|  Otaku
 | 
						
						Soaring into our second Card of the Day is Noctowl 
						BREAK.  As a Colorless Pokémon it won’t be able 
						to exploit Weakness or have to worry about Resistance.  
						There are some anti-Colorless attacks but on Pokémon 
						that just don’t see successful competitive play (even 
						when a Colorless deck has been on top!).  There are 
						also some pro-Colorless effects specific to the Type: 
						Altaria (XY: Roaring Skies 74/108; XY: 
						Black Star Promos XY46) cancels out their Weakness,
						Aspertia City Gym grants them +20 HP, and 
						Winona to search out three of them at a time.  
						I go back and forth on whether to credit them for their 
						non-Type specific support; Winona can snag 
						Shaymin-EX (XY: Roaring Skies 77/108, 
						106/108) so I guess that is substantial, but then again 
						not all decks focused on a Colorless Pokémon run 
						Winona.  Usually when I talk about this it is 
						because common Energy requirements and heavily played 
						pieces of support make something used frequently off 
						Type work better on Type.  Keldeo-EX is probably 
						the best example; it is played off Type for its “Rush 
						In” Ability with its “Sacred Sword” attack still 
						sometimes being handy, but in a Water deck that 
						(presumably) furnish it more easily with large amounts 
						of [W] Energy it can be as or more important as a main 
						attacker.  With all that being said, being a 
						Colorless Type isn’t bad, but it isn’t especially good.  
						Its best benefit comes from how they usually have 
						all Colorless Energy requirements and thus can fit off 
						Type with relative ease.  
						
						As a BREAK Evolution of a Stage 1, Noctowl BREAK 
						acts like a pseudo-Stage 2; roughly the same amount of 
						effort to hit the field, but unable to take advantage of 
						the various bits of Stage 2 support or have to worry 
						about the anti-Stage 2 cards.  Generic Evolution 
						support or counters will still apply though, as would 
						any specific BREAK support or counters, but I don’t know 
						of any such effects.  Noctowl BREAK has 130 HP, 
						which would be the low end for a Stage 2.  The good 
						news is that it just barely gets to that point where I 
						guesstimate that it’s more likely to survive than be 
						OHKO’d.  The bad news is that you’re investing a 
						lot to get to that point.  Noctowl BREAK has 
						one attack on it, “Night Scan”, which costs [CCC] and 
						does 60+ damage.  The “+” is your opponent reveals 
						his or her hand and the attack does 30 more damage for 
						each Trainer card you find there.  Trainer, so 
						Items, Stadiums, or Supporters all add to the damage.  
						Weakness, Resistance, Retreat Cost, Abilities, and any 
						additional attacks will depend on the Noctowl 
						from which Noctowl BREAK Evolves.  We’ll 
						also need a Hoothoot as well, so now we’ll look 
						at Hoothoot (BW: Plasma Freeze 91/116), 
						Hoothoot (XY: BREAKthrough 119/162), 
						Noctowl (BW: Plasma Freeze 92/116), and 
						Noctowl (XY: BREAKthrough 120/162).  All 
						are Colorless Pokémon with Lightning Weakness, Fighting 
						Resistance, Retreat Cost [C], no Ancient Trait, and no 
						Ability.  Which means Noctowl BREAK will 
						have Lightning Weakness (not the worst), Fighting 
						Resistance (handy but not huge), and a Retreat Cost of 
						[C] (good).  
						
						Both Hoothoot are 60 HP Basic Pokémon with just 
						one attack.  BW: Plasma Freeze 91/116 can use 
						“Dual Draw” for [C] to make both players draw two cards.  
						Not a large enough amount to be useful for a depletion 
						deck, so giving each player the same amount of draw when 
						(as an attack) your opponent will be able to use the 
						freshly drawn cards first is not a good thing in 
						Expanded or Standard play, though still decent enough to 
						be worth using when you’re a bit desperate.  XY: 
						BREAKthrough 119/162 can use “Proclaim the Night” 
						for [CC] and it’s just “Quaking Punch” from 
						Seismitoad-EX but without the damage.  
						That isn’t a bad thing as this can be useful at slowing 
						down your opponent, especially early game.  Now for
						Noctowl: both are Stage 1 Pokémon with 90 HP and 
						two attacks.  BW: Plasma Freeze 92/116 has 
						“Powerful Vision” for [CC] and “Fly” for [CCC].  
						The former does 10 damage times the number of cards in 
						your opponent’s hand while the latter does 50 and 
						prevents all effects of attack (including damage) 
						done to “this Pokémon” during your opponent’s next turn
						but is “tails fails”.  Keeping up the 
						pattern, neither of these are great but they aren’t 
						worthless: Powerful Vision can get a solid hit if your 
						opponent lets his or her hand swell and Fly is great 
						when it works, but horrible when it whiffs.  
						
						XY: BREAKthrough 
						120/162 also has one [CC] attack (High Flight) and one 
						[CCC] attack (Speed Dive).  The former has both 
						players reveal their hand and does 20 damage per Item 
						card in each while the latter does a vanilla 70 for 
						three.  We looked at Noctowl (XY: 
						BREAKthrough 120/162) 
						
						
						earlier this year.  
						My advice for using it hasn’t changed but the prognosis 
						has: if you lock down Items with Vileplume (XY: 
						Ancient Origins 3/98) not only can you tap any Items 
						left in your own hand for extra damage, but your 
						opponent’s hand will likely keep filling with more and 
						more Items as well.  High Flight just needs four 
						Items between the two of you to out perform Speed Dive.  
						You’ll need a lot more than that to rival an attacker 
						like Vespiquen (XY: Ancient Origins 
						10/98), but it is possible you could reach that level.  
						Speed Dive is decent as a filler attack; toss on a 
						Muscle Band and Noctowl can 2HKO the typical 
						big Basic Pokémon-EX, plus all Stage 2 Pokémon, nearly 
						all Stage 1, all regular Basic Pokémon, etc. excluding 
						those with some sort of HP buff or other protection.  
						The big concern is that your opponent will most likely 
						manage to use N or Professor Sycamore to 
						flush away his or her hand, replacing it with another 
						that probably won’t have as many Item cards in it.  
						You’ll see it coming though since you’re seeing your 
						opponent’s hand turn after turn, though your opponent 
						will have the same insight into your own immediate 
						plans.  
						
						This is where Noctowl BREAK comes in as it plumps 
						up the HP of our feathery attacker while giving it an 
						attack that is a better form of High Flight.  Yes 
						you need another Energy to make it work, but now you 
						don’t worry about your own hand at all.  That is 
						good; though you have more control over your own hand 
						than your opponent, their N shuffles away your 
						build up of Items as well as your opponent’s plus the 
						best draw power is N or Professor Sycamore 
						or Shaymin-EX and none of those plays well with 
						keeping a plump hand.  You stop giving your 
						opponent a head’s up about your plans, you get base 
						damage of 60 (just 10 less than Speed Dive) and now if 
						your opponent has even one single Trainer card (Item, 
						Stadium or Supporter) you do 90.  Okay, 90 isn’t 
						great but that whole 2HKO thing mentioned with a 
						Muscle Band backed Speed Dive applies.  Two 
						Trainers means 120 and now we have a solid 2HKO attack 
						for everything but Wailord-EX and protected 
						Pokémon.  Three more means 150 damage, but against 
						most decks that won’t be a big deal.  Four Trainers 
						in hand will take a little time and/or luck, but if your 
						opponent can’t avoid it, that is 180 damage, taking out 
						a lot of the metagame in one shot.  
						
						The reason you’ll only be doing this for fun is because
						Noctowl BREAK is an inferior choice to 
						Vespiquen.  Probably some other Vileplume 
						dance partners as well.  There is a sliver of hope 
						though; once Karen releases there might be a 
						small niche for a deck built around Noctowl and
						Vileplume.  If you are unaware Karen 
						released a little bit ago in Japan and is a Supporter 
						that shuffles all Pokémon from both player’s discard 
						piles into their (respective) decks.  This hits 
						decks built around filling your discard pile with 
						Pokémon harder than Lysandre’s Trump Card; it 
						also returned the Trainers you needed to thin your deck 
						and refill your discard pile.  Noctowl BREAK is 
						not legal for Limited play but if it was, it would be 
						alright.  You’d likely never reach high damage 
						counters with Night Scan, or rather wouldn’t be able to 
						hold it for long, but this would force your opponent to 
						burn Trainers he or she would rather save in a format 
						where they are scarce, you would see the opponent’s hand 
						turn after turn, and 60-for-three damage on a 130 HP 
						pseudo-Stage 2 that can use any Energy Type is itself 
						good in Limited.  
						
						Ratings  
						
						Standard: 
						2.25/5  
						
						Expanded: 
						2.25/5  
						
						Limited: 
						N/A  
						
						Summary:
						Noctowl BREAK isn’t going to be breaking into 
						tournament top cuts anytime soon, but indeed it may have 
						a chance in the future.  For now enjoy it as a kind 
						of fun deck, though the speed at which Vileplume 
						locks down Items means I wouldn’t consider most decks 
						using it to be casual or fun.  The Noctowl BREAK 
						Evolution line does it right, with a Hoothoot 
						that can be risked to shut down Items on the first turn 
						you attack, instead of having a big, beefy Basic like 
						Seismitoad-EX open or speed Vileplume into 
						play before your opponent even gets a turn via Forest 
						of Giant Plants. |