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Yu Yu Hakusho
Pojo's Pokémon Card of the Day
- Sun & Moon
April 27, 2017
& Reviews Summary
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Exp. Share has been around since
Neo Destinies, although back then it was just called
"EXP. ALL". Its effect has overall remained the same,
just gotten an update on the text every now and again.
The basics are that whenever your Active Pokemon gets
KO'd, you can take a basic Energy off of it and attach
it to the Pokemon Exp. Share is attached to. Pretty
simple stuff really.
I don't think I've seen many deck
lists that include Exp. Share on them, despite the fact
that many decks will run few Energy to begin with. For
some decks though, the majority of their Energy is
Special, so Exp. Share won't have as great an impact. In
other decks, they can just recycle the Energy from the
discard pile through Abilities or Items. And in the
remainder of decks, there's usually just another card
that the deck wants to use more than Exp. Share. Why go
for this when you've got Fighting Fury Belt for the
extra damage? Or maybe another copy of Hypnotoxic Laser
or an extra Sycamore? What about teching in something to
counter a deck yours is weak against?
I think that's really the main
reason I don't see Exp. Share getting run. Either decks
won't have much use for it, or it'll get outclassed by
other cards in the decks that would use it. Still, Exp.
Share isn't a bad card - it helps to save a precious
resource in the game and can power up another Pokemon in
the process. It could even be used in decks that recycle
Energy to accelerate a Pokemon even faster if need be!
But again, it gets outclassed by other options.
Exp. Share: willing to do what most
other cards won't, share.
Standard: 2.5/5 (again, I think
it's a good card)
Expanded: 2/5 (but compared to
other options for many decks, it isn't a top priority)
Limited: 3/5 (if it were run
competitively, I suppose you might see 1 copy)
Arora Notealus: Exp. Share can't
really emulate its in-game effects, as there's no real
"experience" system in the TCG. How crazy would it be
though to have it emulate something similar to it
though, eh? "When you KO an opposing Pokemon, attach
Energy to all of your Pokemon!" I mean really that would
be more accurate. Even if it was just 1 Energy to the
Pokemon it's attached to, the KO clause would fit, and
it would work better in many decks...hmmmm...
Next Time: Mother knows best
Thursday we are looking at Exp. Share (BW:
Next Destinies 87/99; Dragon Vault 18/20;
XY: Primal Clash 128/160; Sun & Moon 118),
which is very similar to the older Trainer EXP.ALL
(Neo Destiny 93/105; EX: FireRed & LeafGreen
91/112). Though these cards have different names
and non-identical effects, they are close enough that we
may as well discuss one with the other, plus it makes
this more a throwback as we go back 15 years and not
just five. EXP.ALL was reviewed
you can see our past review of Exp. Share
and Exp. Share are both Item cards, specifically
Pokémon Tools. This is a lengthy review, so I
won’t dwell on the support and counters for either of
these, but know that they exist and general Item support
and counters are a big part of the metagame (especially
the latter). These two Items trigger when your
Active Pokémon has been KO’d by an opponent’s attack (in
the case of Exp. Share, specifically only due to
the damage from said attack). When that condition
is met, you may move a Basic Energy from your freshly
KO’d Active Pokémon (before you discard it and all cards
attached) to the Pokémon with EXP.ALL and/or
Exp. Share attached. Like all Tools I can
recall, this card eats up a Pokémon’s “Tool Slot” (for
want of an official term). Multiple copies of
either card can trigger at the same time if conditions
are met, including attaching multiple Energy to the same
Pokémon if it is one of the few that may equip
multiple Tools at the same time. EXP.ALL
discards itself after it works, but Exp. Share
does not and so may activate multiple times while it
remains on the field. EXP.ALL could originally
be attached to any Pokémon, just like EXP. Share,
but the second printing of EXP.ALL overrides the
text of the original now and said printing added a line
excluding both Pokémon-ex and Pokémon with an
owner in their names from having EXP.ALL
attached. The wording also now reads “1 of your
Active Pokémon” because it released during the period
when 2-on-2 Battle Format was added to the Pokémon TCG.
Using those or the Team Battle alternate rules, it is
possible for you (or your team) to have more than one
Active Pokémon at a time. See the
Play! Pokémon Rules and Formats document you can find on the
Play! Pokémon Rules & Resources for details.
saw limited play during the course of its life,
coexisting with more popular Pokémon Tools. There
were a few decks that used it well, though and Exp.
Share has a similar story. This is what I
often refer to as a “passive” Tool because its
activation relies on things you do not directly control.
Before either of these can trigger, your opponent has a
chance to discard them. Your opponent may instead
sidestep the effect by not KOing your Active;
that’s usually a good thing if it slows them down, but
usually, it just means they have a sufficient
workaround. That can simply be a useful attack
that doesn’t KO your Active (or in the case of Exp.
Share, doesn’t KO it with damage) or using an effect
to promote something without basic Energy to the
Active position before scoring the KO or the Pokémon
with EXP.ALL/Exp. Share (if only one
Pokémon has that Tool at the moment). There are
three contemporary uses for Exp. Share I believe
are worth discussing. First are Pokémon with the
“Ω Barrier” Ancient Trait, like Regirock (XY:
Black Star Promos XY49); they are unaffected by an
opponent’s Trainer cards (other than Tools and Stadium
cards), and it has been ruled that this protection
applies to cards attached to said Pokémon.
So a Regirock with Exp. Share may sit
safely on your Bench, unmolested by an opponent’s
Crushing Hammer, Lysandre, Startling
Megaphone, etc. This isn’t just useful for
powering up the Pokémon with Ω Barrier, but also combos
with things such as Energy moving effects or effects
that count how many Energy you have in play.
Second is something similar; various effects that block
Item usage offer a similar level of protection, though
some interfere too much with your own Tool usage to
bother with the combo.
The third is
Standard play and various attackers that do more damage
based on the amount of a particular Energy you have in
play. How is that not the same as the first use?
Right now, there just is not a cost efficient way
to discard a Tool from an opponent’s Benched Pokémon…
which means those decks don’t need something like
Regirock sitting on the Bench but can instead slap
an Exp. Share onto a spare copy of an attacker.
The best example would be competitive Darkrai-EX
(XY: BREAKpoint 74/122, 118/122) decks; though
not universal, it is typical of them to run both
Fighting Fury Belt and Exp. Share.
Each basic Darkness Energy card Exp. Share
rescues from the discard pile translates to +20 damage
for the “Dark Pulse” attack on Darkrai-EX plus
helps build to power something else up to attack or
retreat. This is basically half of why we
are reviewing Exp. Share today; the other half
are Choice Band and Field Blower, two
cards being released in SM: Guardians Rising.
The former is a new Tool causes the attacks of the
Pokémon to which it is attached to do 30 more damage to
either an opponent’s Active Pokémon-EX or
Pokémon-GX; this means more competition for Exp.
Share. Field Blower is an Item that allows
you to discard two Tool cards, two Stadium cards, or one
of each from the field, whether they are yours or your
opponent’s. This hurts more passive Tools twofold;
them being discarded before they can yield a return
incentivizes the use of Tools like Float Stone or
Choice Band, as you can cash in on their effects
during your own turn.
For Expanded play,
Field Blower only hurts a little because this
format already has Startling Megaphone to
completely wipe Tools away from the opponent’s side of
the field, regardless of how many there are. Exp.
Share may not be totally dead in either of these
formats, but it is consigned to combos like the one
mentioned with Regirock, in the decks where that
is worthwhile. In the Limited Format, Exp.
Share should be quite valuable; due to the nature of
this format, you’re building a 40 card deck from the
contents of sealed product provided, so you’ll have a
lot fewer draw and search resources. Item
searching and recycling effects aren’t too common in the
first place, and while there are some Tool specialized
ones, unless you’re at an event that mixes product from
different expansions, you won’t be able to pull it from
your boosters. You also only play with four Prizes
(instead of six) in Limited play, so Exp. Share
triggers less often. The other differences
between Limited and Constructed play make Exp. Share
more valuable instead of less, with the net
results being favorable. It may only have a chance
to go off three times (at most), but when you draw into
it and get it on the right target, that tiny bit of
Energy acceleration is probably safe and super
performs similarly in the Theme Deck Format of the
PTCGO, though some Theme Decks support it better than
others. In the Legacy Format (also found on the
PTCGO), Exp. Share falls between current Standard
Legacy Format allows only cards from the HS-series,
Call of Legends, and BW-series releases. More
recent competition like Fighting Fury Belt or
Muscle Band are absent from the card pool, perpetual
favorites like Float Stone or older tricks like
Silver Bangle are still present. No worries
about Item lock, Startling Megaphone or
Xerosic, but Tool Scrapper is still present
and capable of taking out two Tools for the measly cost
of being an Item. I’ve no clue if the card has any
use for the Unlimited Format (the actual Unlimited
Format or its far smaller PTCGO counterpart) or the
30-card deck alternate format. If you don’t know
what that second one is, again please see the official
Pokémon TCG documents linked to earlier, and (hopefully)
join me in trying to convince the powers-that-be to add
these to the PTCGO… or maybe even sanctioned play!
is a good, somewhat specialized card that needs
particular strategies to perform to its fullest, but it
isn’t too bad in general. Decks running few or no
basic Energy cards, that KO their own Pokémon, mess with
their own Tools, and probably a few other specific
strategies need not apply, but in general the downside
to Exp. Share in Standard play is that there are
better cards to run in its stead. In
Expanded and Legacy play, the threat of being discarded
easily (outside of specific combos) is a big problem.
In the Limited and Theme Formats, the lack of resources
ultimately helps Exp. Share shine brighter.
Not a bad deal, but soon Standard will look more like
Expanded and/or Legacy, with some of the new cards from
SM: Guardians Rising; probably good to enjoy it
now, while you can.
Also, I am serious;
we really need to be asking for some of the fun
alternate formats to be more mainstream, if not added to
competitive play. It might be a bit of a nightmare
to balance them out, but I can’t really call our
contemporary formats balanced either, so we may as well
hope to enjoy different broken mechanics.
(Sun & Moon, 118/149) got another reprint in the
Sun & Moon base expansion set.
This card has seen significant usage recently in
decks built around
Darkrai EX (Breakpoint, 118/122),
Xerneas Break (Steam Siege, 82/114), and
Mega Gardevoir (Primal Clash, 156/160).
If an active Pokemon is KO’d
from an opponent’s
attack (very important to remember, it HAS to be
damage from the opponent’s attack), then you can
move a basic
(sorry, no special) energy from the active to a benched
This also stacks – if you have four basic energy on the
active Pokemon and four
Exp. Share and
your benched Pokemon, each of those four benched Pokemon
can take a single energy from the KO’d Pokemon.
This significantly aids Pokemon with high attack
costs, and it also helps Pokemon whose attacks rely on
the amount of energy on the board maintain a high energy
count on their Pokemon in play.
It also can theoretically help you run less
energy in your deck; however, I’ve found that the less
energy you run, the harder it is to find it and get it
initially on your board.
does no good if there are no basic energy cards attached
to the active Pokemon.
As I mentioned, many top tier
decks that have seen tournament success in the current
format use Exp. Share. In the four
standard major tournaments since the latest expansion,
Sun & Moon, ten decks placing in the top eight of
these events ran at least two
Decks that won in Athens and Anaheim both ran
All of these decks are built around
but many other decks benefit from
Exp. Share as
mentioned above, Xerneas Break and Brilliant
Arrow Mega Gardevoir will use it to great advantage.
I’ve also used it with
Lycanroc GX (SM14), Trevenant
Break (Breakpoint, 66/122), and a
Damage Change Mewtwo EX
(XY Promo 107)
Weavile (Steam Siege, 61/114) deck.
For Pokemon that have three energy cost attacks
or more, Exp. Share can definitely help you maintain pressure on your
opponent by continuing to attack even though a powered
up Pokemon was KO’d.
Personally, I think that
Exp. Share is currently
very under used.
Field Blower (Guardians Rising) will enter
the meta in only a few weeks, and this will
significantly impact the strategy of every deck in the
format (spoiler alert: I actually have
rated as my #1 card from Guardians Rising.
People are saying it’s only a one or two of, but
I think it’s going to be a four of in the majority of
Exp. Share, like many other tools, is highly susceptible to
We currently live in a meta where tool cards
happily sit on a Pokemon forever.
Very few decks run a Pokemon with the ability or
attack to remove a tool card.
However, our oblivious, insulated little bubble
will burst with
Field Blower, and we can only begin to imagine how
powerful Lysandre (Ancient Origins, 78/98) becomes in a meta where
Float Stones (Breakthrough,
137/162) no longer provide permanent free retreat to the
Pokemon they are attached to.
Field Blower will probably reduce the usage of all tool cards,
Standard: 3 out of 5
Exp. Share won’t benefit every deck, but
in decks that only run basic energy and / or have high
energy count attacks, it can greatly aid in your ability
to continue attacking your opponent even though an
attacking Pokemon gets KO’d.
Unfortunately, I believe that
will reduce the value of all tool cards,
Exp. Share included.
One last thing: why is the
Exp. Share abbreviated? I’m
assuming it stands for “Experience.”
I’m just wondering why this was abbreviated.
Compressor Team Flare Gear (Phantom Forces,