|  aroramage
 | Well now we've got another M 
						Charizard-EX to work with here in the game. What a time 
						we live in, eh? And this time it's Mega Charizard X 
						getting treated to the Fire treatment! Nifty!  So what can Fire-type M 
						Charizard-EX do? Well for starters, his attack is 
						actually cheaper than the other M Charizard-EXs from 
						Flashfire, being 4 Energy instead of 5. For that 4 
						Energy, you get Heat Typhoon, which deals 100 damage and 
						lets you flip a coin for every Fire Energy attached to 
						him. And every time you get a heads? Add on an extra 50 
						damage.  So the immediate thought is, "Whoa, 
						he can hit for 300 damage!!" Which is true, if you're 
						lucky with your coin flips (50/50 every flip), you can 
						hit for 300 damage. It's not guaranteed like the other 
						two, but it's a little cheaper for a little more 
						viability. On average, you're probably aiming to hit 200 
						damage (2 Heads, 2 Tails),  which is still hefty chunk 
						of most Pokemon's HP. In theory, this means M 
						Charizard-EX can beat out any Pokemon-EX and most any M 
						Pokemon-EX that's weak to Fire - rip M Sceptile-ex, am I 
						right?  But that's just on his own merits. 
						You do have room for Muscle Band on him, and combined 
						with the 200 damage (Average) he's dealing, that's 
						enough to KO the smaller M Pokemon-EX. But aside from 
						that, that's really about it. You could attach more Fire 
						Energies onto him to increase his output by that much 
						more, but there's one thing you're not gonna be able to 
						account for...well, two things: the actual results of a 
						coin flip, and the lack of a Spirit Link.  There is potential for you to hit 
						100 damage as much as 300 damage, for starters, and the 
						fact that M Charizard-EX continues to lack that Spirit 
						Link means he won't see much play if any. It's just not 
						going to be worth it! It's the same with M Blastoise-EX, 
						the original M Venusaur-EX, M Heracross-EX, M Kangaskhan-EX 
						- all these Megas without Spirit Links just don't see as 
						much play as these newer ones.  Spirit Links are great man.  Rating  Standard: 2.5/5 (that being said, 
						if you were to run M Charizard-EX, I'd run this one over 
						the other two)  Expanded: 2.5/5 (it's arguably the 
						most viable way to hit 300 damage)  Limited: 4/5 (I mean, who wants to 
						pay 5 Energy for that?)  Arora Notealus: Mega Charizard X 
						sure is getting a lot of representation. Two cards in 
						the TCG, Smash Bros, Pokken...it's like he's Nintendo's 
						favorite or something. Not to complain except on maybe 
						Mega Charizard Y's behalf, since that guy is just as 
						powerful, you know?  Next Time: An innocent ring of 
						flowers. What's the worst that can happen? | 
            
              |  Otaku
 | 
						
						Time to finish what we started.  Yesterday 
						we looked at Charizard-EX.  Officially it 
						was just Generations 11/83 but I did my usual 
						thing and ran through all of them.  Today we look 
						at its set-mate and Mega Evolution M Charizard-EX 
						(XY: Generations 12/83) but once again I’ll also 
						be comparing it with the other versions.  This time 
						though, I’ll be reverting back to my usual review style.  
						
						At the risk of sounding like an idiot by stating the 
						obvious, M Charizard-EX is a Mega Evolution.  
						I stress this because what it means can be easy to gloss 
						over or forget, especially when at a glance it is 
						impressive.  Megas have all the drawbacks of being 
						a Pokémon-EX (extra Prize when KOed, target of certain 
						counters, inability to use certain card effects) plus 
						the baggage of Mega Evolution (extra card, turn to 
						Evolve, turn ends when you Mega Evolve, targeted by 
						certain specific counters).  There is the slight 
						benefit of Mega Evolution support like Mega Turbo, 
						but that only does so much to offset the rest.  
						Then of course they have better attributes and effects 
						than they would otherwise, but many Mega Evolutions 
						aren’t competitive.  There is no Charizard 
						Spirit Link.  There is no Fire-Type version of
						Archie’s Ace in the Hole or Maxie’s Hidden 
						Ball Trick.  Doing everything the mundane way 
						means a turn to Bench Charizard-EX, a turn to 
						then Mega Evolve into M Charizard-EX which 
						ends your turn, and at last after a minimum of three 
						turns you have an M Charizard-EX (hope you 
						powered it up as you went).  The only shortcut of 
						which I am aware is not worth it: Clefable (BW: 
						Plasma Storm 98/135) has an Ability called Moon 
						Guidance that searches your deck for a Pokémon that can 
						Evolve from one you already play, then Evolves one into 
						the other, but requires a coin flip to work (tails 
						fails).  As Clefable is a Stage 1 you’ll 
						have to use Wally on it if Clefairy and 
						Charizard-EX hit the field on the same turn.  
						Preferably on a turn you cannot attack like your first 
						turn if you go first, as your turn will still end 
						without an attack.  
						
						So what do you get for such an investment?  M 
						Charizard-EX is a Fire Type, so it hits nearly all 
						Grass Types and Metal Types for double damage via 
						Weakness.  The Type has very little support that 
						explicitly works for them: Blacksmith and 
						Burning Energy with the former often being well 
						worth it but the latter not so much.  Something 
						I’ve been forgetting lately is that there is actually a 
						lot of support not restricted to Fire Type Pokémon but 
						which works with Fire Type Energy.  When I start 
						naming them you can understand why.  Once per turn,
						Chandelure (BW: Plasma Flare 16/116) can 
						attach an [R] Energy from your deck to one of your 
						Pokémon for the small price of placing a damage counter 
						on the recipient: I don’t recall it ever being used 
						successfully in competitive play.  Emboar (Black 
						& White 20/114; BW: Black Star Promos BW21;
						BW: Next Destinies 100/99; BW: Legendary 
						Treasures 27/113) was huge when it was new but has 
						never really reclaimed what it so quickly lost.  Entei-EX 
						at one time was so strong it even had a quad-style deck 
						where players just ran four of it and used its Energy 
						attaching attack to take KOs while building up a 
						replacement.  So most of these are has-beens or 
						never-weres.  The chief exception is Scorched 
						Earth, a Stadium that allows you to discard [R] or 
						[F] Energy from hand in order to draw two cards and 
						works reasonably well with Blacksmith.  At 
						least the anti-Fire Type cards aren’t so great; the only 
						one you’ll likely run into is Parallel City and 
						most run that to use the Bench shrinking side.  If 
						your opponent wants to use it against M Charizard-EX, 
						it will just drop the damage it does by 20 but 
						that player will limit his or her own Bench to three.  
						
						M Charizard-EX 
						has 220 HP, enough to usually survive a hit.  That 
						is about as good as it gets (so far no Mega Evolution 
						has had more than 240).  Being higher would be 
						better but more for 2HKO purposes.  Water Weakness 
						is what you expect on Fire Types and M Charizard-EX 
						is no exception.  Water Weakness isn’t the worst 
						right now but it is dangerous.  You’ve got 
						Seismitoad-EX decks enduring even though people keep 
						saying are going to die off in Standard.  Greninja 
						BREAK is doing reasonably well.  You’ve got 
						Keldeo-EX either as a main attacker when backed by
						Blastoise (BW: Boundaries Crossed 31/149;
						BW: Plasma Storm 137/135; BW: Plasma Blast 
						16/101) or splash in mostly for its Ability in other 
						decks.  You have Suicune (BW: Plasma 
						Blast 20/101) and Regice to punish Pokémon-EX 
						in general and prove quite problematic for the Water 
						Weak ones by M Charizard-EX.  No Resistance 
						is typical so onto the Retreat Cost of [CCC]; this is 
						high enough you’ll want to avoid paying it either at all 
						or at least at full price, or what you would need to 
						just endure M Charizard-EX being stuck up front.  
						As M Charizard-EX has no Ancient Trait, all that 
						is left is its attack called “Heat Typhoon”.  For 
						[RCCC] it does 100 damage plus you get to flip a coin 
						for each [R] Energy attached to it; “tails” changes 
						nothing but each “heads” adds 50 damage.  Really 
						not digging the flips but the attack should at least be 
						splitting between 100 and 150 damage as the attack cost 
						requires a minimum of one [R] be attached.  For the 
						effort involved, you’ll want as many [R] Energy as 
						possible because you really need to be OHKOing at least 
						Basic Pokémon-EX reliably.  
						
						How many Energy does it take to reliably OHKO anything?  
						There will always be a chance of failure, so maybe we 
						better just look at how many possible outcomes match the 
						criteria up to a slightly above reasonable amount of [R] 
						Energy attached.  As stated, if you stick to the 
						minimum lone [R] Energy with three of any other Type, 
						you aren’t breaking either goal.  With [RR] and two 
						of any other Type attached, one in four possible 
						outcomes does 200 damage, with 250 or higher not being 
						possible.  If you have to go from zero Energy to 
						enough to attack in a single turn, this is a reasonable 
						amount as a Double Colorless Energy and a 
						Blacksmith can do it.  With [RRR] and one of 
						any other Energy Type attached, half of the eight 
						outcomes will score 200+ damage, while only one will 
						clock in at 250.  If we attack using [RRRR] then we 
						get four total flips for 16 possible outcomes.  68.75% 
						will score 200+ damage, while 31.25% will manage 250+.  
						So even with nothing but [R] Energy fueling it, there is 
						still almost a one in three chance the attack won’t be 
						able to OHKO your typical Basic Pokémon-EX and just over 
						a two in three chance it won’t take down Mega Evolutions 
						or Wailord-EX in one shot.  
						
						Okay, so what about the other M Charizard-EX?  
						In terms of game relevant aspects, XY: Flashfire 
						13/106 (also available as XY: Flashfire 107/106) 
						has the same everything but Retreat Cost and attack.  
						Its Retreat Cost is just [C] which is a bit improvement 
						as lowering the Retreat Cost at all makes it free, and 
						paying a single Energy is usually easy.  You’ll 
						still need an alternative to manually retreating in case 
						of things like Paralysis but it is a definite 
						improvement.  The attack is “Crimson Dive” and 
						requires [RRCCC] to do 300 damage to the opponent’s 
						Active and 50 to M Charizard-EX itself.  
						This might be an improvement but it might not.  
						Five Energy is massive.  You do get massive 
						damage, but it will rarely all be needed: even a 
						Wailord-EX with Fighting Fury Belt only has 
						290 HP.  Doing just 250 and needing only four 
						Energy, getting rid of the 50 points of self damage, let 
						alone both, would have been more useful.  That self 
						damage really is easy to underestimate; just one Crimson 
						Dive leaves this M Charizard-EX with an 170 HP 
						left, obliterating what you might call its “Mega 
						Evolution bonus” to HP and leaving it within range of an 
						effective OHKO for more decks.  Sure you can use 
						Protection Cube to soak this but that means you 
						can’t use anything else that may have been useful on 
						more than just M Charizard-EX.  Even with 
						Protection Cube, you still need to manage five total 
						Energy for enough to score OHKOs against most everything 
						plus overkill.  This card was never reviewed by the 
						crew.  
						
						M Charizard-EX 
						(XY: Flashfire 69/106, 18/106) was reviewed by 
						the CotD reviewers of the time and you can see it 
						
						
						here.  
						Differences between it and today’s version are that it 
						is a Dragon-Type, sports 10 more HP, has Fairy Weakness, 
						and its attack is “Wild Blaze”.  Wild Blaze costs 
						[RRDCC] and still hits for 300 damage with a big 
						drawback, discarding the top five cards of your deck.  
						Perhaps they thought the massive discard cost wouldn’t 
						matter because Lysandre’s Trump Card was already 
						in the pipeline, but even if that was plan that card is 
						banned now and losing five cards from the top of your 
						deck is a huge risk.  The Energy cost is a bit 
						worse here as well as we suddenly see a [D] Energy slip 
						in there.  It isn’t as painful now thanks to 
						Double Dragon Energy, but even with that and cards 
						like Reshiram (XY: Roaring Skies 63/108) 
						that isn’t going to be easy to setup.  Don’t use 
						this one unless it is purely for the challenge of doing 
						so.  That means by default… M Charizard-EX (XY: 
						Generations 12/83) is the best of the M 
						Charizard-EX options!  
						
						It is a hollow victory; whether Standard or Expanded you 
						shouldn’t waste time with M Charizard-EX.  
						If you insist, you’ll probably want Emboar or 
						something else backing it that can accelerate Energy but 
						you need [RRRR] so that Heat Typhoon has a decent chance 
						of taking out threats in one hit.  We covered the
						Charizard-EX yesterday and since I recommend 
						another source of Energy acceleration in the deck, just 
						use Charizard-EX (XY: Flashfire 12/106) 
						for its strong “Combustion Attack”.  Even I am not 
						going to run through them all over again the next day… 
						this time.  As we’ve said with Generations 
						cards before, their release nature makes a chance at 
						using them in the Limited Format unlikely, but if it 
						somehow happens then maybe include this should you pull 
						the Charizard-EX as well.  Yeah, I’m not 
						sure if it adds enough to be worth the effort even here.  
						
						Ratings  
						
						Standard: 
						1.75/5  
						
						Expanded: 
						1.5/5  
						
						Limited: 
						3/5   
						
						Summary: 
						Another M Charizard-EX, another card you 
						shouldn’t be playing unless it is as a personal 
						challenge.  It can hit hard but unreliably and for 
						a massive investment.  At the same time, it is 
						still the best of the M Charizard-EX we have 
						received so far, because the first two were even worse. |