| Baby Mario 2010 UK 
			National
 Seniors
 Champion
 | 
						
						#1 Strong Energy 
						
						PlusPower, 
						Expert Belt, Crobat G, 
						Muscle Band, Special Dark Energy. What does the 
						popularity of those cards tell you about the Pokémon 
						TCG? If you said ‘that effects that add damage can be 
						incredibly good’, then you win this week’s Star Prize.*  
						
						Really, Strong Energy is like Special Dark on 
						performance-enhancing drugs, giving 
						+20 damage to the attacks of any Fighting Pokémon to 
						which it is attached. With just this card,
						Landorus EX’s Hammerhead 
						does 50 + 30; Hawlucha FFI 
						hits EXs for 80 damage for a single Energy;
						Lucario EX’s Corkscrew Smash 
						does 80; Tyrantrum FFI 
						becomes a one-shot EX killer . . . heck you can even
						Retaliate for 110 with
						Terrakion LTR if you really 
						want to. The effect stacks so you get plus 20 for every 
						Strong Energy: factor in Muscle Band and maybe
						Hypnotoxic Laser and those 
						cheap Fighting attacks are hitting some really silly 
						numbers.  
						
						Any drawbacks? 
						Well, you can’t attach Strong Energy to a non-Fighting 
						Pokémon (it just gets discarded), which means it can’t 
						be used to retreat other Pokémon or fuel Colourless 
						attacks like Mewtwo EX’s X 
						Ball. Being a Special Energy also means that it can be 
						discarded by certain attacks (like 
						Cobalion EX’s Righteous Edge). Nevertheless, 
						there is no reason why a deck with a substantial number 
						of Fighting Pokémon wouldn’t run four of these. They can 
						turn a mediocre attack into something devastating and 
						give Fighting Types a huge boost at the start of this 
						new format.  
						
						*Star 
						Prize not an actual thing. 
						
						Rating  
						
						Modified: 4.5 (makes Fighting into the format-defining 
						Type) 
						
						Expanded: 4.5 (Enhanced Hammer is a slight issue, but 
						Fighting Types will still love the card) 
						
						Limited: 5 (you’re sure to pull Fighting Pokémon from 
						this set) | 
            
              |  aroramage
 | 
						
						Welcome to our #1 card of Furious Fists! Now what could 
						beat out a damage-boosting Stadium, a Supporter that 
						brings out a Pokemon AND an Item, and hefty strikers 
						that can Item-lock? Well, an Energy, of course! Like 
						Strong Energy! 
						
						  
						
						Strong Energy is one of two Special Energy in the set, 
						the other being Herbal Energy, and in a sense they work 
						similarly in that they have to be attached to a specific 
						Type of Pokemon. Naturally being the Fighting set, this 
						means that this gets attached to Fighting Pokemon. And 
						then it boosts their damage by 20. For every attack. 
						Against ANY Pokemon, so long as it's Active. 
						
						  
						
						That's right, Strong Energy doesn't have the same 
						limitation that Fighting Stadium has in that it only 
						affects Pokemon-EX; rather, it gets to deal 20 damage to 
						ANY Pokemon. Now we've talked many many times about 
						Lucario-EX's power stacking up colossally so with Strong 
						Energy attached, but then you have to consider Pokemon 
						like Landorus-EX who can deal 50 to the Active with 
						Strong Energy AND set-up for another 30 on a Benched! 
						That's pretty insane! 
						
						  
						
						Forget about Weakness and Resistance, especially if you 
						get multiple copies on the same Pokemon! Yveltal-EX is 
						powerful, but taking away 20 damage is only a single 
						Strong Energy away from being neutralized! Seismitoad-EX 
						may have your Items sealed up, but Strong Energy can 
						still be played down, making it more likely that you'll 
						annihilate him super-fast! You may not be able to search 
						Strong Energy with Korrina or bring it along back with 
						Landorus from this set, but you can always add the 
						Fighter you need, boost it up with Landorus, AND attach 
						Strong Energy to it! 
						
						  
						
						This Energy is what is going to make Fighting decks a 
						major threat; having one or two of these makes the deck 
						scary, but running even three of them makes it more 
						likely that your Pokemon won't be around for much 
						longer! And with strong powerful attackers like Lucario-EX 
						and Landorus-EX around - and no Enhanced Hammer to 
						readily thwack it off - Strong Energy is looking to 
						become powerful support for a new powerful deck! 
						
						  
						
						...well, maybe that's a good reason to run Team Flare 
						Grunt. 
						
						  
						
						Rating 
						
						  
						
						Standard: 4.5/5 (pretty powerful support for a powerful 
						deck, with maybe one card to remove it!) 
						
						  
						
						Expanded: 4/5 (only gets a downgrade since Enhanced 
						Hammer is available here) 
						
						  
						
						Limited: 5/5 (you WILL run this card if you get a 
						Fighting-type, ESPECIALLY Lucario-EX!) 
						
						  
						
						Arora Notealus: This Energy is so strong, it breaks 
						through the rocks on the card! Crazy! 
						
						  
						
						Weekend Thought: Do you agree with our Top 10? What 
						cards do you think should've made the list? | 
            
              |  Otaku
 | 
						Today marks the 13th anniversary of the “9/11” terrorist attack 
						against the U.S.A. that helped to define the modern era. 
						 Other terrorist activities have also happened in the 
						years since on this date, and other such tragedies have 
						happened on different dates in different countries. 
						 Especially for those either not alive or too young to 
						really remember the incident when it occurred, I don’t 
						expect it to evoke quite the same feelings, just like 
						for someone like me who was still far removed from what 
						was happening can’t relate to someone that actually lost 
						someone directly to the event.  Given all that has 
						resulted from it in this world, affecting people 
						globally, I ask that you take at least a brief moment to 
						contemplate the event and its ramifications. 
										
										
 
						The number one most promising card of XY: Furious Fists is
						Strong Energy (XY: Furious Fists 104/111). 
						 This shouldn’t come as much of a surprise to anyone, 
						but a Special Energy card that increases damage is great 
						in a format that tends to be about hitting hard and 
						fast!  
						Although it is a brand new card and not a reprint, it feels 
						familiar to me; its effect increases the damage of 
						attacks, not unlike the old, Special Energy version of
						Darkness Energy.  The short version is that the 
						basic Energy version of Darkness Energy actually 
						released six and a half years years after the 
						original Special Energy version of Darkness Energy. 
						 I won’t worry about minor errata, but there were also 
						three major iterations of this card, all providing [D] 
						Energy and plus 10 points of damage after applying 
						Weakness and Resistance to attacks that did damage in 
						the first place.  The original granted this bonus to 
						anything with it attached, but if the Pokémon wasn’t a 
						Darkness-Type or didn’t have Dark in its name, a 
						damage counter was placed upon it between turns.  Dark 
						Pokémon were the original Team Affiliation mechanic, and 
						why the TCG refers to the Type as “Darkness” (also why I 
						prefer to use italics when writing a card name). 
						 The next version got rid of the pseudo-Poison mechanic 
						but also restricted the damage bonus to Darkness-Types 
						and Dark Pokémon, and the damage bonus applied 
						before Weakness and Resistance.  The final version 
						restricted things further, so that the bonus only worked 
						for Darkness-Types (Dark Pokémon had not only 
						rotated out, but the last iteration of them were also 
						made as Darkness-Types or Dual-Typed Pokémon with one 
						Type as “Darkness”).  
						How does all that relate to Strong Energy?  It explains a 
						lot about why the card works how it works and why it is 
						so good and yet how that may not last into the long 
						term.  Strong Energy provides [F], but only while 
						attached to a Fighting-Type Pokémon as per the text of 
						the card… even though the symbol in the upper-righthand 
						corner suggests otherwise (so much for that being a 
						useful way of understanding how Special Energy work). 
						 It can only be attached to Fighting-Types and if 
						it were to somehow bypass that, it instantly discards 
						itself via its own effect.  These are all “nerfs” to the 
						later iteration of Special Energy Darkness Energy. 
						 There is one buff, however: Strong Energy 
						provides +20 to damage instead of a mere +20.  If HP 
						inflation had kept pace with damage inflation, that 
						would be necessary, but instead, even though HP scores 
						for Pokémon have risen (even those without special 
						mechanics), we still have many Basic Pokémon with 60, 
						50, 40 and even 30 HP.  Even before Weakness and 
						Resistance, many a OHKO is there to be had.  
						Darkness-Type Pokémon generally appeared to have been “pre-nerfed”, 
						since everyone knew they could raise their damage via 
						Special Energy Darkness Energy.  Originally the 
						fact that you needed said Special Energy (or a 
						Rainbow Energy) to meet [D] requirements was 
						supposed to balance out, but especially once Basic 
						Energy Darkness Energy was released, that wasn’t 
						going to work.  Future Fighting-Types may end up in a 
						similar boat, but for now Strong Energy is 
						amazing with many older and freshly released 
						Fighting-Types!  Due to Fighting Weakness being so 
						common (most Colorless- and nearly all Darkness- and 
						Lightning-Types have it) and almost ironically Fighting 
						Resistance being less rare than other Types makes the 
						damage boost quite significant.  Fighting-Types were 
						already likely to have low Energy/high damage attacks, 
						and this set gave them two other means of bumping up 
						that damage: against Pokémon-EX only you can use 
						Fighting Stadium for +20 and Machamp (XY: 
						Furious Fists 46/111) boosts the damage of all 
						Fighting-Types in general by +20 per copy.  Like all 
						other Pokémon, Muscle Band is available for an 
						easy +20, and for all non-Pokémon-EX Silver Bangle 
						provides an easy +30.  This means that Fighting-Types 
						can hit even harder and faster than they already were!  
						Landorus-EX already made its 
						comeback before XY: Furious Fists became 
						tournament legal, and players are gleefully able to use
						Strong Energy and friends to get its Hammerhead 
						attack hitting amazingly hard.  There is a diminishing 
						return to using multiple Strong Energy past the 
						actual Energy requirements of an attack, but it isn’t 
						too bad: using Hammerhead as an example, two Strong 
						Energy mean [FF] yields a 70/30 split before other 
						effects, while three basically fake Nightspear (attack 
						on Darkrai-EX which also costs three Energy)! 
						 The main disincentive to using multiple Strong 
						Energy on a single target is that - as Special 
						Energy - there isn’t an easy way to get them back into 
						play and there are multiple cards your opponent can run 
						to “punish” you for using them (on top of still more 
						cards that hit harder for having more Energy in play or 
						on your Active to begin with!).  
						Expect to see a lot of Strong Energy in Standard, though 
						only in Fighting-Type heavy decks since it can’t even be 
						used as Retreat Cost fodder for non-Fighting-Types.  For 
						Expanded, it will have to face Enhanced Hammer; 
						even with some of the additional opportunities Expanded 
						may afford Strong Energy, that is a significant 
						drawback.  For Limited, the only reason to skip it is to 
						get no worthwhile Fighting-Types to run in your main 
						deck and while possible, it is highly unlikely.  
						Ratings  
						Standard: 4.5/5 - Even 
						though I think this card is overpowered, I can’t bring 
						myself to give it a perfect score; it has defined limits 
						and vulnerabilities, and it is actually pretty 
						tempting/easy to use in a suboptimal fashion.  It is a 
						must for any mostly or pure Fighting-Type deck, unless 
						for some reason none of said Fighting-Types are doing 
						damage.  
						Expanded: 4.25/5 - As for 
						Standard, but now you have to worry about not only 
						increased competition for Fighting/mostly Fighting-Type 
						decks, but Enhanced Hammer.  Still a must in the 
						appropriate decks, it just carries a slightly greater 
						risk.  
						Limited: 4.9/5 - A tenth of a point shaved off; you might be the player 
						running a +39 deck build around Heracross-EX, or 
						that failed to get a Fighting-Type you can play or that 
						is worth the hassle of using in Limited.  Mostly you’re 
						easily making space for it even if its only helping a 
						mediocre Fighting-Type be a little more adequate when 
						you’re fortunate enough for the two to show up at the 
						same time.  
						Summary: Strong Energy is an amazingly potent card that only 
						slightly suffers due to the built in restrictions of the 
						card since you can’t use it to meet Colorless Energy 
						requirements for non-Fighting-Types and you have to deal 
						with the Special Energy counters that Double 
						Colorless Energy and Rainbow Energy already 
						made tempting.  I already think it so potent it will 
						cause balance issues, probably until it eventually 
						rotates out (if it ever rotates out) but am also 
						grateful it is a mere Uncommon as even someone like me 
						has a play-set on the PTCGO already. |