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						Energy Switch 
						(Sun & Moon, 117/149) allows you to move one 
						basic energy from one of your Pokemon to another. 
						No tricks, no gimmicks, it comes completely as 
						advertised.  
						Got an extra energy on your active and you want save 
						that because he’s about to get KO’d? 
						Done.  
						Just hit a Max Elixir (Breakpoint, 102/122) and need to get that energy 
						on to your active? 
						No problem. 
						It has a variety of uses and can give your attack 
						a huge boost.  
						
						Personally, I ran a couple in a
						Xerneas (Breakthrough, 
						107/162) Rainbow Road deck that I used to run and had 
						quite a bit of success with. 
						I can’t tell you how many times I’d drop a DCE 
						down on my active 
						Xerneas, hit an
						Elixir, and 
						then play Energy 
						Switch.  
						It worked as a great combo many times. 
						However, I haven’t seen much reason to run it 
						since.  It 
						probably could see more play in decks like
						Volcanion (Steam 
						Siege, 25/114),
						Yveltal (Steam 
						Siege, 65/114), or
						Xerneas (XY, 
						96/146), and maybe we too often overlook it. 
						I could do an analysis on this fairly easily, 
						track wins and losses in a deck with and then without
						Energy Switch, 
						but my current project – tracking the amount of damage 
						each attack does to an active Pokemon – certainly has 
						more value. 
						
						
						Rating 
						
						Standard: 2 out of 5 
						
						
						Summary 
						
						While not a completely 
						worthless card, a sixty card deck simply doesn’t have 
						enough room in it for
						Energy Switch.  Look at 
						it this way: no deck finishing in the top eight of the 
						masters division in any tournament since the new 
						rotation WAY back in September has run even a single 
						copy of Energy 
						Switch. 
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						This Throwback 
						Thursday we look at Energy Switch… which may not 
						seem like much of a throwback since it was just 
						re-released, but its release history is Aquapolis 
						120/147 (January 15, 2003), EX: Ruby & Sapphire 
						82/109 (June 18, 2003), EX: FireRed/LeafGreen 
						(August 30, 2004), EX: Unseen Forces 84/115 
						(August 2, 2005), EX: Power Keepers 75/108 
						(February 14, 2007), Diamond & Pearl 107/130 (May 
						23, 2007), DP: Stormfront 84/100 (November 5, 
						2008), HeartGold & SoulSilver 91/123 (February 
						10, 2010), Black & White 94/114 (April 25, 2011),
						BW: Legendary Treasures 112/113 (November 8, 
						2013), XY: Furious Fists 89/111 (August 13, 
						2014), XY: Roaring Skies 109/108(May 6, 2015), 
						Generations 61/83 (February 22, 2016), and Sun & 
						Moon 117/149 (February 1, 2017).  Fourteen years 
						of Energy Switch and… I barely saw it used until 
						about four years ago.  As we are re-reviewing a 
						well-known card, I don’t believe it problematic to give 
						a general opinion of it before getting more detailed; it 
						is possible players (or just myself) didn’t recognize 
						its value back in the day, but reading 
						
						the 
						past 
						CotD 
						reviews you can see that only a few 
						reviewers thought it worth the effort… until what was 
						the last review (and is now the next-to-last).  
						
						Energy Switch 
						is a Trainer and Item card, even the oldest versions 
						count as such since that is the rule for Trainer cards 
						that weren’t a Stadium or Supporter and released prior 
						to Black & White.  There isn’t a huge amount 
						of cards in the modern game that specifically affect 
						Trainers (as opposed to Items), but Dowsing Machine,
						Skyla and Trainers’ Mail are worth naming, 
						while the few anti-Trainer effects still legal are 
						thankfully only worth mentioning in general, to 
						acknowledge their existence.  Being an Item is much 
						more relevant, but not in a good way.  In the 
						Legacy Format you’ve got Junk Arm to recycle it, 
						and some less general tricks in Expanded and Standard 
						play, including Sableye (BW: Dark Explorers 
						62/108) and its “Junk Hunt” attack, but the main thing 
						is Item lock remains a popular and potent strategy in 
						both Standard and Expanded play.  Other than the 
						frequency of Item lock, there is no drawback to an 
						Item’s use; beyond the universal cost applicable to all 
						cards, an Item only adds whatever is specific to its 
						text.  In this case, you’ll need at least two 
						Pokémon and a basic Energy card in play, so that 
						Energy Switch can move said Energy from one Pokémon 
						to another.  
						
						Energy acceleration 
						is a funny thing; there are four major types of it: 
						Energy acceleration from the deck, the discard, the 
						field, and the hand.  It is something of a toss-up 
						as to whether from the deck or the discard pile is 
						better, but from the field is usually the worst.  
						That is because it isn’t actually increasing the amount 
						of Energy you have in play, but rather moving it around 
						to your benefit.  Except actually benefiting from 
						this can be tricky.  With a card like Energy 
						Switch, the first thing that sprang to my mind all 
						those years ago was to save a basic Energy card from 
						being discarded because the Pokémon to which it was 
						initially attached was going to be KO’d.  Unless 
						that Pokémon has a worthwhile attack it may use without 
						that Energy, was just up front to stall, etc. you’ll 
						need to be able to Bench it and start attacking with 
						something new (probably the Pokémon that received an 
						Energy via Energy Switch), or else you lose 
						momentum.  Ending up one basic Energy ahead for the 
						cost of an Item is good but if you can’t keep up 
						the pressure, you’re also sacrificing an attack.  
						At the time, I also Energy Switch thought of 
						using Energy Switch to assist decks that ran 
						multiple Energy Types since that increased your odds of 
						having attached something to a less-than-optimal target.  
						It would also flat out help correct a misplay, but that 
						isn’t usually a good selling point for a card, and 
						neither is helping out most multi-Type decks; it is just 
						easier to run a Special Energy which counts as multiple 
						Types or more basic Energy search/recycling 
						effects.  Even if you had an effect that attached 
						Energy but only to a specific target, at that 
						time it wasn’t usually worth an Item to move it.  
						To be clear, sometimes this was in part because there 
						were better solutions; Pokémon-based effects to move 
						Energy (sometimes over and over again, even in the same 
						turn) or when the attachment was restricted to something 
						like a Benched Pokémon, just using a Switch to 
						Bench your current Active while bringing up something 
						with a free Retreat Cost.  
						
						So what changed?  
						Primarily it was pacing, but there are a few other bits 
						as well.  The game became faster, and Item cards 
						were effectively less “costly” to play.  Basics 
						were able to hit harder for less Energy, so the one 
						basic Energy moved by a single Energy Switch 
						began to matter more.  Basic Energy cards seem to 
						have more and better support than before, while the 
						focus of Special Energy cards seems to be changing;
						Double Colorless Energy and Rainbow Energy 
						work in many, many decks but everything else in 
						Standard works for Pokémon of a specific Type or 
						name-based association.  Expanded has a few more, 
						they are variations on Rainbow Energy (Blend 
						Energy GRPD, Blend Energy WLFM, Plasma 
						Energy, and Prism Energy).  Compare and 
						contrast that to having cards like Boost Energy,
						Double Rainbow Energy, Scramble Energy, 
						and Warp Energy; all the conditions were there,
						but jumbled about, with Pokémon-Type-specific 
						stuff being the domain of just Darkness and Metal 
						Pokémon.  More combos for Energy Switch 
						popped up, like using AZ or Max Potion on 
						a single-Energy attacker after its original 
						Energy was moved to another attacker.  More 
						conditional Energy acceleration was added.  Put it 
						all together, and suddenly Darkrai-EX (BW: 
						Dark Explorers 63/108, 107/108; BW: Black Star 
						Promos BW46; BW: Legendary Treasures 88/113) 
						and Dark Patch, backed by Sableye and its 
						Junk Hunt, are pulling off power combos.  
						
						Energy Switch 
						is not for every deck; anything with basic Energy 
						could technically use it, but if you’re not feeding into 
						a combo, it just isn’t worth it.  Even in decks 
						that can make good use of it, you have to consider how 
						likely you are to face Item lock (or face it without 
						having a counter).  I believe this really 
						hurts Energy Switch in Standard and Expanded 
						play, though it is pretty good in the Legacy Format 
						(where Junk Arm can recycle it in most decks).  
						In Limited play, this is a useful card, unless you’re 
						able to build a strong deck around a single Pokémon (as 
						sometimes happens).  So why look at it now?  
						Besides being a card from the newest set but is 
						still old enough to qualify for Throwback Thursday, 
						there is a card we are likely to receive soon called 
						Multi Switch.  If translations are correct (of 
						course it has already released in Japan), this is just 
						an Energy Switch that can be used with Special 
						Energy (still works on basic Energy as well).  
						If this holds true, soon Energy Switch will be 
						obsolete unless a deck somehow needs more than four 
						copies of it.  
						
						
						Ratings  
						
						Standard: 
						2/5  
						
						Expanded: 
						2/5  
						
						Limited: 
						3.75/5  
						
						Legacy: 
						3/5  
						
						
						Conclusion  
						
						This does not 
						seem to be a good time for Energy Switch, but it 
						isn’t the worst time for it.  It took about a 
						decade before the metagame was ripe for it, and has 
						enjoyed the years since then, but crowded decks and Item 
						lock are really taking their toll.  Expanded offers 
						more opportunities but more counters and competition 
						than Standard, so I’m taking the simple approach of 
						scoring them the same.  The scores arecomposite; 
						Energy Switch is still a great play in certain 
						decks, but ones where it is essential, I don’t recall 
						still being worth the effort.  So those are diluted 
						by the ones where it is okay or even a poor fit, and 
						that is brought lower because Item lock applies across 
						the board.  Finally, Multi Switch means 
						Energy Switch will soon be unneeded. 
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