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Pojo's Pokémon Card of the Day


 Wormadam #59

- Fates Collide

Date Reviewed:
July 7, 2016

Ratings & Reviews Summary

Standard: 2.15
Expanded: 2.0
Limited: 3.38

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

Back to the main COTD Page


Wormadam (XY: Fates Collide 59/124) is our third card for this shortened week.  This entire week is covering a related set of cards, so remember to take a look at Tuesday’s and Wednesday’s reviews because Mothim and Wormadam (XY: Fates Collide 3/124) are relevant, and I’m trying to minimize how much I repeat myself. 

Wormadam (XY: Fates Collide 59/124) is a Metal Type.  Good for hitting all Fairy Types and a subsection of the Water Type for double damage.  Resistance is found on XY-era Lightning Types.  Anti-Type effects aren’t that big of a deal.  Some solid Type support but the best they have isn’t exclusive and sees more use supporting non-Metal Types than their own Type.  Note that “best” includes ease of use; they have some fantastic effects that are restricted to the Metal Type, but they aren’t as easy to use.  So again, a solid Type but not as great as I would think given all the little bits that go into it.  If you want a more detailed explanation, last Friday I went into a lot of detail covering the Metal Type Genesect-EX (XY: Fates Collide 64/124, 120/124).  Being a Stage 1 is normally not too bad as it just means one more card and one more turn; Evolving Basics usually don’t carry their own weight like the game needs if we want some balance between the Stages, but it isn’t too large of a hurdle.  Burmy is a Grass Type so besides Wally, you can use Forest of Giant Plants to speed things up at the price of your Stadium instead of your Supporter (and for anything which Evolves from a Grass Type).  This Wormadam has 100 HP; high enough not to be a guaranteed OHKO but low enough it’s probably going down in one.  Fire Weakness makes it even more certain, which is better than Weakness actually making a serious difference by turning a bunch of 2HKOs into OHKOs.  Psychic Resistance is far better than nothing and helps a little.  The Retreat Cost of [CC] is high enough you do not want to pay it but low enough if you absolutely must, you likely can. 

Wormadam has the attacks “Strikes Back” and “Iron Head”.  For just [M] Strikes back does 20 damage for each damage counter on it.  If you can load it up with eight damage counters, a Muscle Band gets it into OHKO range for almost all cards with 180 HP or less.  Exceptions are things with protective effects, but that includes most Basic Pokémon-EX.  The catch is of course getting plenty of damage on it without it actually being KO’d, and the fact Wormadam is almost certainly a gonner next turn.  Iron Head needs [MCC] does 60 base damage, which is low for three Energy.  It sports a flip-until-tails effect that adds 20 damage per “heads”, which allows it to threaten just about anything but means half the time you’re just hitting that 60 damage.  Sure that means half the time you’re doing 80+ damage but for three Energy, it really needed to be doing 70-90 points of damage before the effect.  Which still wouldn’t make it great, just means you could try for surprise, low chance OHKOs while still doing steady 2HKOs.  The attacks only compliment each other in pricing; a single [M] requirement is pretty easy to meet and a follow up Double Colorless Energy then pays for Iron Head. 

With the addition of today’s Wormadam you start to see a potential strategy emerge.  Strikes Back is exactly what the doctor ordered… well almost.  It needs a specific Energy Type even if it is only one, and we still need help to get Wormadam into a range where it can be up front and survive.  We can’t toss something else up because Mothim only moves damage counters off of Wormadam cards; we can load up a Wormadam, but only from another Wormadam.  We could shift gears (...no, not that) to other Metal Type support, like Shield Energy and possibly Reverse Valley so that 100 HP suddenly is borderline for KOs (preferably just on the happy side of the divide).  Tomorrow we’ll cover the last Wormadam to see if it offers any other answers, but since I’ve got the space I’ll bring up an alternate method of helping these Pokémon exploit more forms of Weakness: Flareon (XY: Ancient Origins 13/98), Jolteon (XY: Ancient Origins 26/98), and Vaporeon (XY: Ancient Origins 22/98).  Each of these Eeveelutions have an Ability that causes your Stage 1 Pokémon to count as an additional Type (matching the Eeveelution in question) on top of what they already are.  Now today’s Wormadam can use Strikes Back to score double damage against many more targets.  Of course aside from Mega Evolutions, that only matters because it would allow you to score the OHKOs with about half as many damage counters.  Could help for the secondary attacks, but running another split Stage 1 line takes up a lot of room, and I mentioned before some additional attackers that work with the damage swap plan.  Oh, and I should probably add Rotom (XY: Fates Collide 24/124) which we looked at here; as it moves damage counters from your Pokémon to the opponent’s. 


Standard: 2.75/5 

Expanded: 2.5/5 

Limited: 3.75/5 

Summary: Wormadam (XY: Fates Collide 59/124) actually works with the combo we are building, but only so much.  Still a vital piece missing, and we’ll see tomorrow if Wormadam (XY: Fates Collide 44/124) is that piece.  So for Standard and Expanded, today’s Wormadam seems like a near miss, important if we get a deck working based on these cards but not in the grand scheme of things, except in Limited play.  As is often the case, here its attacks will just work better as its HP lasts longer.


Alright, who wants a short and sweet review over this trash-heap of a Wormadam? 

As opposed to the other two Wormadams, this one has the least HP at 100. She also has Strike Back, which is an okay counterattack, dealing double the damage she's taken. This maxes out around 180 HP by itself, which while that's not bad...it's also not likely your opponent is going to leave her at 90 HP without going the full 100 HP at that point. And Iron Head? Really? That ain't happening.

So with that in mind, can she work in a Wormadam deck? There is the idea that you could use Mothim to transfer damage counters from one Wormadam to this Wormadam, but would your other Wormadam survive the blows to let you use it? Also keep in mind that you're gonna have to be running one or two different kinds of Energy to be successful with a Wormadam deck, depending on what Types you add in. 

So is it gonna be Grass/Metal or Metal/Fighting? 


Standard: 1.5/5 (oh yeah, in the meantime this one's not that great) 

Expanded: 1.5/5 (she needs the help of her friends to make herself work best) 

Limited: 3/5 (and while she could do well enough to KO something, you do have to figure your Energy requirements) 

Arora Notealus: OKAY I MIXED UP MY WORMADAMS!! There's three different ones, and I assumed we were reviewing them in order, but we WEREN'T, so I got thrown off. DETAILS THOUGH, IT'S STILL BAD!! 


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