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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day


- Sun & Moon

Date Reviewed:
April 26, 2017

Ratings & Reviews Summary

Standard: 1.50
Expanded: 1.88
Limited: 3.00

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

Back to the main COTD Page


...where do we even begin with Palossand. 

Don't get me wrong, I love Palossand cause of the sheer ridiculousness he and his pre-evolution Sandygast share - it's a haunted sand castle for crying out loud! Then you realize that they eat the souls of whatever ends up inside their mouths and...well gee, Pokemon, way to make me afraid of SAND CASTLES. Because that's really what I needed, TO BE AFRAID OF SAND CASTLES. 

...well, sentient sand castles, but still. 

So Palossand first has an Ability, Wall of Sand, which reduces all the damage he takes from attacks by 20 after Weakness and Resistance. Just saying, these kinds of Abilities would be so much better if they applied BEFORE Weakness and Resistance. Especially given that he's weak to Grass? I mean really, it'd be nice to reduce the potential damage by "40" instead of just "10". But I digress - it's a way of giving Palossand a pseudo-150 HP health, which is pretty good for a Stage 1. 

On top of that, he's got Absorb Vitality, which is WAY too expensive as a 4-for-50, even with the leeching "Heal from me as much as you did to the opponent" clause. Looking at it just at face value, it means Palossand can heal 50 damage while dealing 50 damage, and for 4 Energy, that's awful. But when you reconsider that he's a Fighting-type Pokemon and can benefit from things like Strong Energy, the attack gains some potential. One Strong Energy turns it into a 4-for-70 that heals for 70 HP, which is half of his HP already, giving anything that's not a Grass Pokemon a hard time to get through him. 

That may be where the good stuff ends though. Powering him up will still take a while, and you don't want him Active while you're powering him up. Wall of Sand may reduce damage, but it's not going to save Palossand from getting wiped out. It's just the fate of a ghost who is also a sand castle. 

...then again, Ghost types are immune to Fighting-type kicks... 


Standard: 1.5/5 (I can't really recommend Palossand as much as I want to) 

Expanded: 2/5 (if only because the cost of his attack is SO high) 

Limited: 2.5/5 (but damage reduction is at least passable for an Ability) 

Arora Notealus: I know they were really just trying to emulate his Water Compaction Ability from the games without being so limited - since the Ability only boosts Defense if Palossand is hit by a Water move...which is a weakness. It's a fun but otherwise crippling Ability to possess, unlike something like Justified where the Pokemon gets stronger by taking something they resist. Such is the strangeness of Pokemon design I suppose? 

Next Time: Share with me your experience from the past!


Palossand (Sun & Moon, 75/149) enters into the meta from the February Sun & Moon expansion.  A Stage 1 Pokemon with 130 HP, its ability Wall of Sand the reduces damage from attacks upon it by twenty, and its only attack, Absorb Vitality, does only 50 damage for a whopping four energy (1 Fighting, 3 Colorless).  Granted, it then heals the same amount of damage that it did in its attack, but for four energy, fifty damage is ridiculously low.  This has to be one of the most overpriced attacks in the game. 

I only played eight matches with Palossand.  I played four matches with a version with hammers and managed to beat a Raichu (Generations, 27/83) Circle Circuit deck, but Raichu’s weakness to fighting made that victory possible.  Then I tried to pair Palossand with Carbink Break (Fates Collide, 51/124), but I only won one out of four matches with that version as well (I beat a Dragonair (Sun & Moon, 95/149) deck that completely donked and had Dragonair out as their only Pokemon.  All of the losses came against top tier decks, and it was not remotely competitive in any of the matches.  It simply doesn’t do enough damage, and it’s way too hard to get that attack powered up. 


Standard: 1 out of 5


Palossand is simply not a competitive card.  It doesn’t do enough damage, and its only attack is extremely overpriced.  I would call this one of the worst – if not the worst – card in the set.


Palossand (Sun & Moon 75/149) is our second Stage 1 Pokémon this week; as mentioned yesterday, that makes it a bit slower and more resource intensive than Basic Pokémon, but still manageable even without additional shortcuts.  Speaking of those, it has two; like all non-Pokémon-EX Evolutions it may use Wally to hit the field in one turn (still on top of its Basic form) or, as a Fighting Type, it may use Maxie’s Hidden Ball Trick to be played directly to your Bench (no Basic Pokémon required) from your discard.  Both options eat up your Supporter for the turn, and while the latter includes drawing five cards, it also requires the desired target be in your discard, an open space on your Bench, and an empty hand.  What else does being a Fighting Type grant it?  Many Colorless, most Darkness, and most Lightning Types are Fighting Weak, though exceptions like Shaymin-EX (XY: Roaring Skies 77/108, 106/108) and Yveltal-EX abound.  In fact, they are Fighting Resistant, which is usually found on cards representing Pokémon that are the video game Flying-Type.  Most end up as Colorless Types, but they are spread out through nearly all other Types.  Fighting Resistance is one of the most abundant forms of Resistance, though “No Resistance” is still easily the most common.  There are some anti-FIghting effects, but they aren’t worth running, so I’d say this is a good Type to be. 

Fighting Typing allows Palossand to utilize Fighting Type specific support, which includes Strong Energy and several other tricks currently only legal in Expanded play.  I don’t recall any Fighting Energy exclusive tricks that have proven worthwhile, but the Fighting Type has an excellent stable of contenders for your deck space, many able to perform devastating attacks for just one or two Energy.  Palossand has 130 HP, around the point a card seems more likely to survive a hit than not, even against an opponent that already has a solid field presence.  Palossand is Grass Weak, which can be pretty dangerous.  Peeking ahead, we’ll see that “tanking” is kind of this card’s thing, but Grass Types are likely to get a OHKO.  Lack of Resistance is typical, but more disappointing here because the HP and effects of this card (again) make it appropriate for tanking strategies.  The Retreat Cost of [CCCC] is clunky and difficult to pay; either build your deck so an Active Palossand can stay up front or include multiple options to get it back to the Bench.  You might even want to include both.  The Retreat Cost does make it a legal target for Heavy Ball and/or Heavy Boots. 

Palossand has the Ability “Wall of Sand”, which reduces the damage it takes from attacks by 20 after you have already applied Weakness and/or Resistance.  Not brilliant, but handy if this card finds itself surviving on the margin.  [FCCC] pays for “Absorb Vitality”, an attack that does 50 damage to the opponent’s Active while healing Palossand (“this Pokémon”) for an amount equal to the damage done.  This is a small but important distinction from just healing a flat 50 damage; damage buffs (something the Fighting Type is known for) increase not only damage output but healing as well.  Four Energy is pretty massive for the current environment, even with tricks like Double Colorless Energy and Carbink BREAK to speed things up.  50 damage is a pretty awful return for four Energy on its own, and even with the healing, seems underpowered.  Other tanking strategies that have worked in the past tend to have a stronger protective effect or rely on something like Max Potion to flush away all damage from the afflicted Pokémon while a low attack cost or other combo powers it back up.  The entire package, though, seems to have some merit.  If you can keep Palossand from being OHKO’d, you can hit your opponent back while healing up, and this isn’t super easy to OHKO. 

Palossand doesn’t have any alternate versions yet, nor any related cards save Sandygast.  There is only one version of that available - Sun & Moon 74/149 - and it is a Basic, Fighting Type Pokémon with 80 HP, Grass Weakness, lack of Resistance, Retreat Cost [CCC] and two attacks.  For [C] it may use “Shore Up” to attach a [F] Energy from the discard pile to itself, while “Sand Tomb” costs [FCC] and prevents the opponent’s Active from retreating until the end of your opponent’s next turn.  Underwhelming as usual, at least this shows some effort at being more than an idle stepping stone.  I wouldn’t recommend it, but you can attack with Sandygast to build Palossand more quickly.  With 80 HP and the current pacing of the game, you’re mostly just giving up an Energy attachment and attack to be KO’d the next turn.  So what to run with Palossand?  The best I can come up with is Carbink (XY: Fates Collide 50/124) and Carbink BREAK might be a good partner.  Unfortunately, as a non-Basic Pokémon, you cannot protect your Energy from being discarded with Carbink (XY: Fates Collide 49/124), and even the “Safeguard” Ability of its set-mate only goes so far in a format where Pokémon-GX have already made their presence known.  All the hard(der?) hitting decks threaten to overwhelm the tactic anyway; I guess you could try Vileplume (XY: Ancient Origins 3/98) to mostly protect your Items and slow down your opponent; if you use get tricky, you could still lock down Items most of the time, periodically restoring them on just your turn so that you can use Focus Sash to deal with OHKOs.  Until SM: Guardians Rising is official, you could use Heavy Boots for some extra HP in Standard, but you might want to offset your low damage output with Bursting Balloon or Poison Barb instead.  Some disruption of your own might also prolong the lifespan of your Palossand. 


Standard: 2/5 

Expanded: 1.75/5 

Limited: 3.75/5 

Theme: 3.5/5 


In the end, I can see some potential here, but I don’t expect Palossand to be heating up Standard or Expanded anytime soon.  Enjoy it in Limited and Theme deck play, though, where the lower damage output of everything means its tactic goes from being kind of rocky to quite sand sound.

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