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Megaman 
					
							 
							 
						 
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					Pojo's Pokémon Card of the Day 
					
					
                        
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							 Top 10 Roaring Skies 
							Cards: #5 - Mega Turbo  
							
							Date Reviewed: 
							 
							May 11, 2015 
                            
							
							Ratings
                            & Reviews Summary 
							 
							Standard: 4.17 
							Expanded: 4.00 
							Limited: 3.90 
							
							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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			aroramage | 
              
						 Ever since they hit the TCG, Megas 
						have been somewhat...lacking, in the case of most. Sure, 
						there have been exemplary examples like Primal Kyogre-EX, 
						but early Megas you might recall weren't that great. 
						Every Mega is taxed with the "Mega Rule" that forced the 
						player's turn to end the moment the card was put down, 
						and only relatively recently did they start getting 
						printed "Spirit Link" cards to work around that rule. In 
						a way, they're dangerously powerful but balanced, and 
						now that there are a few more viable options to run 
						with, support is now available to all those Mega decks.  
						Mega Turbo is just the kind of item 
						that Megas could use to gain the advantage. The only 
						real Energy accelerating Mega so far has been Mega 
						Manectric-EX (Primal Kyogre-EX comes close, but it's a 
						little slower than just attaching the Energy straight to 
						your Benched guys and relies more on what's in your 
						hand), so needless to say most of the time, Megas are 
						gonna run into a sort of Energy problem. Seeing as you 
						end your turn when you put down the Mega, you need to 
						attach the Energy first to whatever you're Mega-evolving 
						before that, and even then your opponent has a turn to 
						prep themselves by either discarding the Energy somehow 
						or else KO-ing the Mega right out, which would be easy 
						if it's hanging around the Active slot for whatever 
						reason.  
						So you end up with a Mega on your 
						Bench that's either getting crippled or has put you 
						behind. Let's assume it's not something like Mega 
						Manectric-EX or Primal Kyogre-EX that can easily make up 
						for the loss - how does Mega Turbo alleviate the stress 
						of losing the Energy? Well simply put, it can put it 
						right back onto the Mega, or else it can take some of 
						the Energy off the Pokemon you might have used as bait 
						to keep the Mega at bay. That's already pretty nice - 
						like a lollipop after a doctor's visit!  
						But now let's go one step further - 
						say you've got something like Mega Manectric-EX or 
						Primal Kyogre-EX. Now you can access MORE Energy from 
						the discard pile, which especially helps Primal Kyogre-EX 
						who has an already hefty cost to his attack. So Primal 
						Kyogre-EX decks get a boost! Mega Manectric-EX decks 
						just get crazier - maybe too crazy, they might run out 
						of Energy in the discard, so probably good to stock up 
						on Battle Compressors.  
						And yet that's only PART of it. Now 
						factor in those Spirit Link cards, and you've got a 
						Pokemon that not only evolves to an even higher power, 
						you can fuel him up FASTER than ever before! Primal 
						Kyogre-EX has never been happier to see this! But why 
						stop there? We've got a M Rayquaza-EX that would love 
						this card! Get back one of the two Energies you had to 
						discard, play another Energy from your hand - and 
						bada-bing, bada-boom! You've got a MUST run for those 
						Dragone-type Rayquaza-EX decks! And don't think that the 
						Colorless version can't benefit from this too - nothing 
						says "GG," like a potential Turn 1 Rayquaza-EX/Spirit 
						Link/M Rayquaza-EX/DCE/Battle Compressor/Mega Turbo 
						combo!  
						...okay, that last one may be a bit 
						circumstantial, but still!  
						The only drawback to this is that 
						if you don't have a Mega, this card's essentially a dead 
						draw - you can't use it! So if you're running Megas, run 
						this, otherwise pass it on by. Besides, it's not like 
						anything can stop you!  
						...except Seismitoad-EX.  
						Rating  
						Standard: 4/5 (a must for Mega 
						decks, otherwise no good)  
						Expanded: 4/5 (about the same, 
						Megas are a much more recent thing after all) 
						Limited: 3/5 (if you get a full set 
						of Megas, this card can be useful, but otherwise it's 
						just a nice card to hang onto)  
						Arora Notealus: Since the dawning 
						of Pokemon-EX, Evolutions have been outclassed for a 
						while. In a way, Mega Evos are just a superior version 
						of Evos in general - they take more than one card to get 
						out and have their own support, yet they can go 
						toe-to-toe with other Pokemon-EX, whereas most Evos 
						these days have a rough time with them. Is this the end 
						for them? Evolution: alive and well, or dead in its 
						tracks?  
						Next Time: MAIL CALL 
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			Otaku | 
              
						
						
						 
						  
						
						Welcome to the second week of our Top 10 Promising Picks of XY: 
						Roaring Skies!  Today we look at Mega Turbo (XY: 
						Roaring Skies 86/108).  So what is it?  It is a new 
						Item that attaches a basic Energy card from your discard 
						pile to one your Mega Evolutions.  About the only major 
						ruling question I have (and for which I currently have 
						no answer) is whether or not you can attach to a Mega 
						Evolution put into play via Archie’s Ace in the Hole 
						or Maxie’s Hidden Ball Trick.  “Mega Evolution 
						Pokémon” may need to be read in a manner similar to 
						“Evolved Pokémon” or may be meant to be read like “Stage 
						1 Pokémon” or “Stage 2 Pokémon”: we can have a Stage 
						that is normally an Evolution but also have the card be 
						an Unevolved Pokémon, such as when put into play by the 
						above two Supporters.  For the sake of this review I am 
						going to assume you “Mega Evolution” just denotes the 
						card’s Stage and not its status as “Evolved” or “Unevolved”: 
						unless there is a surprise, breakthrough combo then 
						should it actually be ruled the other way, it will only 
						slightly diminish the card.  
						
						Is this a good effect?  To give you an idea we’ll look at an older, 
						similar card.  Dark Patch helped define the 
						competitive metagame before it rotated out to Expanded, 
						and in Expanded it is still quite a potent play, 
						somewhat weaker but only due to competition from the 
						larger card pool and the potency of easy, early game 
						Item lock from Seismitoad-EX (Hint: that will be 
						an issue for Mega Turbo in both formats as well). 
						 Dark Patch actually has more restrictions 
						on its use than Mega Turbo, however they are less 
						binding in nature: both cards are restricted to 
						attaching basic Energy from the discard pile, but while 
						the only additional restriction on Mega Turbo is 
						that it only attaches to Mega Evolutions, Dark Patch 
						had three different restrictions: only worked on [D] 
						Energy, only attached to Darkness-Type Pokémon and only 
						attached to Benched Pokémon.  The rub is as that with 
						less than two dozen distinct Mega Evolutions (even fewer 
						that have proven competitive), the Stage based 
						restriction is likely more binding than both the Type 
						(Darkness Pokémon and Darkness Energy) and 
						position(Benched versus Active) based restrictions of 
						Dark Patch.  Not working on Special Energy is a 
						needed element for balance, but it will make Mega 
						Turbo a bit awkward for a lot of contemporary 
						builds: there are some Special Energy so good you’ll 
						find a way to run enough basic Energy alongside them to 
						also use Mega Turbo, but some decks will be 
						forced to choose.  I’ve actually made this card sound 
						pretty bad but I’ve tried to tackle all the negative 
						aspects at once; onto the positive!  
						
						Start going through your Mega Evolutions (old and new); dedicated 
						Energy acceleration just for them is likely to do 
						wonders, held only in check by Item lock and the fact 
						that many Mega Evolutions never received a trick to 
						bypass the Mega Evolution Rule that ends your turn when 
						you Mega Evolve one of your Pokémon.  So something like
						M Venusaur-EX is still not going to be worth the 
						hassle; you lose a turn to Mega Evolving and either you 
						put your manual Energy attachments for your first three 
						turns (if trying to ready M Venusaur-EX as 
						quickly as possible) and then play a Mega Turbo 
						for the fourth, or you hope to get off multiple uses of
						Mega Turbo: at this pace you could turn to other 
						Energy acceleration options and be just as fast.  Things 
						are slightly better for M Heracross-EX; that 
						difference of needing [GGC] for its Big Bang Horn versus
						M Venusaur-EX needing [GGGC] for Crisis Vine 
						probably won’t make M Heracross-EX tournament 
						viable, but it makes it noticeably more functional 
						because a double Mega Turbo and manual Energy 
						attachement take you from “zero” to “attacking” in a 
						single turn (though thanks to Mega Evolving, still three 
						turns into the game).  
						
						That… probably doesn’t seem very impressive but again, I’m 
						building.  Before we get to the blatantly good use, I’ll 
						touch upon what I said earlier: if this works with Mega 
						Evolutions put into play via Archie’s Ace in the Hole 
						or Maxie’s Hidden Ball Trick, while incredibly 
						hard to pull off it means a T2 (the first turn of the 
						player going second) Mega Evolution, ready to attack is 
						a possibility.  How likely depends on which one but the 
						odds aren’t high; you’ll need at least Energy which 
						means at using Mega Turbo twice after 
						stripping your hand down to just Archie’s Ace in the 
						Hole or Maxie’s Hidden Ball Trick while the 
						desired Mega Evolution is in the discard pile.  Still, 
						this is a big help for cards like M Blastoise-EX 
						and M Lucario-EX; again I don’t think this will 
						boost them to competitive levels, but it is one step 
						closer (and two steps beyond where they started).  
						
						With all that out of the way, we get to the serious uses.  Take an 
						already established Mega Evolution or some of the new 
						promising ones and look at what you get.  Primal 
						Groudon-EX has all it had going for it already, but 
						now gets ready that much faster.  M Gardevoir-EX 
						likewise has all its previous strengths but both can be 
						readied a little more quickly while also providing a 
						means of getting back discarded basic Fairy Energy 
						cards for Fairy Transfer decks… and thanks to Fairy 
						Transfer it allows anything that can use basic Fairy 
						Energy cards to share in the benefits.  M 
						Manectric-EX already attaches from the discard pile 
						with its Turbo Bolt attack: Mega Turbo allows you 
						to miss a manual Energy attachment or two and still get 
						it going.  Several of the newer cards seem meant for 
						Mega Turbo.  M Rayquaza-EX (either
						
						
						version) 
						a Special Energy that provides additional Energy 
						acceleration to speed things up even more: the 
						Dragon-Type version can also use Double Dragon Energy 
						while the Colorless version can use Double Colorless 
						Energy.  M Latios-EX also can use Mega 
						Turbo and Double Dragon Energy to good 
						effect.  M Gallade-EX can use Dimension Valley 
						to shave the [C] Energy cost off of its Unwavering Blade 
						attack, so that it just needs a manual attachment of [P] 
						and then a Mega Turbo usage for a Psychic 
						Energy to start swinging.  Yes, M Gengar-EX 
						and its Phantom Gate attack are in a similar boat but I 
						haven’t seen M Gengar-EX really being the focus.  
						
						In Expanded, Mega Turbo should be about the same; I’m not 
						thrilled with being so abstract but I just don’t have 
						the data for how the less direct competition and support 
						for the card will work out.  All Mega Evolutions are 
						still Standard legal (or will be once enough time has 
						passed from their release) and obviously there aren’t 
						any basic Energy cards not already available in 
						Standard; it will be a question of how other combos 
						compliment or compete with Mega Turbo for deck 
						space.  In Limited this card is amazing… if you get a 
						Mega Evolution.  Even then you’ll also need a way to get 
						basic Energy into the discard pile: not a problem 
						normally but if you’re trying a +39 build you’ll need to 
						have pulled at least one Ultra Ball and then draw 
						into and use it in a timely manner.  Its potency as such 
						is diminished because whether you’re running a +39 build 
						or actually adding your Pokémon-EX and Mega Evolution 
						into a deck with other Basic Pokémon it is an Item that 
						is going to only work with one other card.  Fortunately 
						in Limited play you’ll often have the room for such 
						specialization, keeping the score high.  
						
						Ratings  
						
						Standard: 4/5  
						
						Expanded: 4/5  
						
						Limited: 4/5 
						
						
						  
						
						Summary: Mega Turbo is Item based Energy acceleration so I expect 
						great things from it.  Yes, Item lock effects will 
						render it a dead card in hand and it isn’t for every 
						deck, but Mega Evolutions are taking center stage after 
						starting out as yet another gimmick we were going to 
						largely ignore.  I went into a lot more detail than I 
						had planned for this CotD - no, really I thought this 
						would be a short one even by “normal” standards - but 
						I’ve encountered enough skepticism I thought I should 
						lay it all out.  
						
						Mega Turbo was my number one 
						pick for XY: Roaring Skies; of course my Top 10 
						list included three Mega Evolutions (which I expected 
						would use it) and while I don’t completely agree, I 
						understand why it wouldn’t rank as high on other lists. 
						 I am surprised it didn’t take at least fourth place, 
						though.  Soon enough we’ll see if I was blinded by my 
						inner Timmy/Johnny. 
						 | 
             
            
              
            
			Emma Starr | 
              
						 
						                
						Hello all, and welcome back to another week of PCOTD! 
						So, what do we have for you today? Well, it’s an Item 
						card that supports a type of card that hasn’t gotten too 
						much support until now: Megas! 
						
						                
						Aside from Spirit Links, Megas as a whole haven’t really 
						gotten much support from Trainer Cards, as much as 
						say…Pokémon SP, from way back when. Which is 
						disappointing, as since they can be tricky to actually 
						get out and use sometimes, especially with some that 
						don’t even have Spirit Link support (what’s the logic 
						behind that?), this card is a welcome addition. Whenever 
						played, you can attach a basic energy from your discard 
						pile to your Mega! Simple, right? Easy 2-for-1 (or more, 
						if you play more than 1 in a turn) energy attachment! 
						There’s definitely some possibilities where I can see 
						this working with Camerupt EX, as after he discards Fire 
						Energy for his attack, simply use this Item to attach 
						those Energies onto say…a Mega Rayquaza (RS 61), to 
						mitigate his own Energy-discarding properties of his own 
						attack! Of course, this can easily work with either Mega 
						Charizard, Colorless Mega Rayquaza, Mega Kanghaskhan, or 
						the upcoming Mega Blaziken as well (yeah, I wasn’t even 
						aware that one was being made until I looked up what 
						cards this could combo with Camerupt EX, but it looks 
						really awesome, that’s for sure!) 
						
						                
						Obviously this card has many other potential strategies 
						other than just comboing with Camerupt EX, as really, 
						any deck that runs Megas should carry 2-4 of these, 
						depending on what your deck needs, and how much you 
						think you need it, but essentially, in mid-late game, 
						this essentially provides you with a 2-energy-in-one 
						turn deal with no strings attached. Of course, you 
						always need to be wary of any Seismitoad EXs running 
						around, but other than the Quaking Punch possibility, 
						there isn’t really to many downsides to running this. 
						
						                
						Standard: 4.5/5 
						
						                
						Expanded: 4/5 (you have more options to replace said 
						Megas if you wanted to) 
						
						                
						Limited: 4.8/5 (less deck size = more possibility of 
						drawing this. Only run this if you pull a Mega and it’s 
						EX though, obviously) 
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