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Pojo's Pokémon Card of the Day

 

Pinsir
- Sun & Moon

Date Reviewed:
April 21, 2017

Ratings & Reviews Summary

Standard: 2
Expanded: 2
Limited: 4

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

Back to the main COTD Page


21times

Pinsir (Sun & Moon, 6/149) turns up again, this time in the Sun & Moon expansion last February (has it really been two and a half months since SUM was released?  Geez it seems like a week ago).  Pinsir has a double colorless attack that does no damage but might win you a game.  If you play Roof Fling, you flip a coin.  If heads, your opponent’s active Pokemon and all cards attached to it return to your opponent’s hand. 

And the answer to your next question is yes.  If your opponent has no other Pokemon on his or her bench, and you flip a heads after playing Roof Fling, you win the match. 

With boundless optimism for this attack, I put together a Pinsir Herdier (Sun & Moon, 104/149) troll deck.  I had some success with it, too.  I put one of my opponent’s Solgaleo GX (Sun & Moon, 89/149) back into his hand immediately after he played Sol Burst GX (and he had used Rare Candy (Sun & Moon, 129/149) to evolve into Solgaleo GX).  However, after facing back to back Grass decks where I returned a Pokemon back into my opponent’s hand only to see every single card be put instantly back down on the board, I decided to shelve Pinsir until after Forest of Giant Plants (Ancient Origins, 74/98) rotates out in August or September. 

Guardians Rising will also bring us a card that will GREATLY increase the potency of Pinsir.  The much anticipated return of “Fliptini” (Victini, Guardians Rising) and the ability Victory Star has those of us who hate coin flip attacks gnashing our teeth.  Victory Star allows you to re-flip your coin or coins after an attack.  This means that instead of a 50% chance of Roof Fling working, you now have a 75% chance of returning your opponent’s active Pokemon and all the energy or tools cards attached to it back into their hand.  I could again go into why coin flips are bad for the game and how Victory Star makes random variability more important than skill like I did the other day with Greedy Dice (Steam Siege, 102/114), but I won’t here.  I understand why coin flips exist (for instance, to prevent attacks with paralysis from completely dominating the game), I just think it’s bad for the game that a match can potentially be decided by the flip of a coin. 

Rating

Standard: 2 out of 5

Conclusion

Pinsir will have a definite place in the meta in about five months from now.  Mill and troll deck players everywhere are licking their chops as we speak.  He’s just not quite ready for the prime time yet.


Otaku

We close the week with Pinsir (Sun & Moon 6/149) and a very rushed review.  It is a Basic Grass Type Pokémon with 110 HP, Fire Weakness, lack of Resistance, Retreat Cost [CC], and two attacks.  Being a Basic is great.  Being a Grass Type is mostly a boon when something can Evolve from you (thanks to Forest of Giant Plants).  110 HP is probably (but not always) getting OHKO’d outside of Fire Types, who will score a OHKO most of the time thanks to Weakness.  No Resistance is typical, so no penalty for lacking it.  Retreat Cost is low enough you can probably pay it, but high enough you’re better off avoiding it if you can.  The first attack requires [CC] for “Roof Fling”, which then requires you flip a coin.  If “tails”, the attack does nothing.  If “heads”, you bounce your opponent’s Active and all cards attached to it back to his or her hand.  If your opponent has nothing else in play, this wins you the game.  If your opponent has nothing else ready to go and/or can’t play those cards down quickly, this can really slow your opponent’s set-up down.  The second attack is “Guillotine” for [GG], which does 50 damage; not great, but not bad. 

Due to time constraints, we won’t detail the other Pinsir; I don’t know of any others seeing competitive play, so they can’t crowd out this card, and at best Pinsir (BW: Next Destinies 1/99) also has one disruptive, coin flip based attack so maybe it could tag team with this one… but probably not.  Said attack discards Energy based on coin flips, but I’d rather back today’s Pinsir with Crushing Hammer, Enhanced Hammer, Team Flare Grunt, and/or Team Skull Grunt if one wants to add more control elements, which may indeed be a good idea.  The older Pinsir can only discard from the Active, after all.  I don’t have a deck for Pinsir, but anything with Double Colorless Energy or similar Energy acceleration could try and work it in.  Maybe some Decidueye-GX/Vileplume (XY: Ancient Origins 3/98) decks, as without Items your opponent should be much slower.  Maybe save it for when an opponent manages to build something up on the Bench?  With cards like Trick Coin and the “Victory Star” Ability on Victini (BW: Noble Victories 14/101, 98/101; BW: Black Star Promos BW32; BW: Legendary Treasures 23/113) you can re-flip for your attacks,  improving your odds.  We are slated to get another Victini with that Victory Star Ability soon, possibly in SM: Guardians Rising. 

Ratings 

Standard: 2/5 

Expanded: 2.15/5 

Limited: 4/5 

Theme: 4/5 

Conclusion 

So… nothing concrete for Standard or Expanded, but for now slightly better usage in the latter due to effects that allow you to re-flip coins.  The future Victini bringing back Victory Star, it might have a real chance in Standard… but that is then and this is now.  In Limited and Theme deck play, this is a really scary card.  Being a reasonably sized basic with solid damage output (if you are running Grass Energy), that bounce is terrifying when your opponent has something they slowly built up on their Bench… which is a lot more common in these formats than in Constructed play.


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