|  aroramage
 | HEY GUYS, I'm back. Sorry about 
						missing the tail end of last week, I've been working on 
						adjusting myself to my new workflow with the new job and 
						stuff - one of those things of life. But now that we're 
						getting closer to wrapping up our Ancient Origins list 
						(and finally starting on the XY Breakthrough Top 10), 
						IT'S TIME TO TAKE A LOOK AT 
						META-FREAKING-AMAZING-GROSS!!  ...or just Metagross.  Now Metagross here is one of two 
						versions (what a surprise), and this one lacks the 
						Ancient Trait (what a surprise). Instead, he's got an 
						Ability in the form of Magnetic Wrap. Essentially, it's 
						a Switch for both sides of the field, where you can 
						switch out your Active Pokemon for a Bench-sitter for 
						free, knowing your opponent will inevitably switch out 
						their own Active for a Bench-sitter. This could be 
						really good and put pressure on the opponent if they 
						don't have anything they want to force out Active, or 
						even better it can lead to an easy win if they don't 
						have any other Benched folk, so there's potential for 
						this card to say the least.  And considering that Iron Cannon is 
						a hefty 4-for-80 attack that can discard all your Metal 
						Energy attached to him to give it another 80...well, 
						you've got better attackers than Metagross.  The only issue then with Metagross 
						is actually getting him out onto the playing field, 
						which at the very least is easier if only cause of the 
						evolution support we've got. Besides that though, 
						there's also having so much devotion towards playing 
						Metagross in your deck, and that could lead to some 
						problems in consistency. Not to mention you're still 
						banking on your opponent to not be set-up well enough on 
						their side of the field to throw away a monster while 
						you bring out your main attacker to sweep.  It's an idea kind of card but not 
						an ideal card.  Rating  Standard: 2/5 (a bit of a tricky 
						Ability and a generally bad attack won't get this 
						Metagross very far)  Expanded: 2/5 (that's about it 
						really)  Limited: 2.5/5 (...meh)  Arora Notealus: At least he looks 
						cool here!  Next Time: Moving right along... | 
            
              |  Otaku
 | 
						One 
						last week of XY: Ancient Origins reviews before 
						we dive into XY: BREAKThrough!  Did we save 
						the best for last?  Well, if we did then we did a 
						bad job on our Top 15 list for this set.  Still 
						there might be one or two buried gems this week… or will 
						that be “ore” as we are starting with Metagross (XY: 
						Ancient Origins 49/98), the one without an 
						Ancient Trait and the first of three Metal-Type Pokémon 
						we’ll be looking at this week.  The last two belong 
						to the only Type we haven’t covered since our last Top 
						15 list: Colorless.  
						
						Metal-Types enjoy hitting some Water-Types (namely those 
						based on the TCG Ice-Type) and so far all 
						Fairy-Types are Metal Weak, while most Lightning-Types 
						released in the XY-era are Metal Resistant; not the best 
						Types to smack for double damage or the worst Type to 
						hit for 20 less damage.  I am finding “anti-Metal” 
						card effects, but their Type specific is minimal: 
						Klinklang (BW: Plasma Storm 90/135), 
						Shield Energy and Steel Shelter.  All 
						offer protective effects and have enjoyed some success, 
						with Klinklang [Plasma] protecting all your 
						Metal-Types from damage by opponent’s Pokémon-EX once it 
						is in play, Shield Energy reducing the damage 
						taken from opponent’s attacks by 10 before 
						Weakness and Resistance (errata) while providing a unit 
						of [M] Energy (can only be attached and work with 
						Metal-Types though) and Steel Shelter not only 
						prevents Special Conditions for Metal-Types but removes 
						any already present on them when you play it.  All 
						face steep competition; Klinklang [Plasma] is a 
						Stage 2 line that takes over a deck and has no shortcuts 
						beyond generic ones to get into play, Shield Energy 
						competes for space against other potent Special Energy 
						while Steel Shelter similarly competes against 
						the many potent Stadiums available.  
						Then 
						things get a bit weird; sometimes I draw a distinction 
						between kinds of Type support because frankly, there is 
						an obvious difference between a card that supports a 
						Type because it only works for said Type and a card that 
						supports a Type because it happens to be that Type 
						and/or requires that Type’s Energy to fully 
						function.  There are some great Metal-Type 
						attackers like Cobalion (BW: Noble Victories 
						84/101, 100/101; BW: Legendary Treasures 91/113),
						Cobalion-EX, Dialga-EX (XY: Phantom 
						Forces 62/119, 122/119), Heatran (XY: 
						Phantom Forces 63/119).  They also have some 
						nice Bench-sitters like Bronzong (XY: Phantom 
						Forces 61/119) for from-the-discard acceleration of 
						basic Metal Energy cards via its “Metal Links” 
						Ability and Jirachi-EX to search out a Supporter 
						through its “Stellar Guidance” Ability.  Jirachi-EX 
						is not used for its lackluster attack, so it can be 
						splashed into anything (though it isn’t always an 
						optimal inclusion).  Bronzong and thus the 
						attackers mentioned would seem locked into Metal-Type 
						decks, but instead Bronzong has been combined 
						with just about any attacker that has at least two [CC] 
						in their attack costs so long as the rest can also be 
						met easily.  Colorless-Types with all Colorless 
						attacks and Dragon-Types using Double Dragon Energy 
						are among a few different options that have successfully 
						used Bronzong in this manner.  
						All of 
						that together makes it hard for me to accurately gauge 
						how strong Metal-Type Pokémon currently are: if 
						Fairy-Types or the correct Water-Types suddenly saw a 
						huge upswing, if a Metal-Type Pokémon was released that 
						utilized other Metal-Type Pokémon I listed better than 
						everything else, etc. it would benefit far more than 
						other Types, but so it hasn’t happened; does that mean 
						the Metal-Type is a bit weak or does that just mean 
						certain cards are far too overpowered?  I think it 
						is a little bit of both.  Moving on we see that 
						this is a Stage 2; as per usual I’ll run through the 
						prior Stages of Evolution after we finish with the 
						specifics of this Metagross, but if you’re new 
						the game (or at least the remotely competitive side of 
						things), know that being a Stage 2 is difficult.  
						The designers seem to have allowed the game’s pacing to 
						get badly out of whack, so even though core game design 
						has Stage 2 Pokémon needing two extra cards and turns to 
						enter play, top decks often lack the time or space for 
						that.  Those with sufficient shortcuts can still be 
						the backbone of a World Championship winning deck… but 
						the Metal-Type has no such shortcut (nor would I want 
						them to because that doesn’t fix the pacing issue, it 
						just hides it while creating more problems).  
						
						Metagross 
						has 150 HP; this is 10 less than the maximum we’ve seen 
						printed Stage 2 Pokémon is still within OHKO range of 
						many top decks.  It isn’t bad though, in fact it’s 
						reasonably good; it just isn’t because it will rarely 
						fail to survive a hit, but because your opponent will 
						usually need a primary attacker and more or less 
						complete set-up to dispatch it with one blow.  
						Fire-Types will find this easier because of Weakness; 
						the main reason this will matter is Flareon (BW: 
						Plasma Freeze 12/116) though thanks to Flareon 
						(XY: Ancient Origins 13/98) any Stage 1 
						Pokémon might function as a Fire-Type.  This is 
						still far safer than being Fighting or Darkness Weak in 
						the current metagame, possibly safer than being Water or 
						Lightning Weak either.  Psychic Resistance won’t 
						make a huge difference; -20 damage just isn’t that much 
						and “raw damage” attackers will likely be able to offset 
						it while more technical attackers are about attack 
						effects than damage (possibly scoring KOs without doing 
						damage at all) but it is of course superior to 
						the usual lack of Resistance and as such is a most 
						welcome sight.  The cards Retreat Cost of [CCCC] is 
						massive and you should make sure you can avoid paying 
						for it; even if you have enough Energy attached to 
						Metagross, it is incredibly difficult to recover 
						from losing that much Energy… fortunately as we are 
						about to discuss, this card has a built in work around.  
						
						Metagross 
						(XY: Ancient Origins 49/98) may not have an 
						Ancient Trait but it has an Ability named “Magnetic 
						Warp” that acts very similar to Escape Rope: once 
						per turn Magnetic Warp allows you to Bench your Active 
						Pokémon and replace it with one of your other Benched 
						Pokémon (your choice) and if you do, your opponent must 
						do the same (unless he or she has no Bench).  This 
						definitely helps deal with the Retreat Cost and could 
						set-up some nice combos, but at the same time since it 
						is not as good as Escape Rope, that raises 
						concerns.  Since Escape Rope already exists 
						we know the times it is useful and the times it is 
						lacking, plus as Escape Rope is almost identical 
						to the much older Warp Point long time players 
						really know its ins and outs; so all the places 
						where Magnetic Warp falls short are glaring.  First 
						the way this is worded, you cannot use Magnetic Warp to 
						force the opponent to change his or her Active Pokémon
						unless you’ve got a Bench.  One of the nice 
						things about Escape Rope is that if you have no 
						Bench (or a good pivot Pokémon) it can function as a 
						Pokémon Circulator, good for when your opponent has 
						only one target on the Bench you want to hit or only one 
						target currently Active that you do not want to 
						hit.  You also have to change out yours first, so 
						your opponent can adjust accordingly.  These may 
						seem quite small, but such a niggling detail may come 
						back to haunt this card.  
						The 
						sole attack on this Metagross is “Iron Cannon” 
						which requires a sizable [MMCC] to hit with and unless 
						you use its effect it only does 80 damage - at least 20 
						below where I really like four Energy attacks to weigh 
						and more like 40 short for a main attacker.  The 
						effect allows you to discard all [M] Energy attached to
						Metagross for an extra 80 damage (total 160).  
						If you only have two [MM] Energy attached that is a good 
						deal, with a loss of [MMM] being merely “okay” and if 
						you use a full [MMMM] it is actually a little 
						underwhelming.  In most cases it isn’t the option 
						to do more damage so much as the option to do less when 
						you aren’t trying for a massive blow; again 150 HP is no 
						guarantee Metagross will survive.  160 for four 
						Energy is enough to realistic consider this card; with a
						Muscle Band alone you are OHKOing anything with 
						180 HP or less (360 HP or less for Metal Weak targets, 
						160 or less for Metal Resistant ones).  With the 
						rest of its attributes and its Ability factored in, this 
						seems like it might be worth the effort for competitive 
						play… but we need to go over a few more details first.  
						There 
						are two Beldum to choose from in Expanded: BW: 
						Plasma Freeze 50/116 and XY: Ancient Origins 
						47/98.  Both are Basic Pokémon with 60 HP, no 
						Ancient Trait, no Ability and two attacks.  BW: 
						Plasma Freeze 50/116 is a Psychic-Type with Psychic 
						Weakness, no Resistance, Retreat Cost [C]; its 
						“Calculate” attack requires [C] to use and allows you to 
						look at and rearrange the top four cards of your deck 
						while its “Psypunch” requires [PC] to hit for 20 damage. 
						 XY: Ancient Origins 47/98 is a Metal-Type with 
						Fire Weakness, Psychic Resistance and a Retreat Cost of 
						[CC]; for [M] it can use “Ram” to do 10 damage while for 
						[MCC] it can use “Spinning Attack” to hit for 30.  
						Neither of these is good, but “Calculate”  does 
						potentially aid in setting up and can use one of any 
						Energy; unless you are extremely concerned about Psychic 
						Weakness or using something like Shield Energy, I 
						would go with BW: Plasma Freeze 50/116 when I 
						can; in Standard you are stuck with XY: Ancient 
						Origins 47/98.  An odd area for disappointment; 
						I think I would have preferred one or the other have a 
						higher Retreat Cost; besides the possibility the 
						designers would have also included higher HP or a 
						similar bonus to “compensate”, it would have made 
						whichever Beldom had it a legal Heavy Ball 
						target and as soon as a Metagross hits the field, 
						you’ll be a lot less likely to have to pay the cost 
						anyway.  
						Besides 
						using Rare Candy to skip directly from Beldum 
						to Metagross (something you’ll want to include 
						but not rely solely upon due to Item lock) you’ll need 
						to consider Metang.  Again we have two 
						Expanded candidates - BW: Plasma Freeze 51/116 
						and XY: Ancient Origins 48/98 - with the latter 
						being the only option for Standard play.  Both are 
						Stage 1 cards with 90 HP, no Ancient Trait, no Ability 
						and two attacks.  BW: Plasma Freeze 51/116 is a 
						Psychic-Type with Psychic Weakness, no Resistance, 
						Retreat Cost of [CC], the attack “Psybolt” for [P] which 
						does 10 damage and (on a coin flip) Paralysis as well as 
						the attack “Psypunch” for [PCC] and doing 50 this time. 
						 XY: Ancient Origins 48/98 is a Metal-Type with 
						Fire Weakness, Psychic Resistance, Retreat Cost [CCC], 
						plus attacks “Metal Claw” for [MC] which does 30 damage 
						and “Bullet Punch” for [MMC] which does 50 damage plus 
						two coin flips good for another 20 damage per “heads”.  
						Once again neither are especially good, though they are 
						somewhat depressingly better than many other 
						transitional Stage 1 forms because their attacks are not 
						as overpriced.  BW: Plasma Freeze 51/116 can 
						Paralyze which could buy it time to Evolve while is 
						Heavy Ball and Metal-Type support compliant.  
						Both are as large as they can be while still being 
						Level Ball legal targets.  If a deck is using 
						something other than Ultra Ball, Heavy Ball 
						and Level Ball are likely to matter, but 
						otherwise use whichever one matches up to any Type 
						support in the deck.  Plus some Rare Candy.  
						When it 
						comes to Metagross there are two other options 
						for Expanded (one for Standard) besides today’s card: 
						BW: Plasma Freeze 53/116 and XY: Ancient Origins 
						50/98.  Technically BW: Plasma Freeze 53/116 
						was first released as BW: Black Star Promo BW75 
						as that was the BW:Plasma Freeze prerelease 
						promo.  Both are Stage 2 Pokémon with nothing else 
						in common - surprise?  BW: Plasma Freeze 53/116 
						is a Psychic-Type with 140 HP, Psychic Weakness, no 
						Resistance, Retreat Cost [CC], no Ancient Trait, one 
						Ability and one attack.  It is also a Team Plasma 
						affiliated card so I’ll refer to it as Metagross 
						[Plasma] for the rest of the review.  Its Ability 
						makes it Team Plasma support; “Plasma Search” allows you 
						to search your deck for a Team Plasma card (Pokémon, 
						Trainer or Energy), show it to your opponent, add it to 
						your hand and then shuffle your deck.  You can use 
						it once-per-turn, though multiples can each use their 
						own Plasma Search each turn.  For [PCCC] it can use 
						“Mind Bench” to hit for 60 damage plus Confuse the 
						opponent’s Active.  We (or rather baby_mario) 
						reviewed this card already 
						
						
						here: 
						apparently this was a week of cards that nearly made the 
						crew’s Top 10.  I didn’t have a review up (and 
						Metagross [Plasma] wasn’t even in my Top 20, let 
						alone my Top 10) but I probably thought it had a chance 
						just because it could snag so many useful Team Plasma 
						cards, but being a Stage 2 meant it was too slow and 
						took so much room that even back then (let alone now) it 
						is just easier to run more non-Supporter draw power.  
						XY: 
						Ancient Origins 
						50/98 is 
						
						
						tomorrow’s CotD so I won’t be going into intricate detail… well by my standards.  
						The quick rundown is that it is that besides art, card 
						ID, etc. the only differences are that it has the 
						Ancient Trait “Θ Double” (which allows it to have two 
						Pokémon Tools attached to itself instead of just one) 
						and the attacks “Machine Gun Stomp” and “Guard Press” 
						instead of the Ability and attack on today’s version.  
						The former requires [CC] and does 20 damage plus 10 for 
						each card in your hand while the latter does 80 damage 
						while reducing the damage it (Metagross) takes 
						from attacks during your opponent’s next turn, after 
						applying Weakness/Resistance.  If you’re building a 
						deck around this version, working in one of today’s is 
						recommended.  If you’re focused on today’s version, 
						I actually might consider one copy of XY: Ancient 
						Origins 50/98.  Most of the time it won’t hit 
						very hard but if your opponent isn’t destroying your 
						hand with N or Judge or Red Card 
						and neither are you ripping through it yourself, a 
						massive hand would buy massive damage.  This only 
						applies if you have a strategy that calls for enough of 
						today’s Metagross without maxing it out or being 
						able to go light on the lower Stages.  
						So why 
						should you consider using this card?  Cashing in on 
						the existing synergy, though that seems somewhat vague. 
						 If you can fit in a few Bronzong to help 
						with the Energy costs alongside some Double Colorless 
						Energy (or else you need a maxed out Bronzong 
						count) this can be a good attacker.  Not great; 
						you’re investing a lot and aren’t getting more than what 
						has already been paid for, plus you’ll need something 
						else to tackle things that are outside of OHKO range, 
						either to set-up for the 2HKO or score the OHKO 
						themselves.  This is a lot of space so in 
						Expanded, I wouldn’t bother; if I want to run a Stage 2 
						Metal-Type with an Ability, Klinklang (Black & 
						White 76/114) and/or Klinklang [Plasma] win 
						hands down.  In Standard, just maybe it can work as 
						Magnetic Warp also helps compensate for lack of 
						Keldeo-EX and its “Rush In” Ability.  There is 
						one other possibility; there are various cards with 
						“once per turn per copy while Active” effects and like
						Vanilluxe (BW: Next Destinies 33/99) 
						before it, Metagross might be an option for 
						spamming such effects in either format.  As for 
						Limited play it is a good pull; you’ll need the entire 
						line of course but otherwise you need to be trying for a 
						+39 deck or something else that would prevent you from 
						using Metagross just for the Ability.  The 
						attack rewards running some off-Type Energy so most of 
						the time you will also enjoy it has at least a back-up 
						big hitter as well.  This is found in the “Iron 
						Tide” theme deck that released as part of XY: Ancient 
						Origins where it is is the deck’s MVP.  The 
						deck isn’t the greatest but as far as such decks go, it 
						is reasonably well made with only a few “filler” or “why 
						include this?” cards.  
						
						Ratings  
						
						Standard: 
						2.25/5  
						
						Expanded: 
						1.5/5  
						
						Limited: 
						4.75/5  
						Theme 
						Deck: 
						4/5  
						
						Summary:
						Metagross can be a useful Bench-sitter or deliver 
						a nice, big hit for something that isn’t a Pokémon-EX, 
						but like nearly all Stage 2 Pokémon it suffers because 
						by the time you get it up and running your opponent will 
						have already begun to tear into your own Pokémon, plus 
						if you use Metagross as an attacker, when it goes 
						down you lose a pretty major investment except in 
						Prizes.  It does a lot, just not well enough for 
						all that is being invested in it.  Go ahead and 
						play around with it; besides more obvious uses there may 
						be some specific combo (most likely involving Abilities 
						you may only Active once per turn per copy while said 
						Pokémon is Active) that earns this a place in the top 
						cut, even if only for one event. |