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					Pojo's Pokémon Card of the Day 
					
					
                        
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							 Slurpuff  
							 - Phantom Forces 
							
							Date Reviewed: 
							 
							Jan. 26, 2015 
                            
							
							Ratings
                            & Reviews Summary 
							 
							Standard: 2.83 
							Expanded: 3.00 
							Limited: 4.13 
							
							Ratings are based
                            on a 1 to 5 scale.  
                            1 being horrible. 
							3 ... average.  5 is awesome. 
							
							
							Back to the main COTD 
							Page 
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          Baby Mario 
			2010 UK 
			National 
			Seniors 
			Champion | 
              
						
										
										
										
										Slurpuff 
										(Phantom Forces)  
										
										
										Since we lost 
										Claydol GE and
										Uxie LA 
										(many years ago now), the card 
										designers’ effort to give us 
										Pokémon-based draw have been somewhat 
										half-hearted and not exactly widely 
										played (I’m thinking of things like
										Musharna NXD 
										and Electrode PLF here). At first, it 
										seemed as though this
										Slurpuff 
										would fall into exactly the same 
										category, but as things turned out, he 
										seems to have found himself a home in a 
										new and reasonably successful variant of 
										an existing deck.  
										
										
										That would be almost entirely down to
										Slurpuff’s 
										Tasting Ability. Every turn, it allows 
										you to draw a card if
										Slurpuff is 
										on the Bench, 
										or two if he is active. In most decks, 
										this is insufficient reward for 
										committing Bench and deck space to a 
										weak Stage 1 with a fairly mediocre and 
										expensive, if sometimes
										situationally 
										useful, attack. However, it so
										happens that
										Seismitoad 
										EX has proven to be exactly the right 
										partner to make 
										Slurpuff shine.  
										
										
										This is because 
										Seismitoad EX does so much by 
										himself: he dishes out damage, inflicts 
										Trainer Lock, and provides a substantial 
										180 HP wall. As a result, there is room 
										for Slurpuff 
										to come into a 
										Seismitoad deck and seriously 
										improve consistency. This, in turn means 
										that Seismitoad 
										decks can make very efficient use of VS 
										Seeker, together with a range of one-off 
										tech Supporters like Cassius, Xerosic, 
										Team Flare Grunt, and Pokémon Centre 
										Lady to take control of games and give 
										themselves a real edge over decks that 
										do not have a ready answer to the 
										annoying Toad.  
										
										
										Of course, Slurpuff 
										does little or nothing to help
										Seismitoad 
										decks deal with their existing 
										unfavourable match ups. They are still 
										in a very bad place against
										Virizion/Genesect, 
										for example. However, when it comes to 
										mirror matches, or games against things 
										like Donphan 
										or Yveltal, 
										the extra consistency that
										Slurpuff 
										brings can tilt a fairly even contest in 
										your favour. Somehow I suspect that 
										Toad/Slurpuff 
										decks will be only briefly fashionable, 
										but for the moment, they are certainly 
										something to look out for. Just don’t 
										expect Slurpuff 
										to start showing up in too many other 
										places.  
										
										
										Rating  
										
										
										Modified: 3 (Tasting is historically 
										sub-par, but at least something can make 
										it work) 
										
										
										Expanded: 3 (possible use in
										Accelgor 
										decks) 
										
										
										Limited: 4 (any kind of draw is 
										worthwhile) 
						 
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			aroramage | 
              
						 
						
						I'll still never know what they thought of with Slurpuff. 
						Then again, we've got Vanilluxe who's basically ice 
						cream, and let's not even start with Aromatisse being 
						the embodiment of perfume. Welcome back to another week 
						as we take a look at Slurpuff!  
						
						
						Slurpuff is an interesting Pokemon to say the least, 
						both in his attack and his Ability. His attack, Light 
						Pulse, is a hefty 3-for-60 attack that prevents all 
						effects of an attack from happening to Slurpuff...except 
						for damage. The only card I can think of that prevents 
						damage and would make Slurpuff incredibly hard to beat 
						is Silver Mirror, except that only works on Team Plasma 
						Pokemon. So you've got a counter to half of a VirGen 
						deck...and that's it. So Slurpuff shouldn't really be in 
						the Active slot.  
						
						
						Except oddly enough, it could be argued that you want Slurpuff 
						in the Active slot for Tasting, his Ability. Once a 
						turn, you can draw a card with Slurpuff OR draw 2 cards 
						if he's Active. This is some decent draw support outside 
						of Supporter City, and it could give Fairy decks an 
						extra rush with Xerneas spilling Energy from the deck 
						and Slurpuff drawing through it. Now if only they had a 
						Fairy attacker that could compete against the Lucario-EX 
						and Seismitoad-EX of the world...*winkwinknudgenudge*  
						
						
						Now I'd keep Slurpuff drawing on the Bench for as long 
						as I can if I ran Slurpuff in a Fairy deck, using his 
						"draw 2" only if I had to put him Active or else had a 
						means to switch him out right away like with, say, 
						Switch! Drawing cards is always beneficial, and in a 
						world where once per turn you can get the ability to 
						draw 7 cards, it's nice to know you can get ahead of 
						that and go for 8 or 9. 
						
						
						Rating  
						
						
						Standard: 2.5/5 (good draw support for a deck that can 
						always use more support)  
						
						
						Expanded: 3/5 (I add an extra half-point for the extra 
						Items that can get Slurpuff and Swirlix out faster)  
						
						
						Limited: 3.5/5 (DRAW IS INVALUABLE HERE)  
						
						
						Arora Notealus: Seriously, a meringue-based dog. Who 
						would have thought of such a thing? Although now I want 
						more Pokemon to evolve with the "Whipped Dream" Item. 
						You know, like what they used to do with Metal Coat way 
						back when?  
						
						
						Next Time: THE MOST BUFF OF ALL MONS ARISES 
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			Otaku | 
              
						 
						
						We begin the week with a card I alluded to in an earlier 
						CotD: Slurpuff (XY: Phantom Forces 
						69/119).  When I first saw it, I didn’t think much of 
						it: being a Stage 1 isn’t the kiss of death that being a 
						Stage 2 is at the moment, but its still twice as many 
						cards for half as many actual Pokémon.  The Fairy-Type 
						enjoys direct and indirect support but its mostly the 
						latter that ends up being influential in the format.  It 
						enjoys hitting the XY-era Dragons for double Weakness 
						and so far nothing is Fairy-Resistant… but that isn’t 
						really important for this card.  90 HP occasionally 
						survives a hit but usually doesn’t; in Expanded it would 
						allow you to make use of Level Ball, though. 
						 With an HP score this low the Metal Weakness will only 
						matter when dealing with attacks that hit for between 10 
						and 40 damage: it is the difference between a Muscle 
						Band sporting Cobalion-EX scoring a OHKO with 
						Righteous Edge versus a 2HKO.  The Resistance can come 
						in handy but an effective 110 HP is still something a 
						(for example) Yveltal-EX can still do it with Y 
						Cyclone if it has a Muscle Band handy.  The 
						single Energy Retreat Cost is good and if it was free, 
						we’ll see how in this case that might make it too good.  
						
						
						Slurpuff 
						has an Ability and an attack.  The attack is something 
						you’re very rarely (if ever) going to use but let us get 
						it out of the way: [YCC] allows for Light Pulse, which 
						hits for 60 points of damage and will protect 
						Slurpuff from all effects of your opponent’s attacks 
						during said opponent’s next turn excluding actual 
						damage.  Given your HP score, damage is all it should 
						take to score a KO and 60 is a good 10 to 30 points too 
						low to be worthwhile.  The Ability on the other hand is 
						quite generic; you get to draw an extra card once per 
						turn before you attack with Tasting and if Slurpuff 
						is Active when you do so, you get to make it two cards 
						instead of one.  Multiple copies of Tasting will stack 
						as well, so a few of these can really add up as the 
						turns go by… which is something I didn’t give it credit 
						for but recent reports have indicated that yeah, that 
						does matter.  
						
						
						Before that, let us touch upon the options available for
						Swirlix and the other Slurpuff.  There 
						have been six Swirlix cards released in English
						but only three that are distinct: all are of 
						Basic, Fairy-Type Pokémon with 60 HP, Metal Weakness, 
						Darkness Resistance, a Retreat Cost of [C} and no 
						Abilities.  Kalos Starter Set 24/39; 
						McDonald’s Collection 2014 9/12, XY Trainer Kit 
						Wigglytuff Half Deck 1/30 and 18/30 have a single 
						attack - Draining Kiss -  for [Y] which does 10 damage 
						while healing 10 off itself.  As 60 HP isn’t much, 
						healing for something so small tends to be pointless and 
						you don’t generally expect good damage from something 
						that Evolves anyway.  XY 94/146 is very vanilla: 
						for [C] it can use Tackle for 10 damage and for [Y] it 
						can use Fairy Wind for 20… neither of which are good 
						deals.  Lastly is the newest option XY: Phantom 
						Forces 68/119, which can use the attack Lick Away, 
						which costs [Y] to remove all its Special Conditions… 
						though as you can’t attack while Asleep or Paralyzed it 
						naturally can’t take care of those.  Otherwise it can 
						Tackle for [CC] and do 20 points of damage.  There is no 
						good tie breaker here; run whichever one you like and 
						hope that you don’t have to attack with it.  
						
						
						There are two other Slurpuff, both of which a 
						Stage 1 Fairy-Type Pokémon with Metal Weakness and 
						Darkness Resistance like today’s version.  Both of these 
						versions require [CC] to Retreat though.  XY 
						95/146 has 90 HP and the Sweet Veil Ability which 
						removes/prevents Special Conditions for Pokémon with a 
						source of [Y] Energy attached and Draining Kiss, which 
						requires [YC] and both hits and heals for 30.  It hasn’t 
						proven all that good so far, being rivaled by 
						Virizion-EX and Keldeo-EX even those those 
						are more complicated to use in a similar manner.  XY 
						Black Star Promo XY15 enjoys 100 HP (not that 10 
						more HP makes a huge amount of difference) has two 
						attacks; for [YC] it can use Cotton Guard to hit for 30 
						points of damage while reducing the damage it takes from 
						attacks by 30 (after Weakness and Resistance). 
						 For [YCC] it can use Sleep Ball to put the opponent’s 
						Active Pokémon to Sleep and do 60 damage to it.  This 
						other option is a pretty bad card and you shouldn’t 
						bother with either of them, whether you’re running 
						today’s version or not, with the possible exception of
						XY 95/146 if your deck already run’s today’s 
						version, also runs a good source of [Y] Energy and has 
						the room… plus Virizion-EX still might be better 
						if - for example - the source of [Y] Energy is 
						Rainbow Energy or something similar that would also 
						count as [G] for its Verdant Wind.  
						
						
						So what does this partner with?  Seismitoad-EX, 
						possibly other big, Basic Pokémon focused decks that 
						don’t also try to shut down Abilities.  You might even 
						be able to squeeze it in with another Stage 1, but the 
						reason it works with Seismitoad-EX is because of 
						the protection Quaking Punch grants  from Items while 
						Slurpuff simultaneously allows you to keep digging 
						each turn for more and more cards that make things hard 
						on your opponent from more traditional fare like 
						Crushing Hammer, Enhanced Hammer, 
						Hypnotoxic Laser, Muscle Band, etc. to more 
						recent options like Head Ringer to older cards 
						that finally have a chance because Tasting makes them 
						less risky, like disruptive Supporters such as Team 
						Flare Grunt.  
						
						
						Ratings  
						
						
						Note: 
						Scored for use with Seismitoad-EX.  Subtract a 
						point for general usage scores.  
						
						
						Standard: 
						3/5  
						
						
						Expanded: 
						3/5  
						
						
						Limited: 
						4.9/5  
						
						
						Summary: 
						Additional draw power is a welcome and potent thing, 
						though at first I didn’t think a Stage 1 that only 
						provided a single card draw (two when Active) would 
						provide enough of a “boost” to be worth the space and 
						effort, but I didn’t factor in how well this works when 
						you’re already denying your opponent access to part of 
						their own deck.  Honestly I find it a little creepy 
						thinking of how this makes it easier for Seismitoad-EX 
						to turn a 2-player game into mock solitaire as you lose 
						Items plus your opponent can more easily keep you doing 
						nothing with additional disruptive cards.  It might work 
						elsewhere, but we pretty much know it works here. 
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