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Pojo's Pokémon Card of the Day

 

Super Scoop Up
- S&M: Burning Shadows
- #BUS 124

Date Reviewed:
August 31, 2017

Ratings & Reviews Summary

Standard: 3.40
Expanded: 3.63
Limited: 3.38

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

Back to the main COTD Page


aroramage

Basically Acerola with a coin flip. 

...yeah, that's about it. It's pretty good, but it's basically the Pokemon Catcher to the Lysandre that is Acerola. 

As if Golisopod-GX needed more ways to get Active quickly. 

Rating 

Standard: 3.5/5 (probably a must-run in Golisopod-GX decks) 

Expanded: 3/5 (otherwise, it's questionable in most others) 

Limited: 3.5/5 (still, it's an automatic scoop half the time) 

Arora Notealus: It's a really useful card, just doesn't always work. And it's an Item for Garbodor (GRI) to feast off of, so be wary of that. 

Next Time: A fairy in the flowers appears again!


21times

Super Scoop Up (Burning Shadows, 124/147) returns to the meta in the Burning Shadows expansion set.  This card allows you to put one of your Pokemon and all cards attached to it back into your hand (if you flip heads).  None of the top eight decks in the Masters division at worlds this past weekend played even a single copy of this card.  It’s my suspicion that this is because of Acerola (Burning Shadows, 112/147) and the fear of running up the item count against Garbodor (Guardians Rising, 51/145) especially when it involves a coin flip.  Many players are thinking, “There’s no way I’m adding twenty damage to Trashalanche knowing there’s a fifty fifty chance that it’s going to do nothing for me.”

As I’ve mentioned a couple of times over the past week or so, it seems that the meta is moving towards frequently employing strategies that completely wipe out all of the damage on one of your Pokemon.  Between Acerola (Burning Shadows, 112/147), Super Scoop Up (Burning Shadows, 124/147), Max Potion (Sun & Moon, 128/145), Tapu Cure GX, Tapu Wilderness GX, and Ice Path GX, there is a growing premium for Pokemon that actually have OHKO potential at the highest HP levels.  It may not happen instantly, but I think we’ll see an increase in cards like Solgaleo GX (Sun & Moon, 89/149), Necrozma GX (Burning Shadows, 63/147), Ho-Oh GX (Burning Shadows, 21/147), and other Pokemon that can repeatedly do 230, 240, or even 250 damage.  Honestly, I’d bet that if it weren’t for Trashalanche, Super Scooper would probably be a four of in many decks.  Again, it has the same limitation as Acerola: if you used Rare Candy (Sun & Moon, 129/149) to evolve a Stage 2 Pokemon or if it takes four energy to power up a Pokemon, Super Scooper probably isn’t the right card for your deck.  But, for instance, I’m planning on running at least two in my post-rotation Sylveon GX (Guardians Rising, 92/145) decks that I’m putting together, at least initially.  I’m also going to try to pair it with Bodybuilding Dumbells (Burning Shadows, 113/147) as well.  I don’t know how well it will work, but I’m going to try it.  When I did my damage analysis back in April (analysis can be found here: http://www.pojo.biz/board/showthread.php?t=1264581), only about 1% of attacks did 240 or more damage.  It’s my guess that there’s been some serious damage creep – meaning, the amounts of damage being done are significantly higher than they were back in April when I initially did this study.  I’m going to track damage again in September, and I’m betting the median and average will be a lot higher than they were six months ago.  We know that there are a lot of Pokemon out there today that can easily hit very high numbers but weren’t in the meta when I did this study.

Rating

Standard: 2.5 out of 5

Conclusion

Like I said, if it weren’t for Trashalanche, I think this card would be seeing a lot more usage and having a non-item alternative in Acerola has also worked against SSU.  However, this is a very good card and will see play, even if it is dependent on a coin flip.


Otaku

As it is Throwback Thursday, we are not looking at a runner-up from our last Top 10 countdown, but we are still looking at a card that was seriously considered for the top 10.  How?  Reprints are normally ineligible for the top 10’s because TPCi has done a reasonably good job of getting certain staples and potent cards printed multiple times, and those would be eating up space in our Top 10’s.  In SM: Burning Shadows alone we have Choice Band, Escape Rope, Multi Switch, Rescue Stretcher, Super Scoop Up, and Weakness Policy plus this set’s Lycanroc-GX - SM: Burning Shadows 136/147 and 155/147 - are the No Background and Rainbow Rare versions (respectively) of Lycanroc-GX (SM: Black Star Promos SM14).  This is not me saying that each of these reprints is Top 10 worthy, but at least one clearly is: Choice Band was our fourth place pick from the SM: Guardians Rising Top 15, and it hasn’t become any weaker since then.  Choice Band as a Secret Rare does little to affect its availability and probably won’t mean a thing in terms of its long term legality as I strongly doubt we’ll ever have an SM: Burning Shadows-On Standard Format. 

Some reprints, however, do affect card availability and/or legality while also being promising or even proven cards.  So we amended our “No Reprints” rule to allow such cards to sneak in if enough of the review team thinks them worthwhile.  Super Scoop Up is one such card and the subject of today’s Throwback Thursday.  It has seen many printings over its nearly 17 year lifespan.  Information on official release dates, official legality dates, and transition dates for the Standard Format can get a bit sketchy because no one thought to preserve them and - even now - the previous official announcements are taken down from Pokemon.com around the time the current one is made, but here is a rough history of the card’s releases and legality: 

  • Neo Genesis 98/111, which officially released on December 16, 2000.  This means the card was legal for the entirety of the 2001-2002 and 2002-2003 Standard Formats.
  • Expedition 151/165, which officially released on September 15, 2002.  This means the card remained legal for the entirety of the 2003-2004 Standard Format.
  • EX: FireRed/LeafGreen 99/112, which officially released on August 30, 2004.  This means the card remained legal for the entirety of the 2004-2005 and 2005-2006 Standard Formats.
  • EX: Delta Species 100/113, which officially released on October 31, 2005.  This means the card remained legal for the entirety of the 2006-2007 Standard Format.
  • Diamond & Pearl 115/130, which officially released on May 23, 2007.  This means the card remained legal for the entirety of the 2006-2007, 2007-2008, and 2008-2009 Standard Formats.
  • DP: Majestic Dawn 87/100, which officially released on May 21, 2008.  This means the card remained legal for the entirety of the 2010-2011 Standard Format.
  • HS: Unleashed 83/95, which officially released on May 12, 2010.  This means the card remained legal for the entirety of the 2011-2012 Standard Format.
  • Black & White 103/114, which officially released on April 25, 2011.  This means the card remained legal for the entirety of the 2012-2013 Standard Format.
  • XY: Furious Fists 100/111, which officially released on August 13, 2014.  This means the card returned to Standard Format play for the last two weeks of the 2013-2014 Standard Format, and remained legal or the entirety of the 2014-2015 and 2015-2016 Standard Formats.
  • SM: Burning Shadows 124/147 and 166/147, which both officially released on August 4, 2017, and became legal for Organized Play on August 18, 2017.  This means the card returned to Standard Format play for the last two weeks of the 2016-2017 Standard Format, and will now most likely remain legal for the entirety of the 2017-2018 and 2018-2019 Standard Formats.

Again, barring mistakes with the dates - taken from Bulbapedia - or hiccups caused by the fluctuating rules for when a card becomes legal for Organized play, Super Scoop Up has been legal for every Standard Format, even back when it was called “Modified”.  Some of those, however, were near misses, with the final major release of that Season sneaking Super Scoop Up back into the card pool. 

Let’s look at what this card is, does, and how it has fared over the years.  Super Scoop Up originally released as a “Normal Trainer”, what we now call a Trainer-Item.  The good news?  Trainer cards supply effects regardless of your Pokémon, Energy, or other Trainer cards unless the card’s specific effect text states otherwise.  Super Scoop Up is not one of the exceptions, so it can transcend your usual deck requirements, functioning nearly anywhere.  Both counters and support for Trainers (in general) or Items (specifically) get pretty crazy over the years… so crazy, in fact, that even I am not going to list them all out, or even the highlights.  If you’ve got a lot of time to kill or would like to write a helpful article, I’d love for you to take a crack at it.  Remember, though, that you’ll need to not only find the cards but research (or remember) how often they were used plus how well they actually worked (the two are not always the same).  Right now Super Scoop Up can tap some very few pieces of general Trainer or Item-specific support, with the amount of Standard-legal options shrinking tomorrow, when the 2017-2018 Standard Format officially goes into effect.  There aren’t any current, competitive anti-Trainer effect, but Item counters definitely exist that have proven strong.  The Standard Format is losing its current, notable example to rotation - Vileplume (XY: Ancient Origins 3/98).  While it will remain an Expanded Format option, Forest of Giant Plants is officially banned there as of tomorrow, so Items are actually in a better spot in both formats in less than 24 hours. 

The actual effect of Super Scoop Up is an all or nothing bit of bounce for one of your Pokémon; you get to pick which it is, regardless of whether it is your Active or one from your Bench.  The effect requires a coin flip, with “heads” returning the selected Pokémon and all cards attached to your hand, while “tails” does absolutely nothing, beyond using up Super Scoop Up.  Bounce effects allow you to reuse resources that are already in play, though sometimes this can be costly and time-consuming if the target in question took a long time to prepare.  It can be worth it, though, as this also can deny an opponent a Prize or two as the bounced Pokémon sheds all attack effects, Special Conditions, and damage counters.  It may be worth rebuilding, either because it was strong, is easy to rebuild, or both.  It may also be worth playing again because you’re just exploiting a coming-into-play Ability, or because it was a Bench-sitter stuck in the Active position, or some other reasons I’m probably forgetting.  If you’re a regular reader, we’ve discussed this recently as the latest addition to bounce Trainers was the second place finisher from our SM: Burning Shadows Top 10, Acerola.  Yes, exactly one week ago I detailed a list of bounce providing Trainers throughout the years, but I won’t be surprised if I missed one or two.  We will not be revisiting that entire list, but a few are worth looking at to help evaluate Super Scoop Up. 

Acerola herself is a Supporter, so she doesn’t have to worry about any competitive counters, at least those based on her specific card subclass.  She provides the same total bounce, meaning the Pokémon and all cards attached are returned to hand.  The catch here, besides costing you your Supporter for the turn, is the Pokémon you bounce must have at least one damage counter on it.  A slightly older Supporter that also provides useful bounce is AZ, and while he does not require a Pokémon have damage on it, he does not return attached cards to your hand.  He does return all Stages of Evolution - and odd things like Level-Up cards if used in the Unlimited Format - but he will not return, Tools, Energy, etc. that are attached to the Pokémon in question.  He’s been a loose staple in the Expanded Format since he was lost to the Standard Format, and he was a loose staple there before being lost to rotation.  The card that most closely matches up with Super Scoop Up in stats and attributes is Scoop Up Cyclone; it is a Trainer-Item that provides the same total bounce effect as Super Scoop Up but without a coin flip or other cost.  The catch is that is is an Ace Spec, so you’re only allowed to run one copy of it and it means you cannot run another Ace Spec like Computer Search, Dowsing Machine, etc.  Even facing such competition for deck space, there were a few competitive decks that demonstrated Scoop Up Cyclone was worth your Ace Spec usage. 

So, what do all of those mean for Super Scoop Up?  All have helped show how useful bounce has been in recent years, or looks to still be in the immediate future.  Whether you’ve got a massive tank your deck can re-ready with surprising speed or something small that you just need to get off the field, bounce effects are usually good.  Failing half the time is not, but the tradeoff is saving your Supporter usage for the turn or not having to burn up your Ace Spec slot.  In the Expanded Format, even decks that use Scoop Up Cyclone are likely to include an AZ or two and a few copies of Super Scoop Up; when bounce is important, it seems like you can never have enough bounce cards.  The “tails fails” drawback is not so bad as long as your deck is good at replenishing your hand; for years this was not the case and it made Super Scoop Up a scary proposition.  My first-hand knowledge from this time period is sketchy; besides memories from up to 17 years ago having faded, reliable information on the competitive metagame wasn’t as easy to come by back then and may have been lost to time by now.  When Super Scoop Up first released, we still had the original bounce Trainer, Scoop Up.  It was a “normal Trainer”, what we’d now classify as a Trainer-Item, and it allowed you to return the Basic Stage of a Pokémon from your Active position or the Bench to your hand; everything else attached was discarded, including Evolutions.  Which sounds terrible except this was a time of not only amazing draw, search, and though they seem puny compared to modern Basic Pokémon-GX and Pokémon-EX, “big” Basics that were hard to OHKO but had good low-cost attacks.  Those decks just stuck to Scoop Up for the Unlimited Format and didn’t really exist in the original Standard Format. 

When Super Scoop Up first released, most decks needed two or three turns to build their “main” attacker… and it wasn’t much (if any) faster building up your next attacker.  Even though we have a combo that looks like it would be awesome for almost any deck - Focus Band plus Super Scoop Up - I don’t recall it really being used.  This was a time when Professor Elm was the big “draw Trainer”, and I think it discouraged us from running decks that were Trainer heavy; Professor Elm would let you shuffle your hand into your deck and draw seven cards but you couldn’t play any Trainer cards after that.  Players did start using Super Scoop Up, but not until some other conditions were met.  We first reviewed Super Scoop Up after it became a known, proven quantity; not with its original release, not with its next two printings, but with its fourth release.  By this point, cards like the original Pokémon-ex of the Gen III (EX-series) sets were a major force of the competitive metagame, often the dominant factor.  They could not, however, use most of the better healing cards of the day.  They were legal targets for Super Scoop Up, which got players looking at it again.  It also helped that we had cards like Double Rainbow Energy and Rare Candy (back when it could be used the first turn a Pokémon hit the field!), so a then massive 160 HP Stage 2 could avoid giving up two Prizes, and maybe even get back to attacking ASAP, so long as you got “heads” on the coin flip.  By this point, the Supporter mechanic had not only been introduced but embraced, so such decks could afford a few “tails fails” Items.   

We then enter another period of silence, where I can (somewhat) recall that Super Scoop Up remained that risky power play.  I don’t remember if players tried to abuse it with cards like Broken Time-Space, the infamous Stadium that allowed all Pokémon in play to Evolve immediately, or not; at least those with Energy acceleration or just affordable attacks ought to have been able to use it for even greater healing power plays than in the past.  What I do know is that we of the review crew didn’t cover it again until almost nine years later.  I don’t cite any specific decks, just mention that it works well with the usual tricks.  I do mention Landorus-EX and Lucario-EX, with Korrina and Strong Energy furthering the combo.  That is probably because this was a great trick for that deck, but it wouldn’t become an amazing thing until the next set gave us Golbat (XY: Phantom Forces 32/119; Generations 31/83) and Crobat (XY: Phantom Forces 33/119).  Not only could you use this Stage 2 line to up the already impressive damage output from these big, Basic Fighting-Types but they also became a regular backer to Seismitoad-EX, upping its paltry damage output you dealt with because you wanted its Item-locking prowess.  Which is why, a year later, it was the 11th place finisher for our Top 20 Cards Lost to Rotation countdown. 

So… where does that leave us at present?  We’ve got Acerola for reliable bounce if we have something damaged and can spare our Supporter but plenty of times when one or both won’t be a factor.  We’ve got even more massive attackers thanks to Evolving Pokémon-GX, some decent acceleration (both Energy and Evolution) to get them set back up if they are bounced, and a decent amount of draw/search power that I think most decks should consider Super Scoop Up in Standard and Expanded play.  Consider, but probably not use; this card doesn’t take much to be an adequate play for the average deck but “adequate” is not “optimal” and so it’ll often have to be left on the cutting room floor.  Spiking its score, though, are the decks that can and will make good use of it.  Its other great enemy is Garbodor (SM: Guardians Rising 51/147), as it makes every Item earn its place and means relying on Super Scoop Up for bounce can ultimately backfire, eventually enabling OHKO’s of your big beatsticks and/or Bench-sitters.  The specifics of the two Constructed Formats do differ, however, with Expanded offering more combo partners, competition, and counters but as is typical, I think the net effect evens out.  Unless you’re building a deck around a single Basic, it is a must-run for Limited play, and even if you’re just using it for one of its many functions, strong play for most decks. 

Ratings 

Standard: 3.5/5 

Expanded: 3.5/5 

Limited: 4.75/5 

Conclusion & Top 10 Background 

Super Scoop Up isn’t quite a loose staple, but I’d say it’s close.  Especially with Tapu Lele-GX giving players another reason to exploit coming-into-play Abilities and Evolved Pokémon-GX making tanking an option again for Evolutions and not just big, Basic Pokémon.  I’m happy this card returned, and yet, also a bit worried.  Card effects balanced out by a simple coin flip often aren’t all that balanced.   There’s a sweet spot where it works (I think), but too often we get cards that are still “too good” even though they fail half the time and, of course, we have the cards that are terrible because they fail half the time.  It isn’t quite as bad when it comes to Pokémon effects, but even there, I don’t dig this binary split.  Maybe because of my experience with games like pen-and-paper RPGs, where you can roll dice and thus have more variable outcomes, like in video game RPGs.  I guess I am saying that this is still good, but won’t be everywhere, and I wish maybe they’d taken this chance to replace it with an alternative that wasn’t coin-flip based or a Supporter or specialty mechanic, etc. 

Super Scoop Up is not a runner-up, but it still has some Top 10 background information worth sharing.  We did contemplate allowing it for the SM: Burning Shadows countdown, even though it was a reprint, but ultimately decided against it.  If some of our picks don’t start performing better, however, I’m going to think we ought to have, after all.  As is, I like to think of it as an “Honorable Mention”.


Vince

Today’s Throwback Thursdays is Super Scoop Up (Neo Genesis 98/111, Expedition 151/165, EX Firered & Leafgreen 99/112, EX Delta Species 110/113, Diamond & Pearl 115/130, DP Majestic Dawn 87/100, HS Unleashed 83/95, Black & White 103/114, XY Furious Fists 110/111, SM Burning Shadows 124/147 plus secret rare)!  This card was reviewed by the crew: November 30, 2005, October 8, 2014, and October 14, 2016 as the #11 card lost to set rotation.  It requires a coin flip: If tails, this card does nothing; If heads, put one of your Pokemon and all cards attached to it to your hand.

 

Despite having some scenarios that may happen if you flipped tails, players still use this card.  Being an item makes it easy to use since you can use as many item cards as you like.  Sure, there are anti-item effects and some form of punishment for using them: Vileplume shuts down items while Garbodor’s Trashalanche does more damage the more items there are in the discard.  But if you don’t run items at all, then your deck might be too slow to get going.  Coin flips does not balance the game because coins can physically be manipulated to the extremes; they may utilize their awkward style of flipping (whether it be coins or six-sided die) to try to land heads every time.

 

There are other bounce effects that are reliable, but have their own setbacks.  Cassius scoops up one of your Pokemon and all cards attached to your deck; AZ scoops that Pokemon but any cards attached to it are discarded (I believe you keep the evolutionary line, but energy cards and tool cards are discarded); Acerola requires a damaged Pokemon to be scooped (which may mess up your strategy if you are planning to reuse coming-into-play abilities); Scoop Up Cyclone doesn’t require a coin flip but it takes up an Ace Spec slot in your deck (you can only have one Ace Spec card in your deck regardless of card name).  Other characters use up your Supporter on your turn that could’ve been used for draw power.

 

There are some reasons why players would bounce their Pokemon.  It could be used as a healing card because once the Pokemon leaves play, the damage also goes away.  It could lower the damage output of attacks that depend on how many Pokemon in play.  Attack names such as Mind Jack, Attack Command, or Emerald Break would be less impressive.  It could bounce a Pokemon only to be put back into play so that they can reuse coming-into-play abilities such as Set Up Shaymin-EX or Wonder Tag Tapu Lele-GX.  You could bounce a Pokemon whose ability you don’t wish to stay active.

 

So, enjoy this card in Standard once again.  It never left Expanded and it will continue to see play because of potential applications mentioned earlier in this review.  In limited, the only reason not to use it is if you play one Pokemon and 39 energies.  I forgot to mention that if you flipped heads and bounced a Pokemon but then you have no benched Pokemon to replace the active, you just lost the game!

 

Ratings:

 

Standard: 3.5/5 

Expanded: 3.5/5

Limited: 1.75 (aggregate)

 

Summary:

 

Super Scoop Up returns in Standard, doing the same job since day one.  You now got between Acerola or Super Scoop Up to choose from, but Super Scoop Up might have a small niche over Acerola as it can bounce a full-HP Pokemon back to your hand, which Acerola couldn’t do.


Retro

            The legendary vacuum cleaner now is back for more. Super Scoop Up! That ever amazing Item card that has been a staple of every generation since the second generation of Pokemon TCG. It debuted in Neo Genesis in 2000, in the EX FireRed and LeafGreen expansion in 2005, DP Majestic Dawn in 2008, the HGSS Undaunted expansion in 2010, the BW Base Set in 2011, XY Furious Fists in 2014, and finally SM Burning Shadows in 2017. So how does this now legendary Item card operates so well?

            Well, it’s a coin flip game. It flips a coin, and if heads, it returns 1 Pokemon and all cards attached to it into your hand. Now scooping up a Pokemon is great. It allows conservation of resources, prize denial, and so on and so forth. But most of all it allows you to reuse a Pokemon that has come into play abilities, which is the most impressive part of what makes Super Scoop Up good.

            Instead of just explaining every single of the main uses of Super Scoop Up, I’ll just explain some of my memorable ones. I used Super Scoop Up on my Azelf with the Time Walk Poke-Power (DP Legends Awakened) to get a Pokémon from my prizes to smoothen setup. If there are two Pokémon in my prizes, I can just use Super Scoop Up on Azelf and reuse Time Walk again! That alone is impressive. In the BW era, clearly you can see where I’m going; it’s the same as the modern SM era; to reuse a Jirachi-EX (or now, Tapu Lele-GX) to get 2 Supporter cards from my deck, thinning out my deck as well as just getting 2 Supporter cards. Despite it facing competition from Scoop Up Cyclone (BW Plasma Blast) there, Super Scoop up gives more outs, although on a coin flip basis. In Gen 6, I used one on my Crobat (XY Phantom Forces) or Shaymin-EX (XY Roaring Skies) to deal more snipe damage or draw more cards. It’s amazing. 

            Overall, Super Scoop Up’s unrivaled utility continues to make it one of the best cards in any meta, just the fact that you can reuse a Pokemon and conserve resource at the same time.

Standard: 4/5 (its just good for what it aims to do)

Expanded: 4/5 (same reasons)

Next Time on SM Burning Shadows reviews:
More bees. Sadly it’s a pacifist.


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