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Yu Yu Hakusho
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Pojo's Pokémon Card of the Day



- XY BREAKthrough

Date Reviewed:
January 15, 2016

Ratings & Reviews Summary

See Below
See Below
See Below

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


If you had told me that there were three cards that all functionally did the same thing in Pokemon TCG, I'd believe you. Let's be honest, there are a lot of ways to make Pokemon have various similarities - there's flavor texts with a lot of Pokemon that can give them a certain dynamic that, while niche in the competitive scene, lends a lot to fun casual duels. For instance, what deck could feasibly run 3 Types of Pokemon with 3 main attackers doing the same 3 things? Maybe whatever monstrosity was meant to come from the creation of Simisage, Simisear, and Simipour! 

Alright, let's get the common parts out of the way...okay, actually, they all have a LOT in common. They're all Stage 1s, they have the same Retreat Cost, they don't have any Resistance, and they all have 90 HP. Also, all their attacks are Colorless, meaning that they can be technically run in any deck that needs them...which is weird, cause they all have effects that sorta relate to other Types. 

Let's start with their first attack: (Theme) Fling! In the case of Simisage, it's Fire Fling...where he...grabs fire with his bare hands and flings it...even though he's clearly weak to it. But that's okay, Simisear's busy with Water Fling...which he's weak to...and Simipour has Green Fling which...he's weak to Grass. What's up with that? They're all just flinging around their Weaknesses? That's...really odd. Granted, they each get you 3 Energy cards of their Weakness Type back into your hand, but...why would you run them in the deck you're supposed to? Like, why run Simisage in a Fire deck or Simipour in a Grass deck? 

And then there's Hand Fling, the other commonality between the three of them. It's the exact same thing for each one: a 2-cost hit that does 10 damage for every card in your hand. So now we've got a weird strategy of getting Energy into your hand...but keeping a hold of it because you want to power up the Simi's attack. 

Fun fact: you need 18 cards in hand to OHKO a Pokemon-EX, and 25 cards in hand will net you any Pokemon you want! 

Another fun fact: That's about a third of your deck! 



Standard: 1/5 (there's no reason to run them, even as alternate attackers in surprise builds of their Weakness Types) 

Expanded: 1/5 (sure, you could surprise your opponent's Vespiquen deck by pulling out a Simisear and decimating them with only 5 cards in hand, and that's pretty novel and about the only way to really run any of these guys) 

Limited: 2.5/5 (but the fact is you're devoting deck space at that point to a tech that's...not even really a good tech card to begin with; the Eeveelutions from Ancient Origins are more useful to you at that point) 

Arora Notealus: The flavoring of the trio of monkeys being based on the classic, "See No Evil, Hear No Evil, Speak No Evil," trio of monkeys is really neat, and having them play off of each other with their flavorings and relationships in-game is neat. But again, I come back to my original point that these are casual ideas, not competitive ones. The surprise of hitting an opponent's weakness with a tech card like this isn't really worth it considering how much you need to put into it first just to make it work - and again, you're better off using the Eeveelutions to tech with than any of these monkeys. 

That being said, I still think Simisage is the coolest. 

Weekend Thought: So what cards this week have given you a new hope in deck ideas? Do you feel like the Fire deck is making a comeback with these types of cards, or do they still have a ways to go? Could this stuff combined with that in Flashfire make the Fire deck a formidable force? Or maybe I'm just spouting out hypothetical questions that won't really matter because you're still focused on how bad the Simis are. Don't worry, I don't think they're that great either.


We finish off our Fire Week with a triple review… that includes two non-Fire-Types.  What?  Why?  We’ve got three cards that are almost identical except for miscellaneous Energy symbols so it seemed prudent to cover them all together as that just requires touching upon the slight differences.  So today we look at Simisage (XY: BREAKthrough 6/162), Simisear (XY: BREAKthrough 24/162) and Simipour (XY: BREAKthrough 42/162)! 

We’ll focus on what they have in common first: all are Stage 1 Pokémon, so it takes a turn or use of a Supporter to get them into play and always at least two cards.  Each has 90 HP which makes them easy KOs the majority of the time, though they might survive a hit against an incomplete setup or a deck that is really focused on attack effects over damage (Seismitoad-EX).  None of them have Resistance (like I keep saying, it is the norm) and a Retreat Cost of [C] which is easy both to pay and to recover from having paid.  None of these three have an Ancient Trait or Ability but all three have two attacks, the first priced at [C] and the second at [CC]. The first attack is nearly identical but there are some small, substantial differences so we’ll cover the second - Hand Fling - which does 10 damage times the number of cards in your hand.  On its own, this is underwhelming, but we’ll need to come back to it after we cover the different Types involved.  Even in isolation, “underwhelming” should not be mistaken for useless: a Double Colorless Energy covers the entire cost and as long as your hand doesn’t get too small, you can have a decent return.  I’d settle for 60+ damage, so a hand of six or more cards, which may not be easy to retain by the end of your turn, but it is closer to that than it is to being difficult. 

So how about we get to specifics?  Simisage is a Grass-Type; that means about 40% of Water-Types will take double damage from it via Weakness in Expanded and around 70% in Standard!  While Water isn’t the top Type right now, Grass Weak examples still show up often enough in competitive play, including in the top cut.  Actual Grass-Type support isn’t bad either; you’ve got Forest of Giant Plants to try for a T2 (the first turn of the player going second) Hand Fling if you’d like, plus a few other tricks to consider like Ariados (XY: Ancient Origins 6/98).  There are a few anti-Grass-Type cards but they aren’t used much (if at all) in successful competitive play, meaning they are more a risk if someone is gearing up for a different Grass-Type deck or as a “random” encounter in the early rounds.  Grass-Type Resistance isn’t a thing at all unless you’re playing in Unlimited (in which case you’ve got bigger problems).  Simisage is Fire Weak which is not a good thing right now; normally 90 HP would imply overkill for Weakness but as I mentioned yesterday Entei (XY: Ancient Origins 15/98) and Charizard-EX (XY: Flashfire 12/106) now have their own deck and it did great during the recent City Championships.  While the big attacks on either card would indeed score a OHKO without Weakness, the issue is that the smaller attacks can now do the deed.  For Charizard-EX, using Wing Attack just means a smaller investment but for Entei it means a single Muscle Band allows a “Flame Screen” OHKO that will reduce the damage Entei takes the next turn plus only requires two Energy to use. 

Simisear is a Fire-Type so what we’ve been saying most of the week applies; a scourge for most Grass- or Metal-Types because nearly all of them are Fire Weak, some decent support but not as much as many other Types and no dealing with Resistance for weird “anti-Type” cards.  Water Weakness could be an issue as right now there is probably an added incentive to work it into decks, plus even if it wasn’t, the Water-Type is appropriately enough fairly easy to splash into off-Type decks.  Something like Seismitoad-EX only needs a Double Colorless Energy to hit with the dreaded “Quaking Punch” and it just needs a Muscle Band for the OHKO… which is pretty good for it and bad for Simisear considering Quaking Punch is mostly about locking down Items, not doing damage.  Another slight oddity is Flareon (XY: Ancient Origins 13/98) which allows any Stage 1 Pokémon to count as a Fire-Type and thus could be run so that any member of our monkey trio could use Fire-Type support such as Blacksmith and hit Fire Weakness.  The good news for Simisear is that makes its support more relevant to say an all Simi trio deck but the bad news is that also means it is expendable as nearly everything about it?  Now the others can cover. 

Simipour is a Water-Type and that means access to some great support… except I am uncertain as to how well it would fit in a non-Water-Type deck.  That isn’t an issue of Simipour is on Type of course; then it is pretty easy to enjoy Archie’s Ace in the Hole so that (again) you can manage a T2 Hand Fling (hopefully you can increase that hand size) and Dive Ball.  I would not run Archie’s Ace in the Hole just for that, though - if something else calls for it, congrats it also works on Simipour.  Hitting Water Weakness is once again a good thing; we’ve got a new, hot Fire deck to cool down and you’ll also get some Fighting-Types with Water Weakness rolling in from time to time.  Water Resistance is somewhat common on older Grass-Types and there are a few anti-Water-Type cards, though the latter is unlikely to be a major issue except against unusual decks encountered in early rounds.  It is possible for the other two Simi-trio cards to fake being Water-Types thanks to Vaporeon (XY: Ancient Origins 22/98), but unlike the Fire-Type the best bits of Water-Type support target cards in the deck or discard pile, so it isn’t as much of a benefit. 

All three cards have an attack that has yet to be covered, and I didn’t save it for last because it is mind blowing, but because it is a bit odd because each is nearly identical except for part of the attack’s name and an Energy symbol in the attack’s effect text (not its cost to use).  In all cases said attack adds three Energy from the discard pile to the hand, but Simisage uses “Fire Fling” for [R] Energy, Simisear uses “Water Fling” for [W] Energy, while Simipour uses “Green Fling” for [G] Energy.  You read that correctly; all three members of the Simi-trio snag the Energy that matches the Type of another member of the group!  As none of them need their own Energy Type this only benefits these particular versions as a means of building up the hand… but as they are most likely about to get OHKO, burning an Energy, Energy attachment and attack for a Type-specific Energy Retrieval-times-one-and-a-half isn’t too appealing.  It makes me wonder if these cards were intended to be used as off-Type attackers in those decks, with the attack a bit like the coins in some Super Mario games; while sometimes useful for what they give you, mostly they exist to fill space and give you a heads up where you are to go. 

The Pansage (XY: BREAKthrough 5/162), Pansear (XY: BREAKthrough 23/162) and Panpour (XY: BREAKthrough 42/162) of this set follow a pattern similar to their Evolutions: all are Basic Pokémon with 60 HP and otherwise the same attributes as their Evolved forms and all three have the same attack (Fury Swipes) for [C].  It isn’t overly impressive as it just allows you to flip three coins and do 10 damage per “heads” but apart from really needing to focus on setup more than damage, it isn’t bad.  As this is a triple review I shall refrain from covering past Pansage, Simisage, Pansear, Simisear, Panpour and/or Simipour.  For the lower stages, I would favor versions with more HP when possible.  For the Simi-trio itself, while some have interesting tricks I am thinking the idea for these three might be to use them all together.  Should you build a deck around them?  Only if you enjoy gimmicks or are a bit desperate… but the thing is a deck similar to what I am about to suggest used to be a somewhat common sight for budget players, at least on the PTCGO.  Two months ago we covered Metagross (XY: Ancient Origins 50/98); I don’t see it much because the deck was built around its “Machine Gun Stomp” attack which also costs [CC] and did 10 damage per card in that player’s hand but also 20 points of base damage (to 20, plus 10 per card in hand).  Judge made it likely your opponent could shrink your hand back down to four cards, so the deck hasn’t been showing up as much (at least when I play) as at least a single Judge is common to most Standard decks. 

The new Simi-trio does 20 less damage, but a Stage 1 is much easier to manage than a Stage 2.  Metagross hit Metal Weakness, and while that is handy against Fairy-Types and some Water-Types, only a fraction of that fraction of Water-Types sees consistent competitive play.  My thought is to use the Simi-trio and exploit Type-matching in order to get by with a much smaller hand for big damage… as well as medium damage because hey, we are only giving up Stage 1 Pokémon worth a single Prize and that aren’t too difficult to power-up again.  The main question in my mind is whether to work in the aforementioned Flareon and Vaporeon, and/or set-mate Jolteon (XY: Ancient Origins 26/98).  Jolteon alone allows the Simi-trio to hit a fourth Weakness.  Flareon seems to make Simisear unnecessary while making basic Fire Energy a useful part of the deck.  That matters not only for the well established trick of using Blacksmith to cover the [CC] cost of Hand Fling in one shot, but of using Scorched Earth and/or Fiery Torch for additional draw power.  Throw in the other usual basic Energy tricks and while you won’t have a good, competitive deck, you might end up with a fun deck, one that might especially be good for newer players if you make discards all about tossing and reclaiming Fire Energy cards (instead of needing to know which Supporter or Pokémon or whatever else to toss). 

So not a major addition to Expanded or Standard play, but maybe in the latter you can find a tiny use for these three.  In Limited no worries; these three are great either together or separately.  You aren’t likely to have a lot of draw power here but you are likely to have time to build and a lot of cards you can’t play down rapidly, plus lower HP scores all around.  All together, that allows Hand Fling to be far more effective.  I would only skip Simisage, Simisear or Simipour if I pulled a good enough basic Pokémon-EX to run a +39 deck. 


Standard: Simisage - 1.9/5, Simisear - 1.8/5, Simipour - 1.8/5 

Expanded: Simisage - 1.45/5, Simisear - 1.3/5, Simipour - 1.3/5 

Limited: All Three - 4/5 

Summary: Simisage, Simisear and Simipour aren’t overly complex on their own but they might be good material for “My first advanced deck”.  Hand Fling has some small potential as does the Type-matching… but not enough to take to a tournament.  On the brightside, now the review team has had some practice reviewing three different Pokémon following a common template but distinct only because of names and Energy symbols.  Why does that matter?  I’d like to avoid what happened with the XY: Ancient Origins Eeveelutions in the future. ;)

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