I'm not writing to discuss any single card, but rather one aspect of how to consider the value of any single card. Consider the following... My card can put the active pokemon to sleep... Well, that's nice but the defending pokemon isn't in much danger of taking additional damage, AND your opponent gets to attempt a wake-up at the end of the very turn you put their pokemon to sleep. That's even before they need to attack. That's a fifty-fifty chance that your attack was even successful, and if it was, there's only a fifty-fifty chance that your opponent will be incapacitated for more than a single turn. My card can paralyze the active pokemon... Not bad. Unless a trainer card is employed you don't have to worry about attack or retreat next turn. Though they can still attach energies. And it only lasts one turn. My card can confuse the active pokemon... Fun. Except for the trainer card possibility, your opponent is faced with a hard choice. Try and attack, risking 20 damage. Or try and retreat, risking the loss of energy for no real gain. Especially if the confused pokemon's attacks require a coin-flip to be successful. Think about it... instead of flipping one coin for Farfetch'd's Leek Slap, your opponent now has to get two consequtive heads! My card can poison the active pokemon... The only status ailment that can be combined with another. The only status ailment that MANDATES damage to the pokemon at the end of EVERY turn. It doesn't keep the opponent from attacking you but unless they've got scads of Hit Points, the pokemon isn't likely to remain active for long! So, if two cards are equal in all other respects, I generally use the following to order (best to worst) to determine which card is better; Poison? Best bet! Confusion? How can it go wrong?! Paralyze? ...not bad. Sleep? ZZzzzzzzzz....