|  aroramage
 | Ahhhhh, Double Colorless Energy, 
						often abbreviated DCE but never duplicated...well, not 
						directly at least, the effect of providing multiple 
						Energy has been used every now and again though.  DCE though is the OG of the 
						double-Energy crew, coming all the way back to us again 
						in Sun & Moon ever since Base Set days. It does the same 
						thing as it's ever done - provided two Colorless Energy 
						to a Pokemon. Being a Special Energy, you can only have 
						4 copies of it in your deck, and there are a lot of ways 
						to work with it - and against it. Needless to say, the 
						card has seen a lot of use over time, and it remains a 
						staple in several decks even now.  The uses are very broad too. While 
						it can't work well with anything requiring all of one 
						Energy, it can easily power up a lot of Pokemon much 
						faster than others - especially Colorless Pokemon like 
						one Tauros-GX. The only thing that can really get rid of 
						it is a deck based on Energy removal - Hammer decks, 
						attacks that discard any Energy or Special Energy in 
						particular, etc. But then there are of course ways to 
						remedy this, such as Special Charge.  DCE is as iconic to the game as 
						Pikachu is to the franchise, and chances are you'll 
						continue to see this be used in the future for a very 
						very long time.  Rating  Standard: 4/5 (an absolute treasure 
						to have)  Expanded: 4/5 (just be wary of what 
						it has to contend with)  Limited: 5/5 (and you ought to be 
						fine with using it anywhere!)  Arora Notealus: DCE is an 
						indispensable part of many decks and sometimes is the 
						only Energy worth running in certain decks. 
						Vengeance-style decks and Night March decks recently 
						were the biggest benefactors of DCE, and look how well 
						they turned out! Course while they may be waning in 
						popularity, having access to Tauros-GX is pretty much a 
						boon for every Outrage deck in the game - I wouldn't be 
						surprised if Tauros-GX himself has his own deck built 
						around him.  Next Time: Everyone's favorite 
						girl? Well at the very least she's certainly a 
						character-GET BACK IN THE BAG!! | 
            
              |  21times
 | 
						
						
						Double Colorless Energy 
						(Evolutions, 90/108) provides not one, but two, 
						yes count them, two energy for the price of one! 
						What a bargain, what a deal – in fact, it is so 
						impactful that some decks build their complete energy 
						strategy around this card. 
						Since the beginning of the new rotation, a 
						majority of the decks in the top eight of almost all of 
						the regionals tournaments have run four
						DCE. 
						Being able to attach two energy in one turn is a 
						significant advantage for a player as energy attachment 
						acceleration is crucial to the determination of the 
						outcome of many matches. 
						In most cases in the meta today, the winner of a 
						match is the player who was able to attach more energy 
						more quickly than his or her opponent. 
						
						As mentioned above, many decks carry only four
						DCE, and many 
						of them have had significant success in the current 
						meta.  While
						Decidueye GX 
						(Sun & Moon, 12/149) is the hot deck for
						DCE at the 
						moment, Yveltal 
						EX (XY, 144/146),
						Gyarados (Ancient 
						Origins, 21/98),
						Vespiquen (Ancient 
						Origins, 10/98), and
						Mega Mewtwo EX 
						(Breakthrough, 64/162) have all had top eight 
						finishes at Standard regionals tournaments in the 
						current rotation. 
						A couple of these decks,
						Vespiquen and
						Gyarados, run 
						only four DCE. 
						
						Unfortunately, the arch nemesis of the
						DCE is the
						Enhanced Hammer 
						(Black & White Dark Explorers, 94/108). 
						Without requiring the flip of a coin, this card 
						allows your opponent to remove any special energy, 
						including DCE, 
						from one of your Pokemon and place it in your discard 
						pile.  
						Fortuntately, the expansion Steam Siege gave us 
						the brand new card
						Special Charge 
						(105/114) which allows you to return two special energy 
						cards from your discard pile and back into your deck. 
						This frequently saves decks that rely heavily on
						DCE, 
						especially if an opponent plays several hammers or if 
						you have a DCE
						or two prized. 
						
						Other Pokemon that rarely see play but potentially could 
						help facilitate the acceleration of finding and 
						attaching DCE 
						are Solrock (Primal 
						Clash, 83/160) and
						Clawitzer (Steam 
						Siege, 34/114). 
						Solrock’s
						attack Solar 
						Generator allows you to search your deck for two 
						special energy cards and put them into your hand. 
						
						Clawitzer’s ability,
						Mega Boost, 
						allows you to attach a special energy (in addition to 
						your regular energy attachment) to any of your Mega 
						Evolution Pokemon. 
						However, neither of these Pokemon has seen much 
						play, but they provide ways for a player to attempt to 
						search and find 
						DCE more quickly than simply relying on the luck of 
						the draw from normal Supporter cards and
						Shaymin EX (Roaring 
						Skies, 106/108). 
						We do not have a card in the meta right now that 
						would act as a 
						Professor’s Letter (Breakthrough, 146/162) 
						for special energy. 
						That’s something that the
						DCE dependent 
						player desperately needs because about the only drawback 
						to DCE is 
						that you’re only allowed to have four of them in your 
						deck. 
						
						Rating 
						
						Standard: 4 out of 5 
						
						Summary 
						
						While not for use in every deck, the
						Double Colorless 
						Energy card provides the opportunity for a player to 
						accelerate energy attachment to attack for more damage 
						more quickly than would be possible otherwise. 
						Many successful decks use
						DCE, and some 
						carry it as their only source of energy. 
						 | 
            
              |  Otaku
 | 
						Double Colorless 
						Energy 
						is a Special Energy card that provides two units of 
						Colorless Energy.  Seems very simple and 
						straightforward, but you know I can ramble on 
						incessantlygo deeper with it.  Starting with 
						the obvious, just to ensure we are all on the same page, 
						welcome to Throwback Thursday; this is the first Special 
						Energy card ever released with Pokémon.  Enjoy a 
						laugh at my expense; when my friends and I were learning 
						the game back in early 1999 when the TCG was brand new 
						in North America, we made a really stupid 
						mistake.  One that is on me, because I made it and 
						they just went along with me on it.  As the first 
						Special Energy card, Double Colorless Energy was 
						sandwiched between the Trainers and the basic Energy 
						cards in Base Set.  It was also gray, 
						similar (but different) from all the Trainers, so even 
						though the manual explained Special Energy cards, 
						I somehow got it into my head that Double Colorless 
						Energy was to be treated as a Trainer.  Not 
						even all the time, so that I could at least be 
						consistently wrong; we would let each other play it like 
						an Item but we still allowed Energy Removal and
						Super Energy Removal to target it.  I 
						probably destroyed my friend’s ability to enjoy the 
						game, as he (logically) built his deck around such a 
						broken concept, only to find out at our first chance to 
						play with a larger group of people it didn’t work that 
						way.  At all.  Sorry, Elric. 
						Now, as a Special 
						Energy, Double Colorless Energy has to follow the 
						4 Copy Rule, unlike basic Energy.  Though there are 
						some cards like Special Charge that work only for 
						Special Energy, as well as several card effects that 
						just don’t care whether Energy is basic or Special, like
						Fairy Garden and its Retreat Cost zeroing ways, 
						most Energy support (like Energy Retrieval) 
						specifically only works for basic Energy while 
						many effects that discard your opponent’s Energy (like
						Enhanced Hammer) only work on Special 
						Energy.  No longer the case, but for a time the 
						effect text was redundant, as the Energy symbols found 
						on one of the two upper corners of the card told you the 
						default value of the Energy card, whether it was 
						attached, in the deck, the discard pile, or the hand.  
						I miss that.  As for the quality of the effect, 
						Energy of any Type can fulfill a [C] requirement, 
						so having a Special Energy that provides [CC] should be 
						balanced against basic Energy that can meet a single 
						Energy requirement of the appropriate Type or any 
						[C] requirement, right?  Hypothetically possible, 
						but it would require an incredibly precise balance in 
						various Energy costs, and would have a high likelihood 
						of making Double Colorless Energy a pretty weak 
						card.  The reality has been, of course, quite the 
						opposite.  
						In the days of 
						Base Set only, Double Colorless Energy helped 
						a few cards stand out, and sometimes was handy for 
						paying retreat costs.  Which was enough to still 
						make Double Colorless Energy a good card, even 
						though Base Set also gave us Energy Removal 
						and Super Energy Removal.  Jungle brought 
						us Scyther (Jungle 10/64, 26/64; Base 
						Set 2 17/130; Platinum 130/127), and while 
						its stats would have still made it a good card, 
						Double Colorless Energy mean its vanilla 
						30-for-[CCC] “Slash” attack could be readied in two 
						turns and thus worth the effort, elevating the entire 
						package to “loose staple”.  This set also gave us
						Wigglytuff (Jungle 16/64, 32/64; Base 
						Set 2 19/130) and its “Do the Wave” attack for 
						[CCC], good for 10 damage plus another 10 for each of 
						your Benched Pokémon.  Without Double Colorless 
						Energy, this would have been too slow even though it 
						was a PlusPower away from OHKOing some of the 
						strongest attackers of the time (as they were typically 
						Basic Pokémon with 70 HP).  Without Double 
						Colorless Energy, Do The Wave decks wouldn’t have 
						been a “thing”, and it was one of the top decks of the 
						time.  Does this really matter now?  Yes, it 
						does, because this demonstrates how it goes with 
						Double Colorless Energy; attacks that are more or 
						less fairly priced for the time go from “average” to 
						“good”, from “good” to “great”, etc.  We won’t 
						sweat the details of the rest of the early metagame; 
						Double Colorless Energy was reprinted in Base Set 
						2, but Base Set 2 was among the sets 
						eliminated by the shift to Modified (what we now 
						call “Standard”) play.  
						So for nearly 10 
						years, the game went on with Double Colorless Energy 
						only being a significant part of Unlimited Format play.  
						Then, to the surprise of many, Double Colorless 
						Energy returned in HeartGold/SoulSilver.  Right 
						away, it made some of the then older cards still in 
						the format stronger.  A notable example would be 
						Garchomp C Lv.X; Double Colorless Energy 
						helped fuel the [CCC] cost and two Energy discard cost 
						of its “Dragon Rush” attack, which let you hit one of 
						your opponent’s Pokémon for 80 damage.  I realize 
						you’d need a full write up of the metagame to really 
						appreciate what that meant at the time, but the short 
						version it was good.  There was a Pokémon Tool, 
						Energy Gain, that already allowed Garchomp C 
						Lv.X to shave [C] off its attack costs and Uxie (DP: 
						Legends Awakened 43/146) had 70 HP and a Poké-Power 
						called “Set Up”.  Its Set Up is almost identical to 
						the Ability found on Shaymin-EX (XY: Roaring 
						Skies 77/108, 106/108) but it draws until you 
						have seven cards in hand, not just six.  
						Maybe you don’t need a full write up after all.  
						Now, the designers 
						have not adjusted their card design to keep 
						Double Colorless Energy from breaking certain 
						attacks.  We aren’t even going to worry about what 
						it helped in the HS-era releases, but we are going 
						straight to one of the cards people loved and/or hated 
						in the BW-era: Mewtwo-EX (BW: Next Destinies 
						54/99, 98/99; BW: Black Star Promos BW45; BW: 
						Legendary Treasures 54/113).  Its “X Ball” 
						attack requires [CC] to do 20 damage times the number of 
						Energy attached to all Active Pokémon, and for a while, 
						it defined competitive play.  While it would have 
						still been a very good, perhaps even great, card if 
						Double Colorless Energy hadn’t been legal at the 
						time, our X Baller Brawler needs Energy 
						acceleration to do its thing.  You could try to 
						manually power it up over two turns, but this was 
						a format with Pokémon Catcher pre-errata (it 
						worked like an Item based Lysandre); if your 
						opponent had a Mewtwo-EX ready first, yours was 
						feeling the pain.  In fact, the general damage 
						output was such that a turn’s delay would rob Mewtwo-EX 
						of favorable Prize trades.  
						Then there is 
						another love/hate highlight for the Pokémon TCG world: 
						Night March.  Yes, Lysandre’s Trump Card was 
						supposed to have balanced it out, so this time the 
						potency was not entirely intended, but without 
						Double Colorless Energy the deck just wouldn’t work; 
						all actual Night Marchers would need [CC] and only stuff 
						like Mew-EX copying Joltik (XY: Phantom 
						Forces 26/119) while Dimension Valley 
						was in play would retain the deck’s vaunted speed.  Pumpkaboo 
						(XY: Phantom Forces 44/119) would be almost 
						totally worthless as an attacker.  Yveltal-EX is 
						a bit like Mewtwo-EX; it would still be a strong 
						card without Double Colorless Energy, but not 
						as strong.  Lugia-EX (XY: Ancient Origins 
						68/98, 94/98) takes a similar hit.  Vespiquen (XY: 
						Ancient Origins 10/98) doesn’t work too well 
						requiring an added combo or an extra turn to get 
						swinging.  Passimian rush decks are like Night 
						March and Vespiquen, relying exclusively (or 
						almost exclusively) on Double Colorless Energy.  
						So while many 
						(most?) of the cards I just listed are too strong for 
						their own good, at least a little broken in their own 
						right, one of the cards essential to this  Double 
						Colorless Energy.  So I consider Double 
						Colorless Energy to be broken, a card that 
						upsets the game balance.  No, that doesn’t mean it 
						is a must-run for every deck; many decks don’t use it.  
						It isn’t even essential to all the decks I just 
						mentioned, just important for them performing as they do 
						now.  Not all broken cards are equally unbalanced.  
						So don’t expect bizarre scores for the various formats, 
						just high scores for Standard, Expanded, Limited, 
						Legacy, and Theme Deck Formats.  Yeah, I’m only 
						leaving out Unlimited because I’m still clueless, but 
						I’m better Double Colorless Energy still has a 
						place there.  
						
						Ratings  
						Standard: 
						4.25/5  
						Expanded: 
						4.25/5  
						Limited: 
						4.75/5  
						Theme: 
						4.75/5  
						Legacy: 
						4/5  
						
						Summary  
						Double Colorless 
						Energy 
						is may have a simple effect, but its effectiveness is 
						simply amazing.  If you go back and read a lot of 
						older reviews, you’ll see me (and some other reviewers) 
						stressing how important it is to be “DCE-compliant” for 
						a card.  Other forms of Energy acceleration like 
						Max Elixir have lessened this dependency, but I 
						cannot say it has been in a good way.  The pacing 
						for the Pokémon TCG is already so fast that some of its 
						core mechanics are near impossible to properly balance 
						out, like Evolution; attack pricing not adjusting to 
						Double Colorless Energy even though it has been back 
						for seven years is one of the reasons why.  
						Of course, that 
						also means you better have a playset by now. |