VGW Man's Magikarp and Gyarados Comparisons

    Hello, pokéfans. I have seen a lot of comparison articles, most of which use the "dreaded" point system. Some of the point comparisons were better than others, though. Anyway, I know that Raindance thrives on a special heavy hitter (besides Blastoise). That man/dragon is Gyarados.

    Unlike the other card comparisons I've seen, this one will compare all of the Gyarados cards out there, from Base Set 1 to Gym 2. For that matter, I'll also be checking out each Magikarp as well. Also, if similar moves relate to other pokémon, I will mention them. And hopefully, I will do Whether Man, Mewtwo, and that other guy proud with this report.

    First, let's review each Magicarp. I'm only covering important information; in other words, no rarity symbols or other "duh" stuff.

The whole batch of karps
Base Set Magikarp Rocket Magikarp Misty's Magikarp Giovanni's Magikarp
HP 30 30 30 30
First Attack [1] Tackle (10) [1] Splash (10) [1] Splash () Flip a coin. If heads, prevent all damage and effects dealt to Misty's Magikarp next turn. [W] Dragon Memory (40) Flip a coin. If tails, the attack fails. Either way, you can't use the attack again.
Second Attack [W] Flail (10X) Deals damage equal to 10X the number of damage counters on Magikarp. [WWW] Waterfall Evolution () Search your deck for an evolution of Magikarp (ie Gyarados or Evil Gyarados) and attach it to this Magikarp. Reshuffle your deck. [1] Flail (10) [1W] Jump Around (10X) Flip 3 coins. It does 10 times the number of heads.
Retreat Cost 1 1 1 1


    All of the karps have at least one move that guarrentees 10 damage (except for Giovanni's), plus each one has a more "unique" move.

    For Base Set Magikarp, tackle is a logical choice for it's level (it's either that or splash). His Flail, or as I like to call "Water Rage", works like most Rage attacks, but Magikarp's health only allows him to deliver 20 damage at max (fourty for weakness). If he goes first against Base Set Ratatta, Rocket Charmander, Base Set Ponyta, and any others I'm missing, Magikarp will win against them with a tackle-flail combo. However, someone else will just take him away afterwards.

    Rocket Magikarp has Splash (it actually does damage!) in his arsenal, but his second move is definitely worth looking into, particulary for Raindance fans. For three water energies, and barring Aerodactyl, you can search your deck for a Gyarados and evolve him that turn! Now the other pokémon is in trouble (unless it's a grass pokémon like Venusaur). The only problem with this move is that you can't attack right after you evolved. However, next turn you'll be ready to attack (unless SER is played).

    Misty's Magikarp's Flail is more like Tackle, but the Splash move is different here. Just slap an energy, land heads on the coin flip, and Magikarp is invincible! HAHAHAHAHA! Sorry.....anyway, it's like a damage-less Agility; you might actually save the game if Misty's Magikarp is your only pokémon and if you have a two-headed coin. :-)

    Giovanni's Magikarp, though, has been trained more rigorously. The first attack, Dragon Memory, is like Farfetch'd's Leek Slap; hope you land heads the first time. However, since it has to be a water energy attached, you can deal 40 damage instead of 30. Misty's Goldeen and Base Set Nidoran(M) have a similar move; 1 colored energy for 30, but you must land heads. However, they can use their moves over again; Giovanni's Magikarp can't. For the damage dealt, you can defeat some Magmars and come close to defeating Base Set Blastoise. And when you've used it, there's always Scoop Up. The second move, Jump Around, is really like a Fury Swipes, but it takes two energies; one water and one anything. Cost-wise, Psyduck and Base Set Nidoran(F) can do the same move with just one colored energy. I would use this Magikarp like I would Farfetch'd; use the Dragon Memory again and again and again......

    If I had to rate these pokémon in order from best to worst, I can definitely say that Giovanni's Karp wins and Base Set loses. I think the other two are tied, but I can't decide which alternate move is better (evolution vs. damage-less agility; what move is the victor?).

    Now I will talk about all of the Gyarados TCG cards that have come in. Because of some of the different translations I've heard on Misty's Gyarados, I will be using the Apprentice translation for this, since I used that for the Karps.

All of the 'dos
Base Set Gyarados Evil Gyarados Misty's Gyarados Giovanni's Gyarados
HP 100 70 100 90
First Attack/Power [WWW] Dragon Rage (50) Power (Final Beam): Whenever Evil Gyarados is KO'ed by a pokémon, flip a coin. If heads, deal 20 times the number of water energy cards attached to Evil Gyarados to the pokémon that KO'ed Evil Gyarados. If Evil Gyarados was asleep, confused, or paralyzed when KO'ed, this power may not be used. Power (Resistance): Once per turn, you may change Misty's Gyarados's resistance to that of any color besides colorless. Then flip two coins. If both are tails, then return Misty's Gyarados and all attached cards into your deck. [W] Summon Storm () Flip two coins. If both are heads, all pokémon except Giovanni's Gyarados suffer 20 colorless damage.
Second/Only Attack [WWWW] Bubblebeam (40) Flip a coin. If heads, the defending pokémon is paralyzed. [WWW] Ice Beam (30) Flip a coin. If heads, the defending pokémon is paralyzed. [WWWW] Storm Surge (70) [2WW] Dragon Torpedo (40) If this attack doesn't knock out the defending pokémon, then choose 1 of your opponents benched pokémon and switch it with the defending pokémon.
Retreat Cost 3 2 3 3


    All of the Gyarados have weakness to grass and resistant to fighting, but if you want to get technical, the weakness should be lightning, since flying-type pokémon resist grass attacks. Oh well...

    Base Set Gyarados starts off nice with a Dragon Rage; unlike the video game, it does 50 damage, AND is influenced by weakness, plus power, etc. However, Base Set Kadabra and Evil Golduck can do Super Psy for two psychics and one anything for 50 as well, so they are more "managable" cost-wise. Bubblebeam adds one more energy and a chance for paralyzing, but takes away 10 damage. Base Set Dewgong, who I call the "Poor Man's Gyarados", can do an ice beam with 2WW for 30, so the energy-to-damage ratio is about equal. If only that retreat cost wasn't so big...

    Evil Gyarados looks intersting, especially with his pokémon power. It works like Exxegutor's Big Explosion attack, only it's all at once, only water energies will be accepted, and you only get one chance to use it. Still, it's a good way to enter Sudden Death. Ice Beam's cost seems to be about equal to Base Set Dewgong, so I have no complaints on that. One advantage Evil Gyarados has with his Ice Beam is that he only needs three energies to do a paralyzing move; Base Set Gyarados and Base Set Dewgong need four. Plus, the retreat cost is lower, but it may be because of his lower HP; 70 is really low for any type of Gyarados. Then again, most Evil evolved pokémon that I've seen seem to have lower HP than their Base Set cousins, so at least it's not only Evil Gyarados that's getting picked on (if you want proof, check out the Rocket Oddish family line).

    Misty's Gyarados is intersting in two ways. First, the pokémon power: As long as you get one head out of two, you can change your resistance to anything except colorless. Base Set Porygon had a conversion 2 move that worked similar, except that it required energies, and no coin flip was involved. However, he had 30 HP, so he would have died soon enough anyway. Also, if your deck is running low and you have a pokémon on the bench, you can purposely throw two tails to refill it! The second intersting thing is the main attack; for four water energies, you can do 70 damage--with NO drawbacks! Base Set Dugtrio could do 70 damage, but that player's bench would have been hurt a little (either play with no bench, or get this "Invisible Wall" Gym trainer I've heard about). Venusaur, a stage 2, can do Solar Beam with four grass for 60. Misty's Gyarados definitely can do the most damage without any costs or conditions. HP and retreat cost are the same as Base Set Gyarados.

    Giovanni's Gyarados is actually less than I expected. The first move, Summon Storm, works best with the following: no bench on your side, a two-headed coin, and the defending pokémon not being a fire type. If both heads connect, you're looking at 20 colorless damage on everyone except for Giovanni's Gyarados, and nothing can alter the damage. Think of it as a coin-flipping Swift/Sonic Boom with bench destroying capabilities. Again, use that Invisible Wall trainer or have no bench so you won't suffer much from the storm, but in either case, you'd be at a disadvantage (Invisible Wall is better at being "card bait" for CPU Search instead of bench protecting; with no bench, if Giovanni's Gyarados dies, you lose). The only thing great about this move is that it only needs one water energy, so at least it will be accepted by [some] haymakers. Dragon Torpedo, though costly, is actually an improved Whirlwind; unless the defending pokémon dies, you choose who replaces him. But still, I don't think that four energies are really needed for this move; three would have been better. And this dragon has 90 HP; I always thought that Giovanni's pokémon were some of the best, but this one doesn't fit my bill.

    Again, if I had to rate these cards, I would put Misty's Gyarados up top, and Giovanni's Gyarados on the bottom. Since I couldn't decide which other Gyarados would be better because of attacks/powers, I had to decide by HP; Base Set Gyarados takes 2nd in this case. In cases where 20, 30, or 40 HP attacks were being deilvered (barring poison, plus power, etc.), Base Set Gyarados would be able to survive for one more turn before fainting.

Final Ratings
Magikarp Gyarados Whole Family
Base Set 4th 2nd 3rd
Rocket 2nd 3rd 2nd
Misty's 2nd 1st 1st
Giovanni's 1st 4th 3rd


    I didn't use the point system this time, like I said I wouldn't. I made sure I analyzed each move, and Misty's Gyarados appeared to be the best. It can take almost anyone down, and he can change his resistance to see fit. Giovanni's Magicarp is better than his evolved form; the best strategy for him is to use the karp like you would a Farfetch'd. For the others, I don't know what to say about them.

    Any email about this comparison should go here; I'll read each complaint/compliment as it comes. I only hope Whether Man likes this report.