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Pojo's Pokémon Card of the Day

 

Eevee

- Furious Fists

Date Reviewed:
Sep. 16, 2014

Ratings & Reviews Summary

Standard: 3.25
Expanded: 3.00
Limited: 3.33

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 Page

Baby Mario
2010 UK National
Seniors
Champion

Eevee FFI 

People love Eevee and the Eeveelutions. Personally, I only care for them up to Generation II, but I know there are players with a love for the newer ones . . . there might even be someone out there who likes Sylveon. 

Sadly for them, Eeveelutions haven’t been really playable as a deck since the old ex days. There are a number of reasons for this: low HP, a 4-per-deck limitation on the Basic, a bunch of lacklustre Stage 1s, and a lack of cards that give the deck a flexible tool-box strategy (like Surprise! Time Machine did). Of course, we now have a few decent-ish copies of the various Stage 1s, so what the deck needs is some help . . . And that is what this new Eevee provides, and unsurprisingly the designers have looked back to the ex era and given us a slightly updated version of Unseen Forces Eevee, complete with the Energy Evolution Poke-Power (now an Ability), which is triggered by an Energy attachment and allows you to search your deck for an Eeveelution whose Type matches the Energy and evolve your Eevee. 

It’s fairly obvious that this is a great boost for Eeveelutions: built-in search and the capacity to break the normal evolution rules. Eevee’s vulnerability has always been a problem for the deck, and this is certainly one way to mitigate that. Will it be enough to make a toolbox Eevee deck competitive? Eh . . . I’m not altogether sure that the Stage 1s are up to it right now. If you wanted to try it though, today’s card at least gives you a reason. 

Rating 

Modified: 3.5 (very good at what it does, but fans will want some better Eeveelutions to use it with)

Expanded: 3 (don’t think the deck has much chance here)

Limited: 4 (there are a few medioicre Eeveelutions in the set that are ok in this format)


aroramage

Welcome to another interesting card of the day, featuring one of the most versatile Pokemon around! Today we've got the multi-evolutionary Eevee, and this version is probably the most unique and the best Eevee card ever made! Let's look at what puts Eevee so high up!
 
Naturally, it's not Gnaw, probably one of the worst attacks you could have on a Pokemon (it's a vanilla attack dealing 10 damage for 2 Energy), so it must be his Ability, Energy Evolution. Basically when you attach a basic Energy to Eevee, he can evolve into one of his "Eeveelutions" based on the Energy you attached. That's pretty fast for an evolution, considering that it operates similarly to Evosoda on a Pokemon!
 
I imagine Eevee to be run in Plasma decks using Eeveelutions such as Umbreon or Glaceon (PLF), though it could also be run in decks focusing on Leafeon's (PLF) Energy Crush. Sylveon is relatively new, and I don't imagine either copy being run massively. Espeon, Jolteon, Flareon, and Vaporeon are only available from Plasma Freeze at the moment, so I imagine there's an ingenious way of utilizing some of them with Eevee, but honestly he's going to help out Umbreon and Glaceon the most; after all, Eevee is only as good as his best evolutionary options.
 
With that in mind, Eevee is going to help out any deck running Eeveelutions, but other than its fast-paced evolution, it doesn't really do all that much. Good for Plasma decks, but outside of that there's not much to work with, and even Plasma decks don't always run Umbreon or Glaceon. He'll pull through in Eeveelutions, and that's about all he can do. And like I said, he's only as good as his best evolution.
 
Rating
 
Standard: 2.5/5 (really you'd only run him with Umbreon or Glaceon, but we'll see if something better comes up in the future)
 
Expanded: 2.5/5 (maintains the rating since the other options aren't much better...except maybe Espeon (DEX)?)
 
Limited: 2/5 (he's only got Leafeon and Glaceon here, which is...okay)
 
Arora Notealus: It's amazing that any one Pokemon could have as many evolutions as Eevee does - 8 in total! To think if every Pokemon had that many evolutions......actually, maybe best to keep it just to Eevee.
 
Next Time: It's time to start our training!


Otaku

Today we look at an Evolving Basic Pokémon and it isn’t just a case of needing filler!  Eevee (XY: Flashfire 80/111) is a Basic Colorless Pokémon with 50 HP, Fighting Weakness, no Resistance and a Retreat Cost of one.  The type is what you would expect as Eevee is a Normal-Type in the video games, but between the importance of hitting for Weakness and the slow rise in Type support, “Colorless” as a Type feels a bit weak; they’ve got Aspertia City Gym and that’s it for noteworthy support.  The 50 HP and Fighting Weakness, lack of Resistance are expected (and the latter appropriate) but also pretty bad; an Active Eevee is a KOed Eevee if the opponent can use a half decent offensive attack, and something like Landorus-EX or Lucario-EX scores a OHKO with no additional assistance. 

The Ability is what may make this card, so let us get the attack out of the way first; for [CC] Eevee can Gnaw for 10 points of damage, which is bad.  Normally you’d get 10 for [C] or (at least) 20 for [CC], even on an Evolving Basic.  So it all comes down to Energy Evolution, the Ability.  When you attach a Basic Energy card to Eevee from your hand, you may search your deck for a Pokémon that Evolves from Eevee that is the same Type as said basic Energy.  While no where near as good as if it triggered for Special Energy as well: by the time Rainbow Energy is attached, it would have its effect… or at least past rulings for similar effects worked that way.  It will require making use of Basic Energy cards, but between Professor’s Letter and Energy Retrieval, running the needed basic Energy cards seems like a solid deal.  Yes, you can use this Ability on the first turn Eevee is in play! 

This is not the first time we’ve seen Energy Evolution: it has appeared twice before, both times on older versions of Eevee!  Neo Discovery 38/75 has Energy Evolution as a “Pokémon Power” (one of the precursor game mechanics to Abilities), while EX: Unseen Forces 55/115 has it as a Poké-Power (another precursor to Abilities).  The former has the benefit of working even with Special Energy cards and doesn’t specify where the Energy is attached from, but it only works on a successful coin toss and cannot be used when Eevee is afflicted with a Special Condition.  The latter also appears to work with Special Energy cards but does not require a coin toss, but it does state the Energy must be attached from your hand and that it can’t be attached from there via an attack.  Just as interesting, both are similar to today’s card in all other respects.  Both are the same Type and Stage, with the same Weakness and Retreat Cost (no surprises there).  Neo Discovery 38/75 has Psychic Resistance -30 (standard to Normal-Type inspired Colorless Pokémon of the time) and Smash Kick for [C], doing 10 points of damage.  EX: Unseen Forces 55/115 has only 40 HP, also has no Resistance, but can still do 10 for [C] with its Tail Whap.  So no matter what, today’s has the worst attack. 

This is the Eevee you run in Expanded and Standard now, unless you’ve got some some combo that makes it worth attacking with Eevee (BW: Plasma Freeze 90/116), but that seems really unlikely given that the attacking Eevee is probably getting KOed.  If you go second, you can have an Eeveelution attacking on your first turn, and some of them have solid attacks to go with that.  Others might be worthwhile because later in the game it is still nice to have one seemingly come from nowhere.  The Team Plasma affiliated Eeveelutions could use Colress Machine and Plasma Energy to ready their “big” attacks instantly as well (the manual Energy attachment being necessary to Evolve via the Ability).  Let us just run through them quick. 

  • Espeon (BW: Dark Explorers 48/108; BW Promos BW92) was reviewed here; it has a useful Ability (prevent effects of attacks - excluding damage - to your Pokémon with Energy attached to them), though as you probably won’t want to attack with it, using Energy Evolution to get it into play may seem wasteful (or not if you want it protected by its own Ability).
  • Espeon [Plasma] (BW: Plasma Freeze 48/116), reviewed here, has two inexpensive but potentially useful, single Energy attacks, both of which seem better the earlier you can use them; damage and draw or a Bench hit that applies Weakness and Resistance.
  • Flareon (BW: Dark Explorers 12/108; BW Promos BW88) might actually make sense since you smack Fire Weak Pokémon (like Genesect-EX and Virizion-EX) with Sand Attack first turn; if you can add a Silver Bangle you could score 100 points of damage plus slow down the opponent’s set-up.  If it happens later in the game and survives long enough, it can deliver a solid 90 for three (the discard doesn’t matter much because Flareon isn’t likely to survive attacking).  We first took a look at it here.
  • Flareon [Plasma] (BW: Plasma Freeze 12/116) might be good if you can use a Colress Machine and Plasma Energy to get it attacking, plus dump enough Pokémon into your own discard pile (possible, but tricky).  Here are our reviews for it.
  • Glaceon (BW: Dark Explorers 30/108; BW Promos BW90) can only guarantee 10 points of damage, but with “heads” on a mandatory coin toss it spikes to 40.  For another Energy (not happening T2) you can score a reliable 40 while moving an Energy off of Glaceon to something on the Bench, which is kind of nice since Glaceon is fragile.  Not really worth it but I am trying to be thorough; see the reviews for it here.
  • Glaceon [Plasma] (BW: Plasma Freeze 23/116) was reviewed here; you would need a double Colress Machine/Plasma Energy on top of having a Water Energy handy to go from freshly played Eevee to attacking Glaceon, and its attack isn’t too impressive.  I don’t think most decks can afford a Stage 1 “pivot” Pokémon, but if the deck is Plasma themed, it might be worth it.
  • Glaceon (XY: Furious Fists 19/111) hasn’t been reviewed yet.  It can hit the Defending Pokémon for 30 and each Pokémon on your opponent’s Bench for 10 points of damage for just [W].  For [WCC] it does 60 (+30 if you can flip “heads”), but besides that not working for a single turn approach in most decks, it just isn’t good.  It is a Stage 1 Water-Type with 90 HP, Metal Weakness, no Resistance, and single Energy Retreat Cost, otherwise.
  • Jolteon (BW: Dark Explorers 37/108; BW Promo BW91) was looked at here; if you just need a Jolteon to come in and deliver a reliable hit, it can do that.  Don’t worry about the second attack; focus on Electrigun as if you pay the discard cost (probably won’t matter as Jolteon isn’t likely to survive a hit) you’ll score 60 points of damage, which means just one more piece (Silver Bangle) gives a T2 combo that OHKOs the likes of Yveltal-EX.
  • Jolteon [Plasma] (BW: Plasma Freeze 34/116) can always provide a flipping opening, specifically four coin flips worth 20 points of damage per “heads”.  As this is a Team Plasma Pokémon you just need one Colress Machine/Plasma Energy (on top of the manual attachment being used to Evolve) to jump to Electri-Defuse: 40 points of damage (meh) but a Pokémon-EX hit by it cannot attack (handy, but fairly easy to work around).  In a Team Plasma deck, if space allows this could be handy.  See review here.
  • Leafeon (BW: Dark Explorers 8/108; BW Promos BW87) has a single Energy attack that does 10 (+30 with a successful coin toss); not terrible if hitting for Weakness and boosting it with a Muscle Band or Silver Bangle.  If you actually have time to attach a second Energy, you can get a reliable 40 while attaching a basic Energy from the discard pile to the Benched Pokémon of your choice… which still isn’t great, but is at least a decent option.  Previously reviewed here.
  • Leafeon [Plasma] (BW: Plasma Freeze 11/116) is quite strong so long as your opponent has enough Energy in play, as for [C] it hits for 20 points of damage times said amount of Energy.  If you absolutely needed to, burning two Colress Machine (and Plasma Energy) for 60 (+20 with a successful coin flip), and if your deck is Plasma themed that actually could be justified.  Or maybe I just really am tired of Seismitoad-EX.  Regardless, you can see the review here.
  • Sylveon (XY: Promo XY04, XY Trainer Kit: Sylveon Half Deck 15/60, 30/30) is a card I barely remembered exists (I’ll probably forget again after this review).  It is a Stage 1 Fairy-Type with 90 HP, Metal Weakness, Darkness Resistance and a single Energy Retreat Cost.  The good news is that it provides 20 with automatic Confusion for [Y], but the bad news is that isn’t enough and its “big” attack for [YCC] does a mere 60 (no other effects).  We never reviewed it.
  • Sylveon (XY: Furious Fists 72/111) might have a niche use; we haven’t gotten around to reviewing it yet, so I’ll again go into detail; it has the same everything as the promo version (above), but with different attacks (and art and numbering, of course).  For [Y] it does 30 and you must move an Energy attached to the Defending Pokémon to something on the Bench, unless the opponent has no Bench.  Sometimes this is really useful, other times useless or even helping out your opponent.  For [YCC] it can hit for 50, and if the attack’s effect isn’t reset and Sylveon survives, it can hit for 50+50 the next turn (and the next and the next as long as the cycle isn’t interrupted).  Obviously not an option first turn, and not a very good option even if you can set it up; it is too easy to disrupt.
  • Umbreon (BW: Dark Explorers 60/108; BW Promos BW93) isn’t attacking first turn because it needs at least [CC] and is not a Team Plasma Pokémon.  Its attacks are poor anyway; check it out here if you need details.
  • Umbreon (BW: Plasma Freeze 64/116) would need the manual attachment plus a double Colress/Plasma Energy to attack first turn, making it a lot less impressive… save that it has an Ability that might actually make it desirable to get into play on the Bench (it boosts the HP of Team Plasma Pokémon), and a different Team Plasma Pokémon might be up front and attacking (presumably via Colress Machine).  This one was reviewed here.
  • Vaporeon (BW: Dark Explorers 25/108; BW Promos BW89) can open doing 20 to the Active and to one Benched Pokémon of your choice; not thrilling but it is an option.  Here is is review.
  • Vaporeon [Plasma] (BW: Plasma Freeze 20/116) isn’t the best attacker of the bunch, but it might be the one to benefit most from the new Eevee.  You see, Vaporeon [Plasma] was one of those cards that was not quite good enough; it had 110 HP and its first, single Energy attack is poor (heals three damage counters for all your Pokémon but Eevee are usually OHKOs).  For [WC] (so manual attachment plus one Colress Machine) and it can use Gold Breaker for 30 (+ 50 against Pokémon-EX).  It is possible (but highly unlikely) to score a OHKO against a non-Weak (or Resistance) Pokémon-EX, but the real value is delivering a solid whack to set-up for a follow up OHKO.  Vaporeon is just a bit more likely to survive a hit, though it also needs a boost since it only totals 160 attacking twice… except against Weakness.  When your opponent opens with a Landorus-EX, a T2 Gold Breaker with even just a Muscle Band scores that OHKO.  You can see our review of it before hitting Water Weakness on a Pokémon-EX had become important again here.

 

Though there aren’t many outstanding candidates in there, options are usually a good thing to have, and there might be some diamonds in the rough. 

Ratings 

Standard: 3.5/5 - A composite score; the best Eevee for Eeveelution decks, and it might help said Eeveelutions qualify for more decks than they used too, but in isolation it would be a terrible addition for general decks. 

Expanded: 3.5/5 - As above; I don’t think the increased card pool makes a significant difference, I guess you get one or two more Eeveelutions. 

Limited: 4/5 - Yet again a composite score; you don’t want this on its own, even as filler, but with a single Eeveelution, you just need a few of the corresponding Basic Energy for a decent splashed in attacker that under the right circumstances supplies its own search and Energy acceleration! 

Summary: This is a pretty good piece of support for Eeveelutions, though also carefully balanced; unlike older versions the newest Energy Evolution Eevee can’t work with Special Energy, forcing a Basic Energy reliant build. 


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