Active position.  This isn’t inexpensive unless 
						you’re running something like Emboar (last 
						printed as BW: Legendary Treasures 27/113), but 
						it also isn’t as clunky or cost-prohibitive as something 
						like Ninetales (BW: Dragons Exalted 
						19/124; BW Promos BW66 and its Bright Look 
						Ability that only triggers once, when you Evolve into 
						Ninetales.  Controlling your opponent’s Active has 
						long proven formidable, and in a format where some cards 
						are worth multiple Prizes and attackers hit fast and 
						hard (and sometimes against double Weakness) it can 
						decide a game (though never on its own; even stalling 
						with it requires the opponent building a poor deck, 
						making a poor play or having bad luck).  The attack has 
						an impressive name: Inferno Overush, but its cost is a 
						scary [RRRC]: even with a Blacksmith you’re going 
						to need another attachment (so two total) to ready 
						Pyroar.  For that chunky investment, based on it 
						being a Stage 1, the Energy involved, and the trend 
						amongst competitive attackers you get a slightly weak 
						110 damage that is made plain overpriced as Pyroar 
						will do 30 points of damage to itself as well.  It seems 
						like the Ability is the intended use for the card, 
						though the attack is overpriced and not totally useless.  
						So what Litleo to run?  You have three choices, all of which 
						are Basic Fire-Types with Water Weakness, no Resistance 
						and Retreat Costs of [CC].  XY: Flashfire 18/106 
						has 70 HP and for [RRC] can hit for 60.  XY: 
						Flashfire 19/106 has 60 HP and for [RC] can hit for 
						30.  XY: Phantom Forces 11/119 also only has 60 
						HP but has two attacks: for [C] it can force your 
						opponent to switch his or her Active Pokémon with a 
						Benched Pokémon (opponent’s choice) or 20 for [RC]. 
						 Roar is nice but I like the 70 HP more: go with XY: 
						Flashfire 18/106.  You also have two other choices 
						for Pyroar: the well known XY: Flashfire 
						20/106 and XY Promos XY26.  The former was 
						reviewed 
						
						
						here 
						by the Pojo Crew (during a period when I wasn’t 
						reviewing): it has the same Attributes as today’s card 
						but a different Ability and Attack: Intimidating Mane, 
						which prevents Basic Pokémon from damaging it via 
						attacks and Scorching Fang, which requires [RCC] to use 
						to do 60 points of damage, or it can discard one of its 
						attached [R] Energy to hit for.  The former is potent, 
						the latter just barely adequate.  XY: Promos XY26 
						only has 100 HP but otherwise identical attributes to 
						the other two: it has two attacks instead of an attack 
						and an Ability.  For [RC] it can use Crunch to do 30 
						points of damage and (with a successful coin flip) 
						discard an Energy card attached to the opponent’s Active 
						Pokémon.  For [RRCC] it does 120 points of damage, but 
						has two discard two Energy attached to itself.  Both 
						attacks are a little pricey, but solid foundation 
						points, but not good enough for competitive play.  
						I can see the new Pyroar as a TecH inclusion in the updated 
						version of Pyroar decks; yes Benching it means 
						your opponent could bypass Intimidating Mane by hitting 
						today’s version, but “Quad Pyroar” never impressed me 
						much anyway; a single copy “gusting” the opposing 
						Pokémon of your choice (even with the required Energy 
						discard) seems too good to pass up entirely, and if 
						you’re worried about running low on copies of XY: 
						Flashfire (20/106) you have other options, including 
						the recently released Lysandre’s Trump Card.  I 
						could otherwise see this new Pyroar finding its 
						way into decks that can afford the Energy discard which… 
						is really just giving you the option of backing up 
						another Fire-Type attacker with this new Pyroar 
						instead of the old.  It is interesting to realize that 
						today’s version can OHKO the Intimidating Mane version 
						without boosting effects.  
						Ratings  
						Standard: 3.5/5 - This is a 
						pretty deck specific rating; you just can’t splash this 
						card into other decks, at least if you expect to get 
						good results.  So its nice to have if you’re otherwise 
						running a deck built around Fire-Types (perhaps as a 1-1 
						or 2-2 line), but everyplace else it would be 
						deadweight.  Even there, its still optional.  
						Expanded: 3.5/5 - As above; 
						I’m don’t see the differences between the card pools 
						mattering all that much.  
						Limited: 4.5/5 - Skip it if you get a single big, Basic Pokémon worth 
						building an entire deck around (that contains only 
						that big, Basic Polémon), or if you’ve got room for 
						several Fire Energy cards that are in the deck 
						only to meet this Pokémon’s costs.  Everything about it 
						ends up being functionally better here. 
						Summary: This could be the piece of indirect support that Fire-Type decks 
						were needing to get back into gear, or it could be that 
						card that won’t see a huge amount of play but will see 
						enough that you can’t afford to forget it.  Overall 
						Pyroar is a good card, perhaps very good in specific 
						decks, but it isn’t as overpowered as what is currently 
						dominating the format. |