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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day


Energy Pouch & Energy Reset

- Fates Collide

Date Reviewed:
July 13, 2016

Ratings & Reviews Summary

ee Below

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

Back to the main COTD Page


Ever wanted ways of getting Energy back into your hand? Well now you can! Introducing a pair of cards that get all that pesky Energy back into your hand! 

Energy Pouch is a Tool that allows you to grab whatever Basic Energy were on a Pokemon that got KO'd and add them to your hand. The only stipulation, aside from the Basic Energy piece, is that the Pokemon needs to be KO'd by damage from an opponent's attack - not Poison, not Burn, not that recoil damage you hit yourself with, the opponent's gotta beat you. Aside from that, there's the natural issue that it takes up your Tool slot for your Pokemon, which is a bit debatable.

But the main nail in the coffin on Pouch here is what deck would even run this. The only ones I can think of are anything running Emboar or Blastoise, and the last I checked...neither was Standard-legal. If there is something for Standard that lets one vomit their hand of Energy onto the field, then Energy Pouch might be somewhat viable, but otherwise, it's a bit of a letdown for anyone looking to cycle back Energy. 

Besides, stuff like Bronzong does it better. 


Standard: 1.5/5 (extremely niche use, I wouldn't recommend it) 

Expanded: 2/5 (only really usable with an Ability that throws Energy from your hand down quickly) 

Limited: 2.5/5 (or like Alpha Growth or something, that might be a thought) 


And then there's Energy Reset. 

...man, what can be said about Energy Reset? 

All it does is allow you to take any number of Energy cards attached to your Pokemon and put them back into your hand. Which I'll admit, there is one use for it - getting it off a Pokemon that can't make much more usage of it. But considering the single slot it's going to take up in your deck, is it really worth it to grab that Strong Energy off of a Pokemon? 

...come to think of it, when would you be able to take off Energy like that from a Pokemon? 


Standard: 1/5 (it's barely usable for anything I can think of) 

Expanded: 1/5 (unless you mean to rearrange the field you've set up) 

Limited: 2/5 (and even then, didn't you set it up with all that in mind to begin with?) 

Arora Notealus: These cards aren't that great. "Energy" cards rarely have been. It's not like it's their fault usually, they just don't tend to be very good. And it's not like there's that much you can do with Energy anyway - all you do is attach it to power up attacks. Returning to the hand is okay, but stuff like Exp. Share is better when it can immediately reattach that Energy. I think if more of these cards worked on reattaching the Energy lost rather than just taking it back, they'd at least see some play. 

Next Time: A sleepy bear needs a sleepy day.


Today we look at two similar but different cards: Energy Pouch (XY: Fates Collide 97/124) and Energy Reset (XY: Fates Collide 98/124).  Even the names are close!  Both cards are Trainers, specifically Items, and as such are fairly easy to play except when dealing with effects like “Irritating Pollen”, the Ability found on Vileplume (XY: Ancient Origins 3/98).  Energy Pouch is a Pokémon Tool, which is a mixed bag.  On the positive side, if you get it into play before Irritating Pollen goes into effect then Energy Pouch can work under Item lock.  Likewise you can attach it, use a card like Professor Sycamore and actually get the effect from Energy Pouch later.  There are also some pieces of Pokémon Tool support like Eco Arm.  On the negative side you need a Pokémon with an open Tool slot to use it at all.  If you need to use a different Tool or you can’t get Energy Pouch attached to the desired Pokémon, you’re out of luck.  Startling Megaphone and Xerosic make it reasonably easy to discard Pokémon Tools as well. 

So what do they do?  Energy Pouch triggers when the Pokémon to which it is attached is KO’d by damage from an opponent’s attack.  This is a requirement that is mostly an issue because anything you can’t use on your own turn gives your opponent a chance to use Startling Megaphone or Xerosic to discard it before it benefit from it at all, and specifically your opponent might keep Energy Pouch from triggering if he or she can KO your Pokémon with something of than attack damage.  So what is the actual effect?  Instead of going to the discard pile, all basic Energy that was attached to the KO’d Pokémon go to your hand instead.  Now what about Energy Reset?  This is basically the better worded update of an old, old card called Energy Flow (Gym Heroes 122/132).  What both cards do (despite differences in wording) is allow you to bounce your attached, in play Energy from your Pokémon to your hand; I’m not sure if the wording allows you to return none at all, but at the very least you can go as low as one and as high as “all”. 

So are these cards useful?  Energy Pouch might be tempting for decks that can not only attach large quantities of Energy from hand in a single turn, as if your opponent cannot work around it, you’ll get all that Energy back in hand to slap down on your next attacker.  So something like Blastoise (BW: Boundaries Crossed 31/149; BW: Plasma Storm 137/135; BW: Plasma Blast 16/101).  Energy Reset is even more niche; the main use I can think of is again in a deck where you have several Energy attachments in a given turn.  This time though you need a reason why Energy you already have attached should be sent back to hand.  Besides player error, all I can think of is when the situation has changed so you need to redistribute the Energy.  This could actually be good late game when you’ve got several cards prepped but it turns out you just need an overwhelming amount of Energy attached to Keldeo-EX to brute force a OHKO.  It also could be useful if you need to get the Energy out of your hand before using a Supporter and so you have to attach it to something you’d rather not.  Other than this, you’d need some combo where attaching an Energy triggered an effect so you wanted to re-attach it as much as possible… and you would still want to combo it with an effect that gave you a massive amount of additional Energy attachments from the hand. 

So should you use Energy Pouch or Energy Reset in Expanded or Standard?  Probably not.  Both seem ill suited to the current metagame or pace of the game.  Energy Pouch suffers because not that many decks run heavy on basic Energy and there are so many great Pokémon Tools that also want that space.  Energy Reset makes sense in a setting where your Pokémon often have time to hide on the Bench after being damage, with most of their Energy intact.  Enjoy them in Limited play where they have much less competition and it is common to build a deck with three basic Energy Types will give a lot more chances to benefit from the effects.  Energy Pouch can also be enjoyed if you run either Theme Deck from this set, as both contain a copy, and Pokémon that can combo with it again due to the slower pace; manually reattaching the Energy could actually work here. 


Energy Pouch 

Standard: 1.75/5 

Expanded: 1.65/5 

Limited: 3/5 

Theme: 3.5/5 

Energy Reset 

Standard: 1.75/5 

Expanded: 1.65/5 

Limited: 2.5/5 

Summary: Two extremely niche cards for a slower, less crowded format, Energy Pouch and Energy Reset aren’t without hope; what they do, they do reasonably well.  In fact Energy Reset does Energy bounce that targets your own side of the board as well as it possibly could.  Energy Pouch actually has the effect that is more likely to prove useful, but it also has so much competition the two score about the same.  Probably two cards you won’t ever need to worry about, but try to remember them just in case we get something crazy, like when we had Emboar (Black & White 20/114; BW: Black Star Promos BW21; BW: Next Destinies 100/99; BW: Legendary Treasures 27/113) and Shuckle (HS: Black Star Promos HGSS15) in the same format.  Energy Flow could be epic there, assuming it wasn’t better to use a Supporter like Seeker or take a chance on Super Scoop Up to do the job instead.

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