  
			Otaku | 
              
						 
						
						We fire up the week with Arcanine (XY: 
						Evolutions 18/108).  As a Fire Type it will hit 
						most Grass and Metal Types for double damage thanks to 
						Weakness, with nothing naturally Fire Resistant unless 
						we mess with Unlimited-only cards (and we’re not).  
						The Fire Type has some nifty support but not a 
						lot of it is available to Arcanine in the 
						Standard Format.  Blacksmith can provide a quick 
						double [R] Energy attachment from the discard pile at 
						the cost of your Supporter for the turn, but it’s 
						Expanded only.  Volcanion-EX has an Ability that 
						allows you to discard a [R] Energy from hand to increase 
						the damage done by your Basic Fire Type Pokémon, but
						Arcanine isn’t a Basic.  Volcanion (XY: 
						Black Star Promos XY145; XY: Steam Siege 
						25/114) provides a high HP Basic Pokémon with a low 
						Energy attack that accelerates [R] Energy from the 
						discard pile but it is so good and can work with
						Volcanion-EX, it tends to make more sense as a 
						focus.  I’m not overly thrilled with Burning 
						Energy in the first place, but peeking ahead 
						we see that today’s Arcanine has no discard 
						costs, so Burning Energy isn’t any help.  If 
						we don’t end up needing a Stadium for something else, 
						Scorched Earth is still an option.  At least 
						most Fire-Type counters aren’t so hot; the main one you 
						are likely to encounter is the other effect on 
						Parallel City, which only drops the damage done by 
						[R] Type Pokémon (and [G] and [W] Types) by 20.  
						Even if that 20 does make a difference when it comes to 
						KO’s, your opponent is hitting his or herself with the 
						Bench-shrinking effect that normally gets Parallel 
						City into a deck.  
						
						
						Arcanine 
						is a Stage 1 Pokémon, the Evolution that requires the 
						least amount of cards and effort to hit the field.  
						Of course, the Basic Stage is the fastest and most space 
						efficient, but being better than the rest still leaves
						Arcanine functional.  130 HP is around where I 
						find it more likely a Pokémon survives a OHKO than 
						doesn’t, but it’s a narrow margin of success; quite 
						often Arcanine isn’t sticking around for a second 
						turn while it remains Active.  Its Water Weakness 
						is typical and could be problematic; Water Type 
						attackers aren’t everywhere in Standard, but the ones I 
						do see placing well at tournaments will most likely 
						benefit from the boost.  It is worse in Expanded 
						where many of the same decks are still viable plus
						Seismitoad-EX can be used almost anywhere and 
						often is, and it definitely enjoys the damage boost.  
						Lack of Resistance is typical and while Resistance can 
						help, -20 damage against Pokémon of one Type out of 11 
						wouldn’t make a difference all that often.  The 
						Retreat Cost of [CC] is low enough you often can pay but 
						high enough you’d prefer not to; normally that would 
						mean you would have only the usual need for retreat 
						(assisting or replacing) or tanking options but 
						peaking ahead you’ll see something that suggests we’ll 
						need a little extra for Arcanine.  
						
						
						That something is the Ability on Arcanine, 
						“Burning Road”.  This Ability states that once 
						during your turn (before you attack) if this Pokémon (Arcanine) 
						was on your Bench but became your Active, you’re allowed 
						to move any number of [R] Energy attached to your other 
						Pokémon to itself.  Energy movement is an 
						interesting form of Energy acceleration; less blatant 
						than additional attachments, it can still enable some 
						exceptional combos, and is better at abusing cards like
						Max Potion than the forms of Energy acceleration 
						with more raw power.  Arcanine can use that 
						Energy to fuel its attack, “Scorching Breath”, which 
						costs [RRRC].  That is not an easy price to meet, 
						and the effect text states that “this Pokémon” can’t 
						attack again the next turn.  The payoff is a single 
						big 150 damage hit.  Without some good combos, that 
						is underwhelming; you’ll need a buff to take out your 
						typical Basic Pokémon-EX, even if they are not 
						sporting Fighting Fury Belt.  It isn’t 
						worthless by any means, as retreating normally resets 
						such effects, and I believe Pokémon Ranger would 
						as well.  Without the clause, it’s decent damage, 
						but even taking into account the combos which can fairly 
						easily get around said drawback, the damage ought to be 
						a bit higher.  
						
						
						So Arcanine has to come from somewhere, and there 
						are other Arcanine cards to consider, so 
						let’s address them.  So for Growlithe we 
						have BW: Next Destinies 10/99, BW: Next 
						Destinies 11/99, BW: Legendary Treasures 
						RC4/RC25, XY: BREAKpoint 10/122, and XY: 
						Evolutions 17/108.  For Arcanine we have
						BW: Next Destinies 12/99, BW: Next Destinies 
						13/99, and XY: BREAKpoint 11/122.  Not 
						available outside of Japan is Arcanine BREAK, 
						which I’ll go ahead and address on the unlikely chance 
						we get it as a promo, but unless I missed an 
						announcement for it, seems pretty unlikely it will 
						release anywhere else.  Something we are 
						likely to receive is the already revealed Arcanine 
						for the first Sun & Moon inspired set, and I’ll risk 
						trusting a translated spoiler of the card and mention it 
						here as well.   All are Fire Type Pokémon with no 
						Ancient Trait, and all but Arcanine BREAK 
						have Water Weakness with no Resistance (because BREAK 
						Evolutions gain those traits from their previous Stage).  
						All the BW-era released are only legal for Expanded play 
						while all the XY-era releases are recent enough to still 
						be Standard legal.  None of these Growlithe 
						cards have ever been reviewed on their own.  Arcanine 
						(BW: Next Destinies 12/99) was reviewed 
						
						
						here 
						while Arcanine (BW: Next Destinies 13/99) 
						was covered 
						
						
						here.  
						
						
						All Growlithe are Basic Pokémon and none of those 
						currently legal have an Ability.  BW: Next Destinies 
						10/99 has 80 HP, Retreat Cost [CCC], and two attacks.  
						The first is “Stoke” for [C]; Stoke requires you flip a 
						coin and if “heads” you attach a [R] Energy from your 
						deck to this Pokémon while “tails” means the attack does 
						nothing.  For [RC] it can use “Firebreathing” to do 
						10 damage and flip a coin; “heads” means +20 damage (so 
						30 total) while “tails” means just the base 10 damage is 
						done.  BW: Next Destinies 11/99 also has 80 HP 
						but with a Retreat Cost of [CC] and just one attack - 
						“Combustion” - for [RC], doing 20 damage.  BW: 
						Legendary Treasures RC4/RC25 also has 80 HP with 
						Retreat Cost [CC] but this time two attacks.  [CC] pays 
						for “Rest” which heals all damage from itself but leaves 
						it Asleep.  “Lunge” is the second attack and it requires 
						[RCC] to do 40 damage, but it requires a coin flip and 
						“tails fails”.  It also has the power of very 
						adorable artwork.  XY: BREAKpoint 10/122 drops 
						down to 70 HP but keeps the Retreat Cost of [CC].  
						It only has a single attack - “Bite” - for [CC] that 
						does 20 damage.  XY: Evolutions 17/108 also has 
						70 HP and Retreat Cost [CC], but has two attacks.  
						For [C] it can use “Hind Kick” to do 10 damage, then 
						switch itself with one of your Benched Pokémon.  A 
						Basic that doesn’t reliably help your setup (or slow 
						down your opponent’s) is mostly a placeholder, but as is 
						often the case none of the stats or effects really stand 
						out.  A little to my surprise, XY: Evolutions 
						17/108 might be the best of the lot even though it’s got 
						the lower of the two HP scores; getting itself to the 
						Bench via attack is about as handy as +10 HP (at least 
						in the current format). 
						
						
						All Arcanine are Stage 1 Pokémon with no Ancient 
						Traits.  BW: Next Destinies 12/99 shares the 130 
						HP of today’s Arcanine but has a Retreat Cost of 
						[CCC].  It is also the only other one with an 
						Ability; “Blazing Mane” only works while this 
						Arcanine is Active, Burning an opponent’s Active 
						that attacks and damages it (even if Arcanine is 
						KO’d by the attack).  Recently in Japan, reports 
						indicate that the Burn Special Condition either has 
						changed or will change with the shift to Sun & Moon; 
						remember despite my preferred screen name I’m easily 
						discouraged so I’ve never gotten around to learning 
						Japanese and must rely on other sources.  If true, 
						Burn will soon automatically place two damage 
						counters between turns.  However there will still 
						be a “Burn Check” as well after that, with it now being 
						to see if Burn goes away on its own (like Sleep does).  
						That would probably help this card a bit; Burn’s main 
						issue is under the current rules it has only a 50% 
						chance of placing two damage counters between turns, and 
						with the combination of the game’s pacing and odds of an 
						opponent being able to shake Special Conditions on his 
						or her next turn, that makes it rather underwhelming.  
						This Arcanine has the attack “Fire Spin” for 
						[RRC] to do 100 damage, but it requires a coin flip; 
						while the attack works either way, if the result is 
						“tails” then Fire Spin discards two Energy from 
						Arcanine itself.  With modern game pacing I 
						rather wish that the discard was automatic and the 
						attack hit harder, but as is Fire Spin is okay.  
						For now I don’t think this is Arcanine is worth 
						running instead of or alongside today’s, but after that 
						rules change, just maybe.  
						
						
						BW: Next Destinies 
						13/99 drops down to 120 HP, but still has a Retreat Cost 
						of [CCC], and it has two attacks but no Ability.  
						Its first attack is “Crunch” for [RC], doing 30 damage 
						and giving you a coin flip to discard an Energy from the 
						opponent’s Active.  For [RCC] this Arcanine 
						can use “Heat Blast” do do 70 damage.  While not 
						horrible, this card fell short back when it was new and 
						power creep has widened that gap.  Again, not 
						something to run with or instead of today’s Arcanine
						but this one you can safely leave in the binder 
						barring some bizarre, radical future support (something 
						that powers up Fire Type Stage 1 Pokémon that lack an 
						Ability?).  XY: BREAKpoint 11/122 has the lowest 
						HP of the lot at 110, but it at least also gets the 
						Retreat Cost of [CC].  It also lacks an Ability but 
						has two attacks; “Flop” for [C] does 30 damage while for 
						[RRC] it has “Flamethrower” doing 90 damage but also 
						requiring you discard an Energy from itself.  I 
						almost missed this Arcanine, and now I see why; 
						both attacks are somewhat decent attacks if they 
						are backing something else that is more substantial like 
						an Ability or a stronger, larger attack.  So yet 
						again, not something to complement or compete with 
						today’s Arcanine.  
						
						
						The revealed Sun & Moon Arcanine has 130 HP and 
						Retreat Cost [CC].  It has two attacks but no 
						Ability.  The first attack is translated as 
						“Searing Flame” for [RCC] and does 60 damage plus it 
						Burns the opponent’s Active.  With the new Burn 
						rules in effect there, that’s an effective 80 damage for 
						three; decent by modern standards, but if the expected 
						power creep occurs, a bit low.  Its second attack 
						is “Firestorm” and basically it tells you that this 
						Pokémon wishes to be Charizard (XY: Evolutions 
						11/108), reviewed just 
						
						
						last week.  
						For [RRRR] and a three Energy discard its Fire Spin does 
						200 damage.  10 less damage for costing [C] less isn’t 
						too bad, and Arcanine is a Stage 1, but 
						Charizard has its “Energy Burn” Ability that makes 
						the effective cost of Fire Spin on Charizard 
						[CCCC].  I wasn’t overly impressed with that 
						Charizard even though my inner Timmy was so excited 
						to see it, so I don’t expect too much out of this 
						probable future Arcanine.  If we are 
						fortunate enough to get it, Arcanine BREAK acts 
						like a pseudo-Stage 2 (the same hassle to hit the field 
						but without some of the support).  It has 160 HP 
						and brings the attack “Turbo Flame” for [RC].  
						Turbo Flame does 80 damage and attaches two basic Energy 
						cards from your discard pile to one of your Benched 
						Pokémon.  I’m not sure if Arcanine BREAK 
						would be worth using even if we had it, but a similar 
						attack has done wonders on M Manectric-EX, being 
						slower (BREAK Evolution of a Stage 1) with less HP but 
						also being worth one less Prize hypothetically might 
						work, or we might be in the same boat.  Still some 
						combo potential with today’s Arcanine.  
						
						
						So the bad news is I don’t have a proven deck for
						Arcanine, but at least I have a decent one to at 
						least try.  Burning Road moves [R] Energy from 
						any of your in play Pokémon when Arcanine 
						goes from the Bench to the Active spot; this means you 
						can tap multiple Benched Pokémon for Energy and that 
						brings us to Team Magma’s Camerupt (Double 
						Crisis 2/34).  Yes our 
						
						
						second place pick 
						for the Top 5 cards of Double Crisis gets another 
						chance.  Team Magma’s Camerupt has a poor attack 
						and decent Ability, “Burning Draft”.  Burning Draft 
						allows you (once per turn before attacking) to attach 
						either an [F] or [R] Energy from the discard pile to 
						Team Magma’s Camerupt itself.  Theoretically 
						this and some other cards could have given us a Team 
						Magma deck, and the card’s predecessor Team 
						Magma’s Camerupt (EX: Team Magma VS Team Aqua 
						19/95) actually was part of the deck that won the 15+ 
						Age Bracket (what we now know as the “Masters Division”) 
						of 2004 Pokémon TCG World Championship.  We already 
						have (and had) a big, Basic Pokémon-EX partner for 
						Team Magma’s Camerupt (Double Crisis 2/34) in 
						the form of Camerupt-EX but it never proved 
						viable.  Do I think Arcanine can change 
						that?  Probably not, but it does have some things 
						going for it like not being a Pokémon-EX and 
						being able to use the Energy from Team Magma’s 
						Camerupt to directly fuel itself.  With Energy 
						moving around, you might be able to include Max 
						Potion (should Arcanine survive), but 
						Bursting Balloon (or Muscle Band in Expanded) 
						are probably better choices to help hit key damage 
						amounts.  Basically, we probably have a solid fun 
						(maybe even budget) deck, but not something you’d take 
						to Worlds.  
						
						
						Today’s Arcanine (and its Growlithe 
						set-mate) are reworked updates of the original 
						Arcanine (Base Set 23/102; Base Set 2 
						33/130; Legendary Collection 36/110) and 
						Growlithe (Base Set 28/102; Base Set 2 
						42/130; Legendary Collection 45/110).  The 
						original Arcanine was still a Fire Type Stage 1 
						Pokémon with Water Weakness and no Resistance, but 
						everything else is similar but different: 100 HP instead 
						of 130, Retreat Cost [CCC] instead of [CC], and two 
						attacks instead of an Ability and an attack, with 
						neither attack being Scorching Breath.  100 HP was 
						only 20 shy of the maximum for any Pokémon back 
						when this card first released, and unlike some other 
						examples, also the maximum when the most recent version 
						of it released as well.  Excluding specialty 
						mechanics like Pokémon-EX, exceptional Pokémon like 
						Wailord (BW: Dragons Exalted 26/124), and 
						then rounding down the new and old HP scores are to 
						scale.  The lowered Retreat Cost is a flat out 
						improvement, but what about the card effects?  Well 
						the original Arcanine had Flamethrower for [RRC] 
						doing 50 damage and requiring you discard a [R] Energy 
						in order to use the attack.  Its second attack was 
						“Take Down” for [RRCC] which did 80 damage to the 
						opponent’s Active and 30 damage to itself.  I am 
						not sure if that was overpriced at the time: based on 
						how I calculated damage from Energy costs it was just a 
						tad bit over, but so were most cards of the time.  
						This Arcanine did not have a strong, 
						competitive deck but it did have a budget deck, 
						“Turbo Puppy” (sometimes called “Turbo Arcanine”).  
						In fact, this could have created a successful 
						deck except for two cards.  
						
						
						No, nothing to do with a strong Water deck at the time 
						(though that did exist), but rather because of Energy 
						Removal and Super Energy Removal.  This
						Arcanine was one of several Stage 1 Pokémon that, 
						either by taking a chance and building on the Bench or 
						by utilizing Electrode (Base Set 21/102,
						Base Set 2 25/130) and Double Colorless Energy 
						you could get one Arcanine up and running while 
						building the next.  Unfortunately S/ER meant you 
						got only one attack out of sacrificing an Electrode 
						and then Arcanine needed manual Energy 
						attachments or another sacrificial Electrode.  Without 
						S/ER, at least according to my minimal testing, Turbo 
						Arcanine decks could quickly press the ever popular 
						Haymaker decks because they used all or mostly Basic 
						Pokémon in the OHKO range of Take Down.  If your 
						opponent couldn’t take down Arcanine down in one 
						hit (even including the self damage), then Arcanine 
						could trade evenly with Haymaker Basic beatsticks.  
						In this hypothetical, you also could risk Super 
						Potion (the original, less impressive version) or 
						just settle for regular Potion to heal some of 
						the damage Arcanine was taking, and what is 
						historical fact is that when this deck was used, it 
						included Defender to both soak the self damage 
						and some of what your opponent would try next turn.  
						It might have had a chance being reprinted in the 
						Legendary Collection; while it was missing some 
						important dance partners it had some new ones as well, 
						but probably not as there were new rivals.  
						
						
						Arcanine 
						(XY: Evolutions 18/108) overall does improve on 
						the formula, but thanks to power creep it basically just 
						keeps pace; it was a solid budget deck in the earliest 
						days of the game, it will probably be a decent-ish one 
						now (and a suitable “fun” deck at least).  It 
						should be a fairly solid pull for Limited play due to 
						the Ability; while you’ll still need a Fire Energy 
						heavy deck, Burning Road means that Energy can be 
						scattered about your various other cards, meeting [C] 
						Energy costs there.  As long as you can promoted 
						Arcanine from your Bench and those other cards 
						managed to safely retreat earlier (or just never were 
						put into service), Arcanine is locked, loaded, 
						and able to OHKO almost anything shy of a Pokémon-EX or 
						BREAK Evolution (and sometimes even those).  The 
						inability to attack again the next card is a bigger 
						hurdle here, but it is also plausible to try and save 
						Arcanine as either your finisher, or your emergency 
						attacker.  You know, when you either don’t need to 
						attack again (you just won) or you may need to attack 
						again, but you were going to lose without it (because it 
						took down something about to defeat you).  
						
						
						Ratings  
						
						
						Standard: 
						2.15/5  
						
						
						Expanded: 
						2.15/5  
						
						
						Limited: 
						3.65/5  
						
						
						Summary:
						Arcanine is an interesting update to its Base 
						Set counterpart, and while it can be very different 
						in some respects it ends up serving a similar role: 
						functional, but not truly competitive as it creates a 
						working deck but one that isn’t capable of winning 
						entire events.  Enjoy it in casual play, and keep 
						an eye on it in case I missed something, or perhaps in 
						case a future release helps it out. 
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