|  Otaku
 | 
						Welcome to Dual 
						Type Week here on Pojo!  Why?  I noticed I’d 
						failed to review some of them during our last countdown… 
						then realized we hadn’t looked at most of them, 
						some of which have been pretty significant to 
						competitive play.  So let’s remedy that situation 
						right now.  
						First up this week 
						is Shifty (XY: Steam Siege 11/114), which 
						is both Darkness and Grass Typed.  This blend means 
						hitting chunks of the Fighting Type, Psychic Type, and 
						Water Type for double damage, with Resistance only being 
						a factor against the Fairy Type.  Type specific 
						countermeasures are unimpressive, with me once again 
						trotting out Parallel City as the one you’re most 
						likely to encounter; it only reduces the damage done by 
						-20 and it’s being run for the other effect but 
						sometimes your opponent can afford to shrink his own 
						Bench to fake Resistance.  The combination of 
						Darkness and Grass support yields some interesting 
						combinations.  Being a Grass Type doesn’t add much 
						in direct support; Revitalizer springs to mind, 
						but if there is a stand out trick, I’m going to have to 
						look like an idiot for missing it.  Forest of Giant 
						Plants does not care about what Shiftry 
						is, only its lower Stages, so technically it doesn’t 
						belong here.  Being able to share support with 
						certain other Grass Types may or may not matter, and 
						we’ll address that later in the review (same for sharing 
						support with certain Darkness Types).  Speaking of 
						which the Darkness Type also threatens to come up short.  
						It isn’t that the Type is lacking for tricks, but even 
						in Expanded we have some issues with those tricks 
						clashing.  For example, Dark Patch may not 
						play nice with the rest of the deck as it works only 
						with Darkness Energy and Reverse Valley 
						has to compete with Forest of Giant Plants.  
						Being a Stage 2 is 
						rough, which is why Forest of Giant Plants keeps 
						popping up; without it you’ll have to go Seedot 
						=> Nuzleaf => Shiftry taking three turns,
						Seedot => Rare Candy => Shiftry 
						taking only two turns but more open to disruption, or 
						Seedot => Nuzleaf => Shiftry with a 
						Wally somewhere in there to take only two turns, but 
						burn a Supporter usage.  All options are card 
						intensive, and I do not expect anything other 
						than the Forest of Giant Plants road to prove 
						worthwhile (if even that).  140 HP is okay; Stage 2 
						Pokémon can have up to 160 (unless I missed a new record 
						breaker), but the amount is still only a little above 
						the average damage yield of your typical 2HKO deck.  
						Being a resource intensive Stage 2 means streaming 
						Shiftry will be rough and that means being 
						OHKO’d by so many decks is an issue; not a deal breaker 
						(yet), but a definite concern.  Fire Weakness is 
						dangerous right now; the most likely alternate Weakness 
						(Fighting) wouldn’t have been any safer, so no 
						complaining from me.  Fire Weakness is currently 
						dangerous due to Volcanion and Volcanion-EX 
						decks; if Abilities are online and Energy is in the 
						hand, or else enough is already on the field, Shiftry 
						is going down in one hit.  Maybe even for a single 
						Energy attack.  No Resistance is the worst but 
						still not a big deal, while a Retreat Cost of [CC] is 
						neither a good nor a bad deal.  A bit too pricey to 
						pay to retreat but low enough it’s still plausible when 
						you don’t have a choice.  
						Shiftry 
						beings two attacks to bear: “Wicked Wind” and 
						“Extrasensory”.  The former costs [G] and does 40 
						damage while negating the effects of all Pokémon Tools 
						and Stadium cards in play until the end of your 
						opponent’s next turn, while the latter requires [CC] and 
						does 60 damage base and under the right conditions (if 
						your hand is the same size as your opponent’s) another 
						60 for a total of 120.  40 for one is good, but not 
						enough to make a Stage 2 attacker, and the same goes for 
						doing 60 for two.  The effects hold some promise, 
						but are not enough to offset the effort involved in 
						reaching them, at least in and of themselves.  
						Wicked Wind does apply to Stadium and Tool cards 
						played during your opponent’s next turn, so unless your 
						opponent has Pokémon Ranger handy, he or she is 
						basically without those cards.  Except when it 
						comes to using them to trigger effects; the Stadium 
						and/or Pokémon Tool is still there.  Your opponent 
						can play a new Stadium card to discard one currently in 
						play (assuming they have different names) or attach 
						Pokémon Tools to clear out his or her hand.  More 
						specialized examples would be how the “Dragon Road” 
						Ability on Hydreigon-EX or “Garbotoxin” on 
						Garbodor (XY: BREAKpoint 57/122) and the 
						older Garbodor (BW: Dragons Exalted 
						54/124; BW: Plasma Freeze 119/116; BW: 
						Legendary Treasures 68/113) still work with a 
						negated Stadium in play and Pokémon Tool attached 
						(respectively, and of course not at the same time).  
						Consistently synching up hand size is no mean feat 
						either; it is easy enough you can do it without special 
						deck preparation (with careful hand management and some 
						luck) but tricky enough that you cannot rely on 
						it even when a deck is built for it.  
						Reading my own 
						words, it seems like I keep hinting that there is a deck 
						that might make this all work out, even though I keep 
						pointing out Shiftry itself falls at least a 
						little short.  That is not the case.  I have a 
						few ideas, but before we delve into them, let’s run 
						through what all Shiftry has to work with simply 
						by being part of its Evolution line.  Seedot has 
						four options: BW: Next Destinies 2/99, XY: 
						Flashfire 5/106, XY: BREAKpoint 4/122, and 
						XY: Steam Siege 9/114.  All are Basic, Grass 
						Type Pokémon with Fire Weakness, Retreat Cost [C], no 
						Ancient Trait, no Ability, and just one attack.  
						Only XY: BREAKpoint 4/122 and XY: Steam Siege 
						9/114 are Standard legal.  All but BW: Next 
						Destinies 2/99 have 50 HP and no Resistance: it has 
						40 HP with Water Resistance) with the attack 
						“Trip Over” for [C], doing 10 damage plus another 10 
						with a successful coin toss.  XY: Flashfire 5/106 
						has “Call for Family”, also at a cost of [C], which 
						allows you to search your deck for one Basic Pokémon to 
						add to your Bench.  XY: BREAKpoint 4/122 knows 
						“Ram” to do 10 damage, and still at a cost of [C].  XY: 
						Steam Siege 9/114 shakes things up by having an 
						attack cost of [G] to use “Bide”, which allows you to 
						flip a coin should an attack during your opponent’s next 
						turn KO Seedot, and if “heads” Seedot 
						isn’t KO’d but has 10 HP left instead.  I would 
						favor XY: Flashfire 5/106 or XY: Steam Siege 
						9/114 as the former can at least aid in setup while the 
						latter can try and stall to buy time to Evolve.  If 
						you’re not running a source of [G] Energy though then 
						Bide won’t be an option, but ideally you’ll have 
						Forest of Giant Plants and Nuzleaf (if not 
						Shiftry as well) and none of this will really 
						matter.  
						Nuzleaf 
						has four options as well: BW: Next Destinies 
						71/99, XY: Flashfire 6/106, XY: BREAKpoint 
						72/122, and XY: Steam Siege 10/114.  All are 
						less uniform than the Seedot were, but are all 
						still Stage 1 Pokémon with Retreat Cost [C], no Ancient 
						Trait and no Ability.  BW: Next Destinies 71/99 
						is a Darkness Type with 80 HP, FIghting Weakness, 
						Psychic Resistance, and the attack “Surprise Punch” for 
						[DC], doing 20 damage while moving an Energy from the 
						opponent’s Active to one of his or her Benched Pokémon. 
						 XY: Flashfire 6/106 is a Grass Type with 80 HP, 
						Fire Weakness, no Resistance, and two attacks: “Razor 
						Leaf” for [C] doing 20 and “Cut” for [GCC] doing 40.  XY: 
						BREAKpoint 72/122 is another Darkness Type with 80 
						HP, Fighting Weakness, and Psychic Resistance but this 
						time two attacks: for [D] “Corkscrew Punch” does 20 
						damage while for [CC] “Razor Wind” does 40 on “heads” 
						but zero on “tails”.  XY: Steam Siege 
						10/114 is back to being a Grass Type with Fire Weakness, 
						and no Resistance.  It has the least HP at 70, and 
						its attacks are “Harden” for [G] and Razor Leaf for 
						[CC].  Harden is an all or nothing damage soak; if 
						an attack does more than 60 damage it all goes 
						through but if 60 or less it is all absorbed by 
						the effect.  Razor Leaf still only does 20 damage, 
						even though this costs twice as much as it does on 
						XY: Flashfire 6/106.  The big decider here is
						Forest of Giant Plants; unless your deck is 
						skipping it, your real choices are between XY: 
						Flashfire 6/106 and XY: Steam Siege 10/114, 
						and their merits are small enough (and hopefully totally 
						unneeded) so you may as well pick which one tickles your 
						fancy.  
						There are fourthree other options for Shiftry.  We have 
						BW: Next Destinies 72/99, XY: Flashfire 
						7/106, XY: Black Star Promos XY23, and XY: 
						BREAKpoint 73/122.  All of these are Stage 2 
						Pokémon with no Ancient Trait.  BW: Next Destinies 
						72/99 is a Darkness Type with 130 HP, Fighting Weakness, 
						Psychic Resistance, Retreat Cost [C], the Ability “Giant 
						Fan”, and the attack “Whirlwind”.  Giant Fan is an 
						Ability that triggers when you Evolve one of your in 
						play Pokémon into this Shiftry from hand; you 
						flip a coin and if “heads” you choose one of your 
						opponent’s Pokémon and shuffle it and all cards attached 
						to it into your opponent’s deck.  Whirlwind costs 
						[DDC] to do 60 damage and force your opponent’s Active 
						to the Bench (after you do the damage); your 
						opponent chooses his or her new Active.  I could 
						have sworn we reviewed this before, but if we did my 
						Ctrl+F search is failing to locate it.  For those 
						unaware, in the Expanded format, due to Super Scoop 
						Up and/or Devolution Spray, Forest of 
						Giant Plants, several useful draw/search Item cards, 
						and Shaymin-EX (XY: Roaring Skies 77/108, 
						106/108), it became possible to spam Giant Fan so many 
						times that even with the risk of tails, even 
						with some Basic Pokémon having the Ancient Trait “Θ 
						Stop” for protection, odds were your opponent could win 
						by Benching you out on his or her first turn.  This 
						includes T1 of the game.  Just to add insult to 
						injury, your opponent might need several minutes before 
						he or she won, so it wasn’t even a fast loss.  
						Though the deck was hardly foolproof, but it proved 
						reliable enough that Shiftry got the boot (even 
						though it took Forest of Giant Plants to cause 
						problems). 
						XY: Flashfire 
						7/106 has 140 HP, Fire Weakness, no Resistance, and 
						Retreat Cost [CC].  Its Ability is “Leaf Draw”, 
						which allows you to (once per turn) discard a [G] Energy 
						card from hand to draw three cards; its attack is 
						“Deranged Dance” which costs [GCC] and does 20 damage 
						times the number of Benched Pokémon in play (for both 
						players).  That gives Deranged Dance a range of 
						zero to 200 damage (or 320 if Sky Field is in 
						play), though much of the time your opponent will 
						minimize his or her Bench size.  We’ve looked at 
						this card before right 
						
						
						here 
						and my review underscores why it was a problem for me to 
						try to review without having even a modicum of 
						contemporary, hands-on experience. I expected a lot out 
						of Shifty because the Ability and attack are 
						each, separately good.  Maybe even very good.  
						It wasn’t enough though as your opponent often could 
						manage his or her Bench to deny you OHKOs against 
						Pokémon-EX and Shiftry wasn’t likely enough to 
						survive to attack twice.  Deranged Dance was just 
						pricey enough that as control decks started stepping up, 
						even though it ought to have been handy against 
						Seismitoad-EX, it wasn’t.  Each time this 
						Shiftry looked like it ought to catch a break (Sky 
						Field increasing Bench size and thus damage output,
						Forest of Giant Plants providing Evolution 
						acceleration) some other aspect of the card got in the 
						way.  It is Expanded legal only and I am still 
						tempted to try and make it work, except Volcanion/Volcanion-EX 
						decks now make it even more likely your opponent can 
						torch these before you finish building them.  
						XY: Black Star 
						Promos 
						XY23 is again a Grass Type with 140 HP, Fire Weakness, 
						no Resistance, and a Retreat Cost of [CC].  Like 
						today’s Shiftry, it is bringing two attacks to 
						the table.  In fact, the first attack - “Whisk 
						Away” - only costs [G] like Wicked Wind.  Whisk 
						Away does 30 damage, lets you pick a card from your 
						opponent’s hand and look at it; if it is a Pokémon it 
						gets sent to the bottom of your opponent’s deck and the 
						attack does an extra 30 damage (so 60 total).  If 
						it is any other kind of card, it’s just 30 for 
						[G].  Its “Spirit Dance” costs [GCC] and does 60 
						damage and has you flip two coins; each “heads” adds 30 
						more damage.  So 60-90-120 split, with 90 being the 
						most likely.  Whisk Away might have some merit, but 
						Spirit Dance is underwhelming and so the entire package 
						falls far short of being competitive.  For more 
						details, check out our Card of the Day on it 
						
						here; 
						we were running through various promos and so it got a 
						look, and we were too generous with it.  XY: 
						BREAKpoint 73/122 is a Stage 2 Darkness Type with 
						140 HP, Fighting Weakness, Psychic Resistance, Retreat 
						Cost [C], and two attacks.  For [DC] it can use 
						“Roll Up” to flip three coins and if any of them 
						are “heads” your opponent reveals his or her hand and 
						for each “heads” you get to discard a card you find 
						there.  For [DCC] you can use “Otherworldly Return” 
						to do 60 damage plus add a Trainer card from your 
						discard pile to hand.  Effects are nice, but not 
						for the Energy.  The damage is poor for the Energy 
						in the second attack and non-existent in the first.  
						Don’t waste time on this one.  
						Still with me? 
						 I wish I had good news, but the best I can come up with 
						for today’s Shifty (XY: Steam Siege 
						11/114) is a kind of “rush” deck using it with 
						Yanmega (XY: Steam Siege 7/114)/Yanmega 
						BREAK.  Why?  Both are Grass decks, and 
						that’s the Yanmega that with “Sonic Vision”, 
						allowing it to use its attacks for [0] instead of their 
						usual costs, so long as you have four cards in hand.  
						How does these two attackers combo?  Judge forces 
						both players to draw until each has four cards in hand,
						Shiftry has low Energy costs and can use Grass 
						Type support, so together they all have just barely 
						enough synergy to give it a try (by which I mean 
						probably half a dozen or so games to see if it works at 
						all).  With Ability denial being not Uncommon in 
						Standard and Expanded, you cannot get by with no Energy 
						in a Yanmega deck, but Vespiquen and/or 
						Vileplume (XY: Ancient Origins 3/98) may no 
						longer be the best partners for it.  Shiftry is 
						Energy efficient enough that with some Grass Energy 
						and four Double Colorless Energy, you’ve got a 
						possible back up attacker.  Shutting down Stadium 
						cards and Tools may also prove worthwhile; rushing out a
						Shiftry can stall Mega Evolving decks and force 
						those relying upon Sky Field, Forest of Giant 
						Plants, etc. to effectively go without.  In the 
						case of Sky Field, players still end up 
						discarding excess Benched Pokémon, as Wicked Wind 
						temporarily shuts off their effects.  
						So… not a whole lot 
						of hope for Standard play, but at least it is legal.  
						Slightly worse odds in Expanded; while it gains access 
						to some extra dance partners I think it ends up being 
						worse off for the competition.  Yes, even shutting 
						down Fighting Fury Belt isn’t that big of a deal 
						as the attack doing it doesn’t hit very hard.  Do 
						enjoy this in Limited play, but mostly because it is a 
						Stage 2 with inexpensive attack costs.  There are 
						no Stadium cards in XY: Steam Siege and the only 
						Pokémon Tools are Spirit Link cards that either 
						won’t matter at all or will be very important (but still 
						only for one turn).  You’ll have even less of a 
						chance to match your opponent’s hand size as well, but 
						the +60 damage is even more worthwhile here, as are the 
						base damage scores for both attacks. 
						
						Ratings  
						Standard: 
						2/5  
						Expanded: 
						1.75/5  
						Limited: 
						3.5/5  
						Summary: 
						Not an exciting start to the week; a long (and late) 
						review to tell you that this card is at best mediocre.  
						Hopefully another reviewer knows something I don’t, but 
						then again I picked the cards this week so probably not. 
						 Shiftry has a Type combo without too much 
						synergy and okay attacks, but it may as well have been a 
						pure Grass Type. | 
            
              |  Zach Carmichael
 | With our list of top cards rotating 
						from Standard, we can now focus on cards from newer sets 
						such as Steam Siege. Today we kick it off by looking at 
						Shiftry, one of the first dual-type Pokémon we’ve had in 
						a long time. I like that Pokémon decided to bring this 
						mechanic back, as it allows for greater diversity in 
						terms of deck-building and players to experiment with 
						these Pokémon in new and creative ways. Though the card 
						has not seen play as of yet, I think it has a bit of 
						potential, and I will try to use my “theorymon” skills 
						to give ideas on potential decks and strategies!  Shiftry is both Grass and 
						Dark-types. It has a solid 140 HP and two attacks: 
						Wicked Wind and Extrasensory. The first does 40 damage 
						for a single Grass Energy and negates the effects of 
						both Stadium and Tool cards. Considering pretty much all 
						decks use these types of cards, right away I can see the 
						usefulness here, though the poor damage output is 
						concerning. The second attack does 60 damage for two 
						Colorless Energy and can inflict 60 more if you and your 
						opponent have the hand size. Being able to hit 120 
						damage for a single Energy attachment is nothing to 
						scoff at, especially since you can use Max Potion to 
						heal off damage to rinse and repeat.   Adding to this is the fact that 
						Shiftry can, in fact, take advantage of Forest of Giant 
						Plants, so you can potentially get it out the first 
						turn. The Grass-typing makes it an ideal counter to both 
						Greninja BREAK and Zygarde-EX decks, though neither deck 
						is popular at the moment thanks to the popularity of 
						both Vespiquen and Garbodor in Standard. Being a 
						Dark-type in addition to Grass is nice, but it would 
						have been better had Trevenant XY stayed in the format. 
						There aren’t really many Pokémon weak to Dark, 
						unfortunately, so this typing is a bit useless at the 
						moment.  To be honest, I’m not sure what 
						type of deck you would build Shiftry around. The first 
						attack does a solid job in shutting off Stadiums and 
						Tools, but I can’t see the viability of it besides the 
						first couple turns when your opponent is setting up 
						their board. Had the attack shut it off until the end of 
						your next turn versus your opponent’s, it would have 
						been a fantastic way to counter Garbodor and use your 
						Abilities, but this is not the case. The second attack 
						can quickly two-shot most Pokémon in the format and is 
						Energy-efficient, but having played Yanmega BREAK I can 
						say that it is harder than one might think to pull off 
						the same hand size as your opponent. Judge is the 
						easiest way to accomplish this, but I am not a fan of 
						this Supporter because drawing a meager four cards is 
						vastly inferior to other shuffle and draw cards like N.  I think the best pairing would be 
						another attacker than can hit for a Double Colorless 
						Energy, perhaps one whose attack can do just enough 
						damage to compliment Shiftry’s Extrasensory to hit those 
						magic numbers. Keep in mind that Rainbow Energy counts 
						as any Energy, so another option might be an attacker 
						than can use Rainbow and Double Colorless Energy, such 
						as Jolteon or Glaceon. Something else to consider is 
						that Mew-EX has returned, so its Versatile Ability can 
						copy Shiftry’s attacks to potentially counter M Mewtwo-EX 
						decks, at least before Garbodor comes into play.  Ratings  Standard: 2/5 Expanded: 1.5/5 Limited: 1.5/5
 Summary: Shiftry brings fresh life into the game 
						with its dual-typing and ability to evolve right away 
						thanks to Forest of Giant Plants, but I’m not so sure 
						how playable it will be. I don’t believe the right 
						partner has been revealed yet, but that is not to say 
						that it will not be used competitively in the coming 
						months. A case study to look at is the Ancient Trait 
						Gyarados from Ancient Origins, a card which recently 
						became its own deck after placing Top 16 at a recent 
						Regional Championship. The Standard format is relatively 
						young and will continue to grow as new decks emerge with 
						new set releases this 2016-17 season.
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