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						We have both a tie 
						and a twofer to begin this week.  The 14th and 15th 
						place cards received the same number of voting points 
						(the tie), but that is not the reason for the 
						double review.  Instead we are looking at two 
						closely related cards that seemed kind of silly to view 
						separately.  With Manectric-EX and M 
						Manectric-EX 
						
						
						last Tuesday it was because both cards had met or exceeded expectations 
						and proven competitive.  Don’t assume that is the 
						case here.  So 15th place is shared by Head 
						Ringer Team Flare Hyper Gear (XY: Phantom Forces
						97/119) and Jamming Net Team Flare Hyper Gear 
						(XY: Phantom Forces 98/119).  I’ll just call 
						them Head Ringer and Jamming Net for the 
						rest of the review, but I like starting things off 
						officially.  We’ve looked at both of these before:
						Head Ringer was reviewed once 
						
						
						normally 
						and then re-reviewed as the 7th best card of 2014 
						
						a month later, 
						while Jamming Net was reviewed as our 
						
						9th place pick 
						for the top cards of XY: Phantom Forces but never 
						re-reviewed.  The red border “FLARE” stamp behind 
						the effect text indicate this is a Team Flare card… 
						except these two are the only cards with it, even though 
						there are several Team Flare inspired cards that have 
						neither (like Team Flare Grunt).  Go figure.  
						These are Trainer cards, Items, and Pokémon Tools; 
						examples of cards that care about this are Skyla 
						and Trainers’ Mail (work on Trainers), Ghetsis 
						and Korrina (work on Items), and Eco Arm 
						and Tool Scrapper (work on Pokémon Tools).  
						So these cards 
						share the same core card class, the same subclass, and 
						the same sub-subclass… and it goes one step further 
						(sub-sub-subclass) as these cards are a special kind of 
						Pokémon Tool the game officially labels as “Pokémon Tool 
						F”, below the card art.  Instead of attaching to 
						one of your own Pokémon, you may only attach a 
						Pokémon Tool F card to one of your opponent’s 
						Pokémon-EX.  This is one of the few (perhaps the 
						only) examples of one player’s cards being placed on 
						your opponent’s side of the field, “attached” to one of 
						the other player’s cards.  This is probably why the 
						cards have the bright red borders and stamp, since 
						mixing cards can make it easy to someone to walk away 
						with one of the other player’s cards (whether accidental 
						or intentional).  There is also another thing 
						unique to them; their effect text makes it clear that 
						when a Pokémon Tool F leaves play, it goes to the 
						owner’s discard pile.  Doesn’t matter if the effect 
						in question would normally bounce the Tool to a player’s 
						hand, move it to another Pokémon, etc. it will instead 
						be sent to the owner’s discard pile: yet another 
						precaution to avoid people having cards lost or stolen 
						since this is one of the few times players directly mix 
						cards.  Being on your opponent’s side of the field 
						has some other consequences as well: learn to read the 
						wording of effects that apply to Pokémon Tools 
						carefully, because many specify which player’s Pokémon 
						or which side of the field.  For example, 
						Startling Megaphone cannot spare your own Pokémon 
						Tool F cards when you use it against your opponent and 
						it cannot free your own Pokémon-EX if your opponent has 
						attached a Pokémon Tool F card to it.  
						So what do each do? 
						 Head Ringer increases the attack costs of the 
						Pokémon equipped by [C].  Sometimes this will be 
						meaningless; your opponent had another reason that would 
						have led to them overpaying anyway, like boosting the 
						damage output of an attack that scales with your 
						attached Energy.  Most of the time though it 
						matters; either your opponent won’t be able to attack at 
						all because they cannot meet this new attack cost or 
						they can but now they have to invest extra resources 
						they would have used elsewhere.  Jamming Net has 
						received an erratum because it was originally worded 
						incorrectly.  According to the official Pokémon TCG 
						errata document it should now read as  
						The attacks of the Pokémon this card is attached to do 20 less 
						damage to each of the opponent’s Pokémon (before 
						applying Weakness and Resistance). (Don’t apply Weakness 
						and Resistance for Benched Pokémon.) 
						So this Tool should 
						only affect the 
                           damage being done 
						to the other player’s Pokémon, not (for example) 
						self-damage, which makes Jamming Net better 
						because the vast majority of the time you did not want 
						to help your opponent reduce self damage.  If a 
						Pokémon with a Jamming Net attached hits multiple 
						Pokémon for damage, the damage done to the other player 
						(the player who used Jamming Net) will all take 
						20 less damage.  For example if a Landorus-EX 
						with a Jamming Net uses “Hammerhead”, the attack 
						will do 10 to the opponent’s Active and 10 to a Benched 
						target (before other effects) thanks to Jamming Net. 
						There is another 
						benefit provided by both cards that is almost as 
						important as their specific effects; this blocks your 
						opponent from attaching a Pokémon Tool to that 
						Pokémon-EX.  With the exception of M Tyranitar-EX, 
						the only Pokémon-EX that can have multiple Tools 
						attached thanks to its “Θ Double” Ancient Trait, this 
						shuts that Pokémon off from any intended Pokémon Tool 
						support completely.  If you slap Jamming 
						Net onto an Yveltal-EX not only will it do 20 
						less with its “Evil Ball” and “Y Cyclone” attacks, but 
						your opponent cannot drop a Muscle Band or 
						Fighting Fury Belt on it.  This effectively 
						reduces the damage done by 40 if Muscle Band was 
						the go-to Pokémon Tool or by 30 and the HP by 40 if 
						Fighting Fury Belt was your opponent’s plan.  Keldeo-EX 
						is famous for comboing with Float Stone; this 
						allows its “Rush In” Ability to approximate a free 
						Switch once per turn.  Slap either 
						Pokémon Tool F onto Keldeo-EX, and that combo 
						isn’t happening unless your opponent can ditch said 
						Pokémon Tool F.  Mega Evolutions are both better 
						and worse off than regular Pokémon-EX; usually a player 
						is running enough Spirit Link to promptly play 
						one down, and so their Mega Evolution would be protected 
						from a Pokémon Tool F (except for Tyranitar-EX/M 
						Tyranitar-EX).  If a player does not get 
						that Spirit Link down in time, your opponent can 
						slap a Pokémon Tool F card down and now not only do you 
						have to deal with attack costs increased by [C] or 
						damage dropped by 20, but you’ll have to forgo Mega 
						Evolving or do so at the cost of your turn ending 
						immediately. 
						Now it might seem 
						like an easy thing to block; as stated most decks run 
						their own Pokémon Tools, so just play yours down 
						before your opponent can slap a Pokémon Tool F onto any 
						of your Pokémon-EX (or at least the ones you care 
						about).  The catch is that Pokémon Tool F cards 
						released alongside Xerosic, with Startling 
						Megaphone and Tool Scrapper already being 
						legal; in the prior Standard format only Tool 
						Scrapper was absent.  Startling Megaphone 
						clashes a bit with Pokémon Tool F usage because it would 
						discard your own Pokémon Tool F cards, but it enables a 
						catch-22 to use against your opponent; if he or she 
						plays down Pokémon Tool cards to block your Pokémon Tool 
						F cards, there is a risk you just discard those Tools.  
						This is bad enough if you barely got to use your, say,
						Muscle Band but it can be devastating if it was a 
						clutch Float Stone or Spirit Link card 
						your deck basically needs to function.  All of this
						before combos to make Pokémon Tool F cards 
						stronger.  Additionally, if your opponent goes 
						first and you open with some Pokémon-EX, he or she has 
						first dibs at attaching and there is likely nothing you 
						can do about it.  
						So what are the 
						combos to which I alluded?  One-sided Item lock 
						means a player loses out on probably the two (and a 
						half) the easiest way to protect themselves from Pokémon 
						Tool F cards.  Though I just explained the risks, 
						getting your own Pokémon Tool down is the best method so 
						long as it’s a Tool you can make use of immediately 
						(that’s one).  You can use Tool Scrapper to 
						discard up to two Pokémon Tools in play; unlike 
						Startling Megaphone it can hit your own side of the 
						field (that’s two).  The third best trick is to use 
						the combination of Battle Compressor, VS 
						Seeker, and various Supporters (AZ, 
						Cassius, Xerosic, etc.) that either discard a 
						Pokémon Tool or create an effect that causes a Pokémon 
						Tool F to leave the field, triggering its own discard 
						clause.  Obviously you can skip the Battle 
						Compressor and/or VS Seeker if circumstances 
						are correct but often enough the card in question 
						is TecH or a two-of at best (that’s the half).  
						There are various other ways to protect your Pokémon, 
						but they are either deck specific, not that good, or 
						both.  So yeah, one-sided Item lock such as through
						Seismitoad-EX or Trevenant (XY 
						55/146) is a potent combo with Pokémon Tool F cards.  
						In fact, most forms of disruption work well with them; 
						Energy discarding effects partner especially well with
						Head Ringer.  There are also various 
						attackers, like Manectric-EX that get a bonus for 
						hitting something with a Tool attached.  Yes, I’m 
						being pretty general here; this isn’t that complex and 
						if you’ve got even a few months of experience in 
						Expanded (or Standard prior to rotation), you’ve 
						probably run into this already.  
						Head Ringer 
						proved far better than Jamming Net, however going 
						into it I had the opposite expectation.  Card pool 
						matters, though it may also have just been an oversight 
						on my part.  Thinking of attackers like Landorus-EX 
						or the decks that had good Energy acceleration, 
						Jamming Net may only drop damage a little, but it 
						seemed more reliable; it isn’t that big of a deal to 
						slap a Head Ringer on Black Kyurem-EX (BW: 
						Plasma Storm 95/135) when your opponent was just 
						going to drop an extra Water Energy on it through 
						“Deluge”, since that was the point of running it with 
						Blastoise (BW: Boundaries Crossed 31/149; 
						BW: Plasma Storm 137/135; BW: Plasma Blast 
						16/101).  Instead decks like those began to fade 
						while competitive decks began to run fewer and fewer 
						Energy; they also began to run more Energy removal so 
						decks using Head Ringer had that combo handy 
						while decks trying to resist Head Ringer had less 
						Energy with which to power through.  
						Control/disruption decks made great use of Head 
						Ringer, as did a few like those focused on 
						Manectric-EX.  Said decks usually didn’t have 
						room for Jamming Net as well; just too many other 
						cards to include.  
						So why would either 
						or both Pokémon Tool F cards be an important reprint for 
						Standard?  While there are of course non-Pokémon-EX 
						attackers, a lot of hype has been given to Mega 
						Evolutions.  We also lost the best tricks for 
						dealing with Pokémon Tool F cards; the two together 
						could really mess up certain decks while Pokémon Tool F 
						cards can fit into almost any deck.  Of course, 
						with no easy Tool removal it also means your opponent 
						can more effectively block them with regular Pokémon 
						Tools, so it isn’t perfect for Pokémon Tool F cards.  
						You will still see these being used in Expanded, mostly 
						in control/disruption decks where their effects can be 
						maximized.  If you’re able to use XY: Phantom 
						Forces packs for Limited, these aren’t the greatest 
						pull but they are wonderful insurance should your 
						opponent bust out a Pokémon-EX.  
						
						Ratings  
						
						Head Ringer  
						Standard: 
						N/A  
						Expanded: 
						3.5/5  
						Limited: 
						3.25/5  
						
						Jamming Net  
						Standard: 
						N/A  
						Expanded: 
						3/5  
						Limited: 
						3.25/5  
						Summary:
						Head Ringer and Jamming Net are two useful 
						anti-Pokémon-EX cards that are also good for messing 
						with Mega Evolutions.  They lose a lot of their 
						combo partners thanks to rotation, but enough remain 
						that in a format expecting heavy Mega Evolution play and 
						lacking a good way to discard Tools, they should at 
						least remain about as useful as they have been, if not 
						becoming stronger.  Head Ringer is going to 
						remain the better of the two unless we see a 
						competitive deck arise that can easily afford an extra 
						Energy attachment and that isn’t also shut down by the 
						other control/disruption cards that are likely combos 
						with Head Ringer.  
						Jamming Net 
						wouldn’t have made the list at all, save for being 
						partnered with Head Ringer, however it is largely 
						a case of two cards competing for a niché use that isn’t 
						large enough to accommodate them both.  They scored 
						23 voting points as Head Ringer made all three 
						lists.  On my personal list, they took 9th place; 
						part of me thinks 15th is too low because of the amazing 
						control combos this enabled and because these are 
						generic use cards… except they aren’t too generic since 
						they are Pokémon-EX counters, the lack of Trainer based 
						Tool removal ends up cutting both ways, and their 
						best combo buddies also rotated out.  15th place 
						might be a good fit after all.  | 
            
              |  Zach Carmichael
 | Today we are looking at Head 
						Ringer from the Phantom Forces expansion. Alongside
						Jamming Net, this is one of two cards with the 
						label of Team Flare Hyper Gear. This mechanic 
						changed the game dramatically by allowing you to attach 
						these Tool cards to your opponent’s Pokemon. While 
						Team Flare Grunt saw a reprint via Generations, 
						sadly Head Ringer did not, so it is unfortunate 
						that this mechanic was short-lived despite providing 
						some variety in the game.  By attaching Head Ringer to 
						an opponent’s Pokemon-EX, the attacks of that Pokemon 
						cost one Colorless Energy more to use. This is 
						especially good in Energy removal decks that use cards 
						like Crushing Hammer and Team Flare Grunt.
						Seismitoad-EX decks especially benefit from 
						Head Ringer, as the combination of locking your 
						opponent from playing Items and barraging Energy 
						disruption cards while they struggle to set up and pay 
						more to attack can be devastating.  I had really hoped that the 
						Standard format this season would be Phantom Forces-on. 
						So many great cards were in Phantom Forces, namely 
						Bronzong, Manectric-EX and M Manectric-EX, 
						and the Team Flare Hyper Gear cards. Without Tool 
						removal, Head Ringer and Jamming Net would 
						have become much stronger and likely staples in most 
						decks. Yanmega BREAK decks would benefit the most 
						from these cards, as Yanmega’s Assault Boom 
						attack deals more damage if your opponent’s Active 
						Pokemon has a Tool card attached to it. Evolution decks 
						struggle against hard-hitting, big Basics, so being able 
						to slow your opponent down a bit by having them attach 
						an extra Energy is a big deal. In Expanded, we will continue to 
						see Head Ringer used in disruption decks like 
						Seismitoad-EX. A popular variant of this in Expanded 
						uses Crobat from Phantom Forces, whose “Sneaky 
						Bite” Ability places 3 damage counters wherever you’d 
						like when Crobat is put down. Add in 
						Hypnotoxic Laser for inducing Status Conditions – as 
						well as Silent Lab for Ability lock throughout 
						the game – and the deck quickly becomes annoying to play 
						against. At last year’s US Nationals, the biggest 
						surprise of the tournament was the infamous Wailord-EX 
						deck that took the event by storm, with Enrique Avila 
						making it to the finals but losing to three-time World 
						Champion Jason Klaczynski’s Seismitoad-EX/Garbodor 
						deck. The Wailord-EX deck relied on some of the 
						strategies mentioned above, using cards like Head 
						Ringer and Crushing Hammer to whittle away 
						your opponent’s deck until ultimately no cards remained. 
						  Ratings  Standard: N/AExpanded: 3.5/5
 Limited: 1.5/5
 Summary: Head Ringer 
						helped introduce a game-changing mechanic into the TCG, 
						albeit one that was short-lived in the Standard format. 
						Though it is now rotated, the card certainly has a place 
						in Expanded with the likes of Seismitoad-EX and 
						various forms of Energy denial. In Limited, it does not 
						have much use unless your opponent happens to get lucky 
						enough to pull a Pokemon-EX out of their packs; 
						otherwise it is a useless card since you can’t attach it 
						to your opponent’s Pokemon. |