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Pojo's Pokémon Card of the Day

 

Top 10 SM: Burning Shadows Cards

#5 - Marshadow-GX
- S&M: Burning Shadows
- #BUS 80

Date Reviewed:
August 22, 2017

Ratings & Reviews Summary

Standard: 3.33
Expanded: 4.17
Limited: 3.50

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

Back to the main COTD Page


aroramage

...wait you're not even in the game, WHO ARE YOU?! 

Marshadow is actually another Mythic Pokemon on the level of other adorable tykes like Mew, Celebi, and Victini. He's the Gen 7 Pokemon that has yet to be distributed in the US, but it has been released alongside the movie that retells early Gen 1 Pokemon anime with him tagging alongside Ash Ketchum (Satoshi in Japan). Which, you know, it doesn't retcon things, just kinda redoes it again...yeesh. 

Anywho, Marshadow-GX is the card based off that Pokemon, probably seen due to its appearance in Japan. Hopefully we'll see it soon in America, cause MAN that thing looks cool! A Fighting/Ghost Pokemon? Yes please! But yes, Marshadow-GX is a powerful card in the right hands, and that comes down to its three attacks! 

...well, two attacks and Ability. 

His only neutral attack is Beatdown, a 3-for-120 vanilla punching onslaught. Fortunately we still have Strong Energy in the format, so that means we get access to a lot of damage boosting power, making this attack a potential 140-160 move. Tack on a Choice Band, and most Basic EX/GX are gonna be struggling to stay in. But admittedly, this isn't the highlight of Marshadow-GX.

In fact, arguably the best part of Marshadow-GX is his Ability, Shadow Hunt. The lore behind Marshadow is that he tends to stick to the shadows, copying the moves of others while staying out of sight. Kinda like a shadowy Mew of sorts, only he's not the ancestral blueprint of all Pokemon. This translates over to his Ability, as it allows him to use the moves of any Basic Pokemon in the discard pile. Now that already sounds like something appealing for Standard, depending on the card pool, but in Expanded it's already notable for one particular deck: Night March. That's right, Night March has a brand new toy to use, and since the only other requirement to use Shadow Hunt is to have the right Energy for the cost of the attacks, Marshadow-GX might be the edge they need to become competitive in Expanded. 

Peerless Hundred Blows-GX is the other interesting attack that Marshadow-GX has. and it could be a real doozy. For 1 Energy, Marshadow-GX can deal 50 damage for every Energy attached to him. That could make for a quick KO if he's already got the 3 or so for Beatdown, but as always with attacks like these, be wary of the Pokemon that may be lurking around that can take advantage of that - like M Mewtwo-EX, as one example. 

Marshadow-GX will be a pretty prominent force at least in Expanded. It might take some time for him to have some impact here in Standard, but don't let Shadow Hunt catch you by surprise - if there's anything Expanded ought to teach you, all he'll need is the right partner with the right attack. 

Rating 

Standard: 3.5/5 (he's got the tools to make use of) 

Expanded: 4.5/5 (but he'll need the partner to take full advantage of his Ability)

Limited: 5/5 (and it's hard to argue how powerful this really makes him) 

Arora Notealus: I wonder when exactly we'll end up seeing Marshadow for the games? Will it be when the movie gets dubbed, or maybe it'll be in some special event? Who knows? But for now, enjoy playing around with the card! 

Next Time: From the shadows comes not one but two Pokemon...


21times

Marshadow GX (Burning Shadows, 80/147) powers into the TCG from the Burning Shadows expansion set.  It has two attacks that you will rarely use: for two Fighting and a Colorless energy, Beatdown does 120 damage.  Its GX attack, Peerless Hundred Blows, does fifty times the number of Basic energy attached to this Pokemon (which will more than likely be zero).

Marshadow GX is intriguing because of its ability Shadow Hunt.  Shadow Hunt allows you to use the attacks of any BASIC Pokemon in your discard pile.  You still need the energy required for this attack.  If you want to use Glaceon EX’s (Fates Collide, 20/124) Crystal Ray attack, you need a Water energy.  Jolteon EX’s (Generations, 28/83) Flash Ray requires a Lightning energy.  If you have either of these Pokemon in your discard but only have a Fighting and a Double Colorless Energy (Sun & Moon, 136/149), you won’t be able to use those attacks.  It’s not just the number of energy, it’s the type as well.

But don’t worry, getting the proper energy attached isn’t the hard part – getting the Pokemon in the discard pile in a timely fashion is where the challenge lies.  To accomplish this, I use the very standard Ultra Ball (Sun & Moon, 135/149) as well as some cards that I don’t normally employ (Sophocles (Burning Shadows, 123/147) and Plumeria (Burning Shadows, 145/147)).  I know that Marshadow is being highly played in Expanded where it has access to cards such as Battle Compressor (Phantom Forces, 92/119) and Night March Pokemon, and players are coming up with all kinds of cool ways to completely abuse Shadow Hunt in the Expanded universe, but I’m just sticking to Standard (I just don’t have enough of those older cards to compete in that arena).

I found that I used Jolteon EX, Glaceon EX, Drampa GX, and Clefairy the most.  Clefairy is actually the hidden gem of this deck, and I wish I could take credit for it, but I actually found it on a Youtube video by ShadowForceTCG.  Full disclosure, I’ve never met the person who runs that site or even had a conversation with him, but finding Clefairy was a stroke of genius.  Clefairy’s Metronome attack lets you steal one of the attacks of your opponent’s Active Pokemon, including GX attacks. 

Unfortunately, Marshadow GX is definitely not the BDIF.  It has probable autolosses to Greninja Break (Breakpoint, 41/122), Jolteon EX, Garbodor (Breakpoint, 57/122), Wobbuffet (Generations, RC11), and Psychic weakness means that if Garbodor (Guardians Rising, 51/145) can get past Crystal Ray, it only needs four Item cards in your discard to KO you.  And there are plenty of ways to get around Flash Ray and Crystal Ray (Pokemon Ranger (Steam Siege, 113/114), Guzma (Burning Shadows, 115/147), and Enhanced Hammer (Guardians Rising, 162/145) just to name a few).  Because so many other Pokemon can rather easily exploit its weaknesses, Marshadow GX is more of a gimmick than a top deck in the Standard format.

Rating

Standard: 2.5 out of 5

Conclusion

I had Marshadow GX at sixteenth place on my list, and after having played a dozen matches with it, I think that’s about right.  I went 6 W 6 L, but only 1 W 5 L against top tier decks.  While it’s a very interesting idea and might have more success in Expanded, it’s just not a particularly good deck in the current (well, shortly upcoming) Standard format.


Vince

Our fifth-place pick is Marshadow-GX. We might not have it in the games yet (as far as I checked), but it makes its debut on the movie and on the TCG.

One thing to notice is that it has 150 HP, the frailest of Basic-GXs currently. Even so, it’s still higher than some Basic EXs that less than 150 HP such as Shaymin-EX and Jirachi-EX. Being a Fighting type is good for dealing certain Pokemon types for weakness as well as tapping on fighting type support such as Strong Energy and Fighting Stadium. Being weak to Psychic is bad, since Garbodor’s Trashalanche will only need 3 items in your discard pile and a Choice Band to land an OHKO. Retreat cost of one makes it easy to pay, and even better if Skyarrow Bridge is intact.

Marshadow-GX has an ability and two attacks. Shadow Hunt allows Marshadow to use any attacks of any Basic Pokemon in your discard pile. You still need those energy requirements to use them! This is an extremely versatile ability! It goes without saying that Marshadow can fit into any deck nicely. If you need a fighting type tech to deal with weakness, Marshadow-GX will take care of that. Zoroark Break, Drampa-GX, or Darkrai-EX/GX, just to name a few, will fear seeing this Pokemon

What if you can’t take advantage of Shadow Hunt? Then we look at Marshadow’s own attacks. Beatdown costs FFC for 120 damage. Peerless Hundred Blows GX costs F and does 50 damage times the amount of Basic Energy attached to this Pokemon. This GX attack ensures you can’t take advantage on Strong Energy unfortunately.


I wish I could say more about this card, but Shadow Hunt is the redeeming factor for Marshadow. Without this ability (or if abilities are shut down), then it sees no use.

Ratings:

Standard (pre-rotation): 3.5/5 (That depends on the card pool that has many potent Basic Pokemon, whether or not it is a GX)

Standard (post-rotation): 3.5/5

Expanded: 4/5 (Bonus points for being viable on a Night March deck and could replace Mew-EX!)

Limited: 4/5

Notes: I had Marshadow at 6th place, but the Pojo site had it on 5th place with 22 voting points, 6 below tomorrow’s card and one above 6th and 7th place finisher. Marshadow relies on Basic Pokemon in the discard, rather than its own attacks.


Otaku

We have two reviews to get through today; we’ll begin with our fifth place finisher Marshadow-GX (SM: Burning Shadows 80/147, 137/147, 157/147), a card that I’m not seeing in the top eight of any age division from this weekend’s 2017 Pokémon World Championships results.  Let’s discuss why that is, and why this card might still be really good. 

Marshadow-GX is a Pokémon-GX so you give up an extra Prize when KO’d, can be targeted by certain detrimental effects, gain access to certain beneficial effects, have improved stats (mostly in the HP), and three attacks (one being the coveted GX-attack).  It is a Fighting-Type, which should be awesome, but there were very, very few of those in the top cut and those were splashed into decks of another Type.  Fighting Weakness is found on many Colorless-Type Pokémon (those based on VG Normal-Type) and most Darkness- and Lightning-Types, a huge advantage in the raw card pool but less pronounced in what is actually doing well; still, there are definitely some Pokémon like Drampa-GX that do not want to see a Fighting-Type hit the field.  Fighting Resistance is one of the most abundant (maybe the most); it primarily shows up on the other chunk of Colorless-Types (those based on VG Flying-Types) and some Psychic-Types (those based on VG Ghost-Types) but the designers sprinkle it throughout all the other Types as well, because a particular Pokémon is part Flying-Type or Ghost-Type in the video games.  The thing is, no Resistance is about as common and -20 to damage only matters in borderline cases so the Resistance isn’t a problem.  Neither are Type-specific counters, only worth mentioning in passing because none in recent TCG history have been worth running competitively.  The Fighting-Type offers some nifty exclusive tricks like Strong Energy (with more in Expanded) with some nice attackers (main or supporting), Abilities, etc.  It only seems like forever since they’ve been competitively relevant. 

Marshadow-GX is a Basic Pokémon, so it requires minimal deck space, minimal time to hit the field, can serve as your opening Active, access Basic Stage support, and enjoys a natural synergy with many card effects by virtue of these traits.  The only drawbacks are from effects specifically meant to counter Basic Pokémon and/or reward Evolved Pokémon (including specific Stages).  Marshadow-GX has 150 HP, which I believe is the new low for Pokémon-GX; this would be low for a Basic Pokémon-EX as well.  We don’t have any “regular” Marshadow cards to compare with, but this suggests they are not going to be particularly big.  That or this card did not enjoy an HP buff; while this is still a solid amount (even when worth two Prizes), this might barely survive more often than it is OHKO’d.  Psychic Weakness is not a happy thing; the current issue is Garbodor (SM: Guardians Rising 51/145) but there are plenty of other past (and likely future) threats that can exploit it for an easy two Prizes.  No Resistance is the worst, but I already mentioned it isn’t usually the game-changer that Weakness is, so not too big a deal.  The Retreat Cost of [C] is a solid deal; not the best, but pretty good as it makes retreating (even more than once) plausible. 

Marshadow-GX has one Ability, one regular attack, and one GX-attack: “Shadow Hunt”, “Beatdown”, and “Peerless Hundred Blows-GX”.  Shadow Hunt allows Marshadow-GX to use the attacks of from any Basic Pokémon in your discard pile; Marshadow-GX still has to meet the Energy requirements for those attacks.  Copying attacks ranges from useless to useful to broken, all based on whether you are enabling some useful combos.  Copying from other Basics with the same Energy costs means Marshadow-GX might have more HP, but this means you’ll need to find attacks that are better because they are coming from a Fighting-Type and/or because the thing being copied is staying in your discard pile.  We’ll come back to this because - hint hint - this is a major part of what got players hyped to use Marshadow-GX.  Moving on, Beatdown looks like an adequate attack; 120 for [FFC] isn’t great, but it’s good for reliable 2HKO’s and OHKO’s; the latter requires tapping support both general and Type-specific.  Unfortunately, this means Beatdown isn’t too effective off-Type.  Peerless Hundred Blows-GX requires [F] to use, so it is just a tiny bit tricky to use off-Type but if you can make room for even just one or two basic Fighting Energy (and some Energy search) or some Rainbow Energy you can hit your opponent’s Active for 50 damage times the number of basic Energy cards attached to itself.  Maybe that Rainbow Energy idea needs to be revisited; this is all about whether or not your deck can dump extra basic Energy cards onto Marshadow-GX quickly; the damage return is great until you remember it’s your GX-attack, at which point it still remains decent but you’ll want to try for a OHKO if possible. 

You can probably forget the card’s printed attacks as Shadow Hunting is its bread and butter.  The only somewhat effective Energy acceleration unique to the Fighting-Type is Carbink BREAK, so Shadow Hunt is not about using attacks faster than normal.  Not ruling that approach out, it just will always need another factor to prove relevant.  Exploiting Fighting Weakness with almost any deck could be one of the big tricks; Evolution decks may need to include a second Basic worth copying, but you’ve got stuff like Tauros-GX that can do impressive things for just a Double Colorless Energy, so shouldn’t be too hard.  Bypassing Resistance might even be handy for some decks.  I don’t think it is worth it with current examples like Team Aqua’s Kyogre-EX or Team Magma’s Groudon-EX, but this is another way to get around their “Power Saver” Ability; maybe something in the future will feature a similar detrimental Ability worth bypassing.  Tapping Fighting support like Strong Energy is another temptation, but Focus Sash is the card we are really interested in; only an option for Expanded Format play, where there are multiple answers to it, nonetheless your opponent will need his or her Field Blower, Startling Megaphone, Hypnotoxic Laser, Xerosic, etc. handy or else Marshadow-GX is sticking around to swing at least one more time.  The main reason for the hype, however, is that deck so many love to hate and I love to defend: Night March! 

Joltik (XY: Phantom Forces 26/119), Lampent (XY: Phantom Forces 42/119), and Pumpkaboo (XY: Phantom Forces 44/119) are the three Pokémon in the game with the attack “Night March”; the Energy requirements vary but each version does 20 damage times the number of Pokémon in your discard pile with “Night March” printed on them.  This started out as an inexpensive, not overly effective budget deck when it first released because Lysandre’s Trump Card could reset the Night March user’s efforts to get the desired amount of Night March Pokémon into his or her discard pile.  Then Lysandre’s Trump Card was banned, and it got better.  Then more and more shifts happened in the metagame and this became a top deck.  For a time, this was even the best overall deck in the format!  Then it failed to win last year’s World Championship, as nearly the entire metagame was about countering it while still remaining strong in most other matchups.  Other Pokémon useful to Night march but not typical to most decks are Mew (XY: Fates Collide 29/124) and Mew-EX, as both have Abilities that allowed them to copy Night March from other Pokémon; your other Benched Pokémon in the case of Mew and any Pokémon on the field in the case of Mew-EX.  Sometimes you’d use combos like Dimension Valley so that they could attack for less Energy than the actual Night March Pokémon, plus each had a stat that helped out as well (Mew has a free Retreat while Mew-EX has more HP than any other of these Pokémon). 

Marshadow-GX, while it is worth two Prizes, still offers 30 more HP than Mew-EX.  It allows Night March to exploit another form of Weakness, plus some shenanigans with Focus Sash.  Perhaps most important, it allows you to use Night March when all available Night Marchers are in the discard pile; Mew, Mew-EX, and the actual Night March Pokémon can’t do that.  Using Shadow Hunt, Marshadow-GX can swing for up to 240 damage before buffs, and as long as at least one Joltik is in your discard pile, it does this for just [CC].  In the era of 250 HP Pokémon-GX, upping the maximum damage by +20 is actually quite relevant.  Remember you still have to deal with Karen as she punishes Night March worse than Lysandre’s Trump Card ever did, but fortunately, only certain decks are likely to include it.  Besides Ability denial (sometimes an issue for the deck anyway), the other threat is Oricorio (SM: Black Star Promos SM19; SM: Guardians Rising 56/145), as your Pokémon-laden discard pile allows its “Supernatural Dance” attack to spread massive amounts of damage counters, while “Revelation Dance” can deliver a solid blow against Marshadow-GX due to Weakness as long as there is a Stadium in play.  The thing is, Marshadow-GX is something of a counter to Oricorio; while still small, it is bigger than the other Night Marchers (and friends), so while your opponent might still OHKO Marshadow-GX, the important thing is that it isn’t multi-OHKOing two or three Night March Pokémon. 

This is a good card for Standard play, just not great.  Expanded is where we are likely to feel this card’s presence, possibly as a general trick.  Think about it this way: Marshadow-GX with Focus Sash can bait out Tool removal, and if your opponent fails and hits it, a Tauros-GX in the discard pile allows Marshadow-GX to “Mad Bull-GX” for 420 damage!  This card can be fairly good in Limited play but remember that Shadow Hunt is less effective.  If you pull another useful, Basic Pokémon you’d rather use it before Marshadow-GX instead of hoping you pulled a Sophocles so that you can pitch it instead.  If you try a +39 build, where Marshadow-GX is your only Basic, Shadow Hunt becomes useless; the other two attacks look nifty, but I don’t think the 150 HP will last long enough for them to take four Prizes.  In fact, you probably won’t be able to make good use of Shadow Hunt even in a more traditional Limited Format deck; most Basic Pokémon you pull are likely to be weaker Evolving Basics.  You can probably fit Marshadow-GX into any deck but run it with some Fighting Energy so that it can finally enjoy its own attacks. 

Ratings 

Standard: 3.15/5 

Expanded: 3.65/5 

Limited: 3.75/5 

Conclusion 

Marshadow-GX is a combo-centric card; for Standard Format play, it is just waiting for a deck where it can really shine, but at present, it remains a decent little trick that technically works in almost any deck.  In Expanded, this might help Night March make a comeback, even though it doesn’t provide an answer to Karen.  Battle Compressor and Focus Sash help its general performance in addition to helping Night March, though I’m not completely sold on Focus Sash.  Fortunately, Choice Band and even Fighting Fury Belt are still good options for Marshadow-GX. 

Breakdown 

Marshadow-GX earned 22 voting points spread out across four lists, beating the tie we had for seventh place Golisopod-GX and sixth place Kiawe by just one voting point.  As for fourth place Darkrai-GX, which I’ll name for once as that review should have been posted alongside this one, Marshadow-GX fell six voting points shy of tying with it.  It is still too soon to know for certain, as these cards are almost certainly going to be legal for another two years, but Golisopod-GX looks like it was really cheated.  I’ve got to take ownership of that; I confess, I over prioritized Marshadow-GX technically being a generalist and helping one of my favorite, recent decks (Night March), placing it way too high on my personal list as my fourth place pick!  Even if this elevates Night March to the top spot, probably even if a later release makes it strong in Standard, I broke my own rule about not giving one card too much credit from the shared strength of combos; I still think Marshadow-GX deserved to make the Top 10, but definitely not higher than fifth place, and maybe even much lower.


Retro

Hello readers, this is Retro, bringing in my first card of the day review for the Pojo website! Today’s card is Marshadow GX, hailed as being one of the mascots for the new Burning Shadows expansion, as well as being the main mascot for the “Light Consuming Darkness” side of the Japanese Burning Shadows variant. Now Marshadow is a Pokémon that I generally liked; he is like that plucky British dude that just want to pick a fight with someone, with his blazing eyes and all. Also his competitive stats are not to be messed with. Either it’s a Choice Band set, an Assault Vest set or just the Marshadium Z set, he is not to mess with in Smogon Ubers. And now, there’s a new Marshadow card coming out, which makes me happy.

            So how does he stack up with the opposition? Let us get to the basics first. Marshadow GX is a Fighting-type Basic Pokemon-GX with 150 HP. This means that he holds the record of being the Pokémon-GX with the lowest amount of HP, beating Necrozma GX with a 30 HP difference. It is also weak to Psychic, which may prove problematic because of Garbodor from SM Guardians Rising and Espeon-GX in the format, but Gardevoir-GX (which we’ll review soon after this) is expected to smash these decks, so the weakness threat level might be slightly mitigated. Its retreat cost at 1 energy might just be good enough nowadays, so precious resources can be conserved.

            Marshadow GX is this type of Pokémon-GX with Ability, 1 standard attack and a GX attack instead of 2 standard attacks and 1 GX attack. But before I got to the 1 ability that mattered, I wanted to discuss its attacks. Beatdown is your typical vanilla Fighting attack; for 2 Fighting and 1 Colorless energies it can deal 120 damage. Not much to shout about, but with the combination of Strong Energy and Choice Band, it might just be the terror. However, once you read the GX attack, you might want to back off the idea of using Strong Energy a bit. Peerless Hundred Blows GX deals 50x the number of Basic energies attached to Marshadow-GX, with the starting attack cost at 1 Fighting energy. Using Strong Energy means you can’t abuse Peerless Hundred Blows GX, and also you are essentially leaving yourself vulnerable to energy abuser attackers such as Gardevoir-GX and Mega Mewtwo-EX (if it’s still a thing). You also need to build this attack slowly (unless you are running Max Elixir), and that 2 reasons alone might just be reasons good enough to stay away from this GX attack.

            However, when you read what its Ability does, all is forgiven. Because what Shadow Hunt does is that it copies the attacks of Basic Pokemon in your discard pile. This is what I like to call “When Mew is buffed”. Because this ability is basically Mew’s (XY Fates Collide) Memories of Dawn ability, but it can be performed more reliably thanks to its if condition stating that it is from a Pokémon in your discard pile. There are lots of examples I can give, but I’ll stick to 5 examples for both Standard and Expanded;


- Lapras-GX (SM Base Set): This beast really appreciates another attacker that can hit Blizzard Burn and Ice Beam GX back to back. For another type, no less!
- Drampa-GX (SM Guardians Rising): Drampa really appreciates another Basic Pokémon that can perform really well in its mirror matches, with Marshadow able to hit opposing Drampas for Weakness and even without the if condition for Berserk actually performed with a Choice Band ready! Just watch out for the Garbodors.
- Night March (XY Phantom Forces): Possibly my favorite pairing with this card; you can single handedly solve Night March’s weakness to Darkrai EX (BW Dark Explorers) and can hit even higher numbers with more Night Marchers in the discard pile against most decks. You also get a significantly bulkier Night Marcher to attack with (it is five times bulkier than Joltik)! By far this is the most successful pairing with Marshadow; it finished 4th in the Japanese Regionals in late July.
­­
- Seismitoad-EX (XY Furious Fists): In the occasion that you had a Toad down and you can’t get another one in play quickly, you can get Marshadow up to continue Item lock by copying Quaking Punch for a single Double Colorless Energy.
- Jolteon-EX (XY Generations) and Glaceon-EX (XY Fates Collide): These 2 self-shielding Pokémon are the bane to any deck; and just between the accesses to both Pokemon in the discard pile, a Rainbow Energy and a Double Colorless Energy attached to Marshadow, you can pretty much block the ghost brawler from damage directed from attacks. It’s a good combination.

That is just several combinations of the terror, utility and versatility that Marshadow offers to any big Basic deck; I can see Marshadow gain traction as its days goes on. Especially with those Ultra Beast Pokemon-GXs announced; as they are all Basic Pokemon, I surely can’t wait!

However, there is one problem that I can see with Marshadow; it is extremely reliant on its Shadow Hunt ability to do anything! Ability lock is something that sees a huge amount of play; between Garbodor (XY BREAKpoint) and Alolan Muk (SM Base Set) with their Ability lock options, as well as Hex Maniac (XY Ancient Origins) before rotation, using Marshadow means that you need extreme care and long term planning. Is my opponent really serious about dropping Ability lock options? Is my opponent able to threaten me with strong Psychic attacks? When either of those options are open, you really need to rethink your Marshadow options.

But overall, Marshadow-GX is a very strong attacker for any big Basic deck that can really boost their options and viability to even greater heights, that it could be the best card in format in a not too distant future. What a card, Marshadow, what a card….

Standard: 3.5/5 (before rotation) / 4/5 (after rotation) / 4.5/5 (after SM Crimson Invasion?)

Expanded: 4.5/5 (big Basic EXs and Night March rule the roost here, giving Marshadow a reason to stay)

Limited: 1.5/5 (there’s not a lot of good Basic Pokemon in SM Burning Shadows to justify usage of Marshadow-GX aside from Ho-Oh GX and Necrozma-GX, and both of them are not even that good in Limited. How about Marshadow then? You decide.)

Next Up on Burning Shadows reviews:
The dead rises again. True to its word….


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