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Yu Yu Hakusho
Pojo's Pokémon Card of the Day
Top 10 Cards Lost to Set Rotation
#8 - Teammates
- Primal Clash
August 2, 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
Speaking of cards that made the
list that I didn't even take a look at...Teammates.
When I first took a look at this
card from Primal Clash, I didn't have much of a high
opinion of it. It's a Supporter that needed you to lose
a Pokemon in your previous turn to be usable, which I
commented on being a "catch-up" card - a card that you'd
play when you're at a disadvantage to get back some of
that advantage for yourself. I also referred to it as a
"reinforcements" card, as it could also help stabilize
your position in the event that your heavy-hitter ended
up getting KO'd. I also managed to throw in what I think
is a witty ketchup pun in there, but that's beside the
Teammates says that if your Pokemon
was KO'd last turn, add 2 cards from your deck to your
hand...well, up to 2 cards, but since when has anybody
not added the full 2 cards? All in all, grabbing any 2
cards from your deck can be extremely beneficial in
either helping you to catch-up or to reinforce your
position, and I'm almost positive that's what Teammates
was used for in many decks that would have played it...
...perhaps it's just me, but I
didn't see too many lists running this card.
It might be because of the presence
of things like Sycamore and Skyla that could draw out
more cards more easily, or perhaps it was considered a
tech card that wasn't good enough to replace any non-Lysandre
tech card in a specific deck, but for whatever reason
outside of this card's initial release, I personally
haven't heard much from it. Maybe it ended up as a side
boarded option? I dunno, and I can't say what it's
impact on the format has been. Maybe its presence gave
people the opportunity to consider the ability of
getting a Pokemon KO'd and then adding the 2 cards that
win them the game!
...who knows? Like I said, I
haven't seen much, so I'm still not that impressed by
Standard: N/A (here in Standard, it
might have been used to grab some good cards for
Expanded: 3.5/5 (but here in
Expanded, now with a larger pool of cards, I can
actually imagine the benefits of the add-2 to be bigger
Limited: 4/5 (even if you're still
gonna lose 2+ cards to make it happen)
Arora Notealus: It's hard to say
whether it's worth losing one Pokemon to add 2 cards to
your hand. It's probably easier to look at it as, "If I
lose this Pokemon, I know I can get 2 cards out of it!"
But then I guess with some Supporters, you gotta wonder
about where you draw that line.
Next Time: Something reeks, and I
don't think it's the Supporters...
(Primal Clash, 160/160) landed at number eight on
our countdown of the top ten cards lost to rotation.
I had it at 3rd place on my list, and, if I got
to redo my list today, I’d probably put it at number
one. I have
used this card SO much over the year and a half I’ve
been playing now.
I love the card’s design – I love cards that give
a player who might be on the downside of a game a little
bit of a boost to get themselves back into it.
like cards that penalize a player for winning (I’m
looking at you, N
(Fates Collide, 105/124)), but I really like
cards that help you out when you’ve fallen behind.
And this one is a doozy – being
able to go get ANY two cards you want out of your deck.
Energy, Supporter, Stadium, Tool, doesn’t matter,
you want it, go get it.
I frequently use it to get a
Rare Candy (Sun
& Moon, 129/149) and the Stage 2 Pokemon I need,
that’s the perfect combo.
That’s one of my stealthy sneaky tactics lately.
I’ve been running a number of decks where I use
(Guardians Rising, 21/145) to go get me the
Pokemon I need, and then when my opponent KO’s
it’s only 60 HP and very frail, I then use
go get whatever I need to begin attacking.
It’s a great strategy, one that for the most part
of the 2016-17 season hasn’t been taken advantage of by
It seems like people have just recently remembered that
Teammates is a
Standard legal card.
In the past three tournaments, there have been at
least two decks running
In the first tournament of the season – a year
ago in Phoenix – the
(Breakpoint, 41/122) deck that won the tournament
ran a copy of Teammates. In between,
however, only a couple of decks ran
For most decks in most tournaments throughout the
season, nobody ran
The number Master’s Division
top eight decks that have run at least one copy of
Indy 3 (1st)
St. Louis 2
San Jose 0
European IC 0
Ft Wayne 0
Phoenix 1 (1st)
You’re going to get at least
one Pokemon KO’d – be honest with yourself.
You rarely go through a game against a real deck
where you don’t lose at least one Pokemon.
Don’t try to pretend it’s not going to happen.
Use this card to take advantage of that.
The way I look at it, if you win with 6 prizes
left or if you win with 1 prize left, either way, you
still win the game.
has helped me do that a LOT this season, it’s a little
sad that we have only just recently rediscovered how
good this card is.
Standard: 4 out of 5
It’s also a little sad that we
have absolutely no replacement for this card, but that’s
part of the reason I ranked it so high on my list of
cards lost to rotation.
I do think that four is a good rating for this
card as it’s not as valuable in decks that feature two
Plus, two cards sometimes just isn’t enough… if
it allowed three cards, then I’m sure this card would
have seen a LOT more play!
Still, in decks that run mostly or all single
Teammates greatly helped you continue your attacks
and even gave you a boost when you fell behind in a
miss this card, and I hope we get a reprint or similar
card in the near future.
Our 8th place pick is Teammates from XY Primal Clash.
It was ranked 6th place in the top 10 cards
of XY Primal Clash. This Supporter has a
requirement before you play this card: You have to
have one of your Pokemon get KOed during your
turn. So, this means your opponent would KO your
Pokemon by damage or damage counter placements during
their turn. So, no, being KOed in between turns
(i.e. poison and/or burn) does not count, and self KO
(usually only possible on your turn) also does not count
as that requirement. Ok, so once you met that
requirement, you get to search your deck for 2 cards and
put them onto your hand. This is a very powerful
effect! The application to using it are endless,
and it’s too much for me to put them in one review.
Need two items? Need energies? Need Pokemon?
Teammates got you covered!
So, Teammates is used as a search card, but it could also act as a
retriever. How does that happen? I would play
Teammates to get two Puzzle of Times and use both of
them so that you can get any two cards from the discard
pile to your hand. This tactic can be ruined if
any card involving item lock is already in effect, and
also since you played Teammates, you can’t play another
Supporter (though you still can have that desired
Supporter back and play it later).
Teammates is not a card that you would max out your copies with,
usually one or two copies would suffice, three or more
is overkill. That pretty much covers it for
Expanded. In limited, this is a must run (unless
you do a +39 deck) since your Pokemon would eventually
get KOed for whatever reason and search the cards you
need right away to turn the situation around.
Before I end this review, let me mention a similar card that did
the same thing as Teammates but with a different
requirement: Twins from Heart Gold & Soul Silver
Triumphant expansion. It was reviewed in November
1, 2010 as a regular review (they didn’t have a top 10
list of an expansion back then, and if it the list were
to be hypothetically made, then I would have place it at
number 1) and January 11, 2011, when it was at 4th
place of the top 10 cards of 2010. This card was
amazing back in the day and is still awesome if it had
been reprinted (although it’s legal in the Legacy Format
in the PTCGO). Twins lets you search your deck for
2 cards and put it onto your hand
if you are behind
on prizes. This means that if you are about to
win the game, then Twins becomes a dead card, but in any
other situation where you expect your Pokemon to be KOed
first before your opponent, then Twins will guide you to
a resolution, possibly making it a comeback! I
believe they used to run no more than two copies for
fear of being dead cards.
Standard: 4.1/5 (My score is based on general usage.)
Expanded: 4.1/5 (It’s like being versatile regardless of what deck
Limited: 5/5 (Grab anything and win fast!)
Notes: Unrestricted search is usually a powerful trait, and
if you can address some shortcomings of a card that
would otherwise be broken without one, then you have
yourself a valuable tool. I didn’t have Teammates
in part of my top 10, maybe because I didn’t think it’d
be extremely important enough to be on the final list.
Maybe my timing is pretty bad when playing a match;
Either my Pokemon is KOed but on the following turn I
didn’t draw into Teammates
or I have
Teammates on my hand but my Pokemon isn’t KOed yet.
Coming Up: It’s blooming, yet dangerous at the same time!
(XY: Primal Clash 140/160; 160/160) is our eighth
most missed card of the ones we’ll lose on September
1st, due to the shift to the 2017-2018 Standard Format.
Which you already know from reading the other reviews as
this is a late CotD (though thankfully, just
submitted the day of and after the other reviews were
posted). You’re not going to see much new here: I
believe all the main talking points were covered by the
others. I’m so proud of them!
is a Trainer-Supporter that requires one of your Pokémon
have been KO’d during your opponent’s previous turn in
order to use it, but if those conditions are met it
allows you to search your deck for any two cards you
want, then add them to your hand. Supporters are
still a major part of any successful deck and have been
since shortly after they were introduced. VS Seeker
makes it even easier to use the more specialized
offerings; even being a Trainer has been great for the
last few years, thanks to Trainers’ Mail.
Two cards aren’t much, but it is usually enough to set
up key combos or for certain decks to maintain their
field presence; this gave Teammates solid general
usage, though the need for TecH Supporters usually meant
they were edged out by something like Delinquent,
Hex Maniac, or Pokémon Ranger. Best
in decks that had reusable sources of supplementary draw
power and/or that focus on glass cannons, expecting the
opponent to take a Prize turn after turn. It is
important to remember the card does specify your
opponent’s turn; the good news is that it does not
require it be through your opponent’s actions or
something more specific like damage from an attack, but
you cannot combo this with Pokémon that self-KO
(unless it resolves during your opponent’s turn) or when
a Pokémon is KO’d by a Special Condition (Confusion
resolves during your turn, while Burn and Poison do the
deed between turns).
We first looked at
where it secured sixth place for our XY: Primal Clash
top 10. Re-reading our reviews (aroramage, Baby
Mario, and myself) looks like we had one of those times
where we each had a little different take, and I think
the net result was more accurate for it. I thought
it was one of the best cards in the set, aroramage was
skeptical of it, while Baby Mario thought it would make
for some good TecH, especially with Battle Compressor
to discard it early game so you could VS Seeker
for it when actually needed. I no longer think it
was the best card of XY: Primal Clash and my list
proved to be pretty bad: I even had a typo, listing
Primal Kyogre-EX twice when one was supposed
to be Primal Groudon-EX! Baby Mario also
mentioned that he thought Teammates was the
nerfed version of Twins, but that is a bit of an
oversimplification. Twins is also a
Trainer-Supporter that provides a double search, but it
required you have more Prizes remaining in play than
your opponent e.g. the game thought you were losing.
I’m no longer fond of come-from-behind effects, as I’d
rather win and lose due to my own plays than the game
wanting to punish someone for winning or reward them for
losing. Moreover, this is an easily fooled
metric; multiple cards around that time had potent
effects allowing them to KO either themselves or your
other Pokémon for big rewards (healing more important
targets, Energy acceleration, both at the same time,
etc.) while control, mill, and Lost World decks
often did not take Prizes. Not relying on Prize
counts isn’t all bad; all those times when you’re ahead
or tied on Prizes, Teammates can still work so
long as something of yours was KO’d on your
opponent’s previous turn.
Teammates got a surprise reprint, what would it
be like in the future Standard Format? Right
now it is a solid TecH Supporter, something you run
as a single and can spam (if needed) via VS Seeker
and ignored when you have a better option (or just can’t
use it at all). It’s proven quite useful to
certain decks, some of which have been quite
successful, but Teammates faces a lot of
competition… about half of which is also rotating
from Standard play. Losing VS Seeker hurts
all Supporters, and that might sound like the end of
Supporter TecH, but Tapu Lele-GX allows
them to function from the opposite direction; instead of
tossing them and using them later, you just search them
out as needed. With decks possibly shifting to
four Tapu Lele-GX builds and already favoring at
least two and Pokémon search still being
plentiful in the typical deck, seems like a winner to
me. What really makes me miss it, is that we might
be in for a format where searching (for example) a
Rare Candy plus Stage 2 or two copies of Puzzle
of Time become major plays once again. Throw
in more decks trying to take advantage of the Prize
divide between single Prize Pokémon, the remaining
Pokémon-EX, and Pokémon-GX, and Teammates had
great prospects. I believe it will remain
one of the many potent Supporters you can run in
the Expanded Format; as it is useful in general and
performs better in certain decks, it remains a bit above
average. Limited Format play isn’t likely with
older cards, and the only reason to not
run any copies of Teammates pull is that you
pulled and are running a big, Basic Pokémon-EX by its
lonesome (so you lose once its KO’d).
3.5/5 (Soon to be N/A)
I said it before
(even in this review), and I’ll say it again;
Teammates is a solid, general usage Supporter
normally crowded out by the need for more specific Tech
(or even an extra Lysandre) that excels in
certain other decks as something more. Rotation
axed it along with some of its rivals, but if it
was to get a surprise reprint, we’d be able to enjoy it
at least as much as we do now, and probably
more because Vileplume (XY: Ancient
Origins 3/98) rotating means all the Item-based
options are less scary. So if it were
sticking around, I’d have scored it higher.
At least we can still enjoy it in the Expanded Format.
takes eighth place with 14 voting points, edging out
Double Dragon Energy by one, tying tomorrow’s 7th
place pick. 6th place beat out both 7th and 8th place
by two voting points, for the record. This time
out, the tie between cards was decided by rolling off
and Teammates got a “1” while the other card did
not. Teammates only made two lists, and one of
them was my own as my fifth place finisher. I’m
glad it made the final list but would have preferred it
a few slots higher. Indeed, I’m thinking I
lowballed it a little on my own list.