Hello again, Pojo. Please post this wherever reviews for new sets would go (I
would think they'd belong in Single Card Strategies, but I keep seeing them
in TGC Strats.) I decided to try this "thoroughly review every card in a new
set whenever it comes out" idea.

First of all, one of the cards I pulled out of one of the four booster packs
I've gotten so far...

Name:        Dark Alakazam
Type:        Stage 2 -- from Dark Kadabra
Card #:      card 1 of 82
Rarity:      Rare - Holo
Color:       Psychic
HP:          60 HP
Weakness:    P
Resistance:  none
Retreat:     3
Pokemon #:   65
Species:     Psi
Level:       30
Attack:      [1PP]  Teleport Blast  (30)
              You may switch Dark Alakazam with 1 of your Benched Pokemon (Do
              the damage before switching the Pokemon)
Attack:      [PPP]  Mind Shock  (40)
              Don't apply Weakness and Resistance for this attack. (Any other
              effects that would happen after applying Weakness and Resistance
              still happen.)

Overrated, but not so bad. He can do a ton of damage to a psychic resistant
Poke', and that combo with him and Haunter L.17 or Scyther might be actually
good with the normal Alakazam damage swap theme. Unfortunately, you can only
use four Abra, but you'd need a lot of the 'Kazams to be effective...
possibly more than four. But then, why are people suggesting five-Blastoise
Rain Dances? Overall pretty solid, it's just that low HP color in low HP
expansion is not a good combo...

Name:        Dark Arbok
Type:        Stage 1 -- from Ekans
Card #:      card 2 of 82
Rarity:      Rare - Holo
Color:       Grass
HP:          60 HP
Weakness:    P
Resistance:  none
Retreat:     2
Pokemon #:   24
Species:     Cobra
Level:       25
Attack:      [GG]  Stare
              Choose 1 of your opponent's Pokemon.  This attack does 10 damage
              to that Pokemon.  Don't apply Weakness and Resistance for this
              attack. (Any other effects that would hapen after applying
              Weakness and Resistance still happen.) If that Pokemon has a
              Pokemon Power, that power stops working until the end of your
              opponent's next turn.
Attack:      [GGG]  Poison Vapor  (10)
              The Defending Pokemon is now Poisoned.  This attack does 10
damage
              to each of your opponent's Benched Pokemon.  (Don't apply
Weakness
              and Resistance for Benched Pokemon.)

Ready to see Grass in Bench attacking decks ?This guy is just awsome. With an
attack that can disable Pokemon Powers and another one that potentially does
10 to all the opponent's Pokemon plus poison to the defenderis amazing. Plus,
I believe this guy can be found in one of the theme decks, making him not as
hard to find as grass Pokemon such as Venusaur. I'll probably make a deck
based around him.

Name:        Dark Blastoise
Type:        Stage 2 -- from Dark Wartortle
Card #:      card 3 of 82
Rarity:      Rare - Holo
Color:       Water
HP:          70 HP
Weakness:    L
Resistance:  none
Retreat:     2
Pokemon #:   9
Species:     Shellfish
Level:       28
Attack:      [WW]  Hydrocannon  (30+)
              Does 30 damage plus 20 more damage for each W Energy attached to
              Dark Blastoise but not used to pay for this attack.  You can't
add
              more than 40 damage in this way.
Attack:      [2W]  Rocket Tackle  (40)
              Dark Blastoise does 10 damage to itself.  Flip a coin.  If
heads,
              prevent all damage done to Dark Blastoise during your opponent's
              next turn.  (Any other effects of attacks still happen.)


Another one I pulled in a booster, he, with his Base counterpart, can
potentially do 70 damage on turn two, giving Rain Dance decks the edge to
beat Haymakers without the suicidal Chansey, or Ditto, who can be killed by a
dang Gust Of Wind. I think his second attack is overrated, though; it does
have an agility effect, but even if you have a two-headed coin, he'll
eventually just KO himself with the recoil.  And what if you get tails? Then
Wigglytuff just saved himself a PlusPower!
So stick with Hydrocannon and you'll be golden.

Name:        Dark Charizard
Type:        Stage 2 -- from Dark Charmeleon
Card #:      card 4 of 82
Rarity:      Rare - Holo
Color:       Fire
HP:          80 HP
Weakness:    W
Resistance:  F -30
Retreat:     3
Pokemon #:   6
Species:     Flame
Level:       38
Attack:      [1]  Nail Flick  (10)
Attack:      [FF]  Continuous Fireball  (50x)
              Flip a number of coins equal to the number of F Energy cards
              attached to Dark Charizard.  This attack does 50 damage times
the
              number of heads.  Discard a number of F Energy cards attached to
              Dark Charizard equal to the number of heads

Many people have been dissing this guy, saying he is once again proof you can
have a bad Pokemon with big numbers on him. Others say he is very good and is
better than the original. I don't know, but he definitely is better. His HP
are obnoxiously high for a Rocket Pokemon, and his second attack can do the
same effect as    the original's attack for half the energy! As for the first
attack? I think that many people expect too much out of colorless attacks,
but for a Stage 2 Pokemon, it really should do 20 damage. At least he can
actually attack a Mr.Mime.

Next!

Name:        Dark Dragonite
Type:        Stage 2 -- from Dark Dragonair
Card #:      card 5 of 82
Rarity:      Rare - Holo
Color:       Colorless
HP:          70 HP
Weakness:    none
Resistance:  F -30
Retreat:     2
Pokemon #:   149
Species:     Dragon
Level:       33
Power:       "Summon Minions"
              When you play Dark Dragonite from your hand, search your deck
for
              up to 2 Basic Pokemon and put them onto your Bench.  Shuffle
your
              deck afterward.
Attack:      [4]  Giant Tail  (70)
              Flip a coin.  If tails, this attack does nothing.

This guy might be used in low-basic Pokemon decks, but it's stage two. It's
own unevolved Dark Dragonair can search for it, but I'll save that for later.
And it once again has a coin flip attack--eek--but it can do lots of damage
if it does work. Overall, bad.

You know who the best Dragonite in the game is? That legendary card in the
Pokemon TCG for Game Boy Color...


Name:        Dark Dugtrio
Type:        Stage 1 -- from Diglett
Card #:      card 6 of 82
Rarity:      Rare - Holo
Color:       Fighting
HP:          50 HP
Weakness:    G
Resistance:  L -30
Retreat:     2
Pokemon #:   51
Species:     Mole
Level:       18
Power:       "Sinkhole"
              Whenever your opponent's Active Pokemon retreats, your opponent
              flips a coin.  If tails, this power does 20 damage to that
              Pokemon.  (Don't apply Weakness and Resistance.)  This power
stops
              working while Dark Dugtrio is Asleep, Confused, or Paralyzed.
Attack:      [FF]  Knock Down  (20+)
              Your opponent flips a coin.  If tails, this attack does 20
damage
              plus 20 more damage; if heads, this attack does 20 damage.

This guy is a defenite attacker. He works good with Dark Muk, as he makes it
very hard to retreat. Try confusing the defender, then poisoning it with Dark
Muk and play Dark Dugtrio to the bench! Why do I say bench, though? 50 HP on
a stage one! This is understandable, though, since he has low HP in the Game
Boy game, and you know how Rocket Pokemon are. Overall, a solid and unique
Pokemon-- though it is going to be very hard to choose between the two
Dugtrios.


Name:        Dark Golbat
Type:        Stage 1 -- from Zubat
Card #:      card 7 of 82
Rarity:      Rare - Holo
Color:       Grass
HP:          50 HP
Weakness:    P
Resistance:  F -30
Retreat:     none
Pokemon #:   42
Species:     Bat
Level:       25
Power:       "Sneak Attack"
              When you play Dark Golbat from your hand, you may choose 1 of
your
              opponent's Pokemon.  If you do, Dark Golbat does 10 damage to
that
              Pokemon.  Apply Weakness and Resistance.
Attack:      [GG]  Flitter
              Choose 1 of your opponent's Pokemon.  This attack does 20 damage
              to that Pokemon.  Don't apply Weakness and Resistance for this
              attack.  (Any other effects that would happen after applying
              Weakness and Resistance still happen.

Not much to say, a solid Pokemon-- have you seen the deck in Killer Deck
Reports with this guy, Mr. Mime, and Rocket Machop? It is going to be hard to
say which one to use again. The Fossil variation can heal his HP, and he has
more of them. Which would you choose?

Name:        Dark Gyarados
Type:        Stage 1 -- from Magikarp
Card #:      card 8 of 82
Rarity:      Rare - Holo
Color:       Water
HP:          70 HP
Weakness:    G
Resistance:  F -30
Retreat:     2
Pokemon #:   130
Species:     Atrocious
Level:       31
Power:       "Final Beam"
              When Dark Gyarados is Knocked Out by an attack, flip a coin.  If
              heads, this power does 20 damage for each W Energy attached to
              Dark Gyarados to the Pokemon that Knocked Out Dark Gyarados.
              Apply Weakness and Resistance.  This power doesn't work if Dark
              Gyarados is Asleep, Confused, or Paralyzed.
Attack:      [WWW]  Ice Beam  (30)
              Flip a coin.  If heads, the Defending Pokemon is now Paralyzed.

This is a good Gyarados. It's HP are pretty high for a Rocket Poke', and both
it's attack and PokePower are very good. Plus, there's a much better Magikarp
out now. Might see use in Rain Dance along with Dark Blastoise.

Name:        Dark Hypno
Type:        Stage 1 -- from Drowzee
Card #:      card 9 of 82
Rarity:      Rare - Holo
Color:       Psychic
HP:          60 HP
Weakness:    P
Resistance:  none
Retreat:     2
Pokemon #:   97
Species:     Hypnosis
Level:       26
Attack:      [P]  Psypunch  (20)
Attack:      [1PP]  Bench Manipulation  (20x)
              Your opponent flips a number of coins equal to the number of
              Pokemon on his or her Bench.  This attack does 20 damage times
the
              number of tails.  Don't apply Weakness and Resistance for this
              attack.  (Any other effects that would happen after applying
              Weakness and Resistance still happen.)

You know what the average damage for Bench Manipulation is? 22.5. That
doesn't sound very good for the cost, and even against Wigglytuff decks,
Wiggly has Resistance to Psychic. Don't get discouraged, though, it could be
a potentially powerful attack and he does have a good 20 for 1 attack. And
what could you combo this with? Articuno :-).

Name:        Dark Machamp
Type:        Stage 2 -- from Dark Machoke
Card #:      card 10 of 82
Rarity:      Rare - Holo
Color:       Fighting
HP:          70 HP
Weakness:    P
Resistance:  none
Retreat:     3
Pokemon #:   68
Species:     Superpower
Level:       30
Attack:      [FF]  Mega Punch  (30)
Attack:      [1FFF]  Fling
              Your opponent shuffles his or her Active Pokemon and all cards
              attached to it into his or her deck.  This attack can't be used
if
              your opponent has no Benched Pokemon.)

This is a horrible stage two! Fling is the ultimate overcost attack: at that
cost, it should either be 1FF, or should be useable if the opponent has no
Bench. And Mega Punch would be good for the cost if it was a Basic Pokemon!
Another thing is that we have finally gotten a good Machoke, but we still
have to use the horrible one to use the good Machamp...arrggh.

Name:        Dark Magneton
Type:        Stage 1 -- from Magnemite
Card #:      card 11 of 82
Rarity:      Rare - Holo
Color:       Lightning
HP:          60 HP
Weakness:    F
Resistance:  none
Retreat:     2
Pokemon #:   82
Species:     Magnet
Level:       26
Attack:      [2]  Sonicboom  (20)
              Don't apply Weakness and Resistance for this attack.  (Any other
              effects that would happen after applying Weakness and Resistance
              still happen.)
Attack:      [LL]  Magnetic Lines  (30)
              If the Defending Pokemon has any basic Energy cards attached to
              it, choose 1 of them.  If your opponent has any Benched Pokemon,
              choose 1 of them and attach that Energy card to it.

This is a break.. a solid Magneton (as if any of the other ones are). It can
penetrate the rare Electric resistance and Magnetic Lines will probably be
very annoying to the opponent.

Name:        Dark Slowbro
Type:        Stage 1 -- from Slowpoke
Card #:      card 12 of 82
Rarity:      Rare - Holo
Color:       Psychic
HP:          60 HP
Weakness:    P
Resistance:  none
Retreat:     2
Pokemon #:   80
Species:     Hermitcrab
Level:       27
Power:       "Reel In"
              When you play Dark Slowbro from your hand, choose up to 3 Basic
              Pokemon and/or Evolution cards from your discard pile and put
them
              into your hand.
Attack:      [PP]  Fickle Attack  (40)
              Flip a coin.  If tails, this attack does nothing.

Now this is the best Slowbro yet, but not very good anyway. It's PokePower 
could be good, possibly in RainDance decks if they have that more Blastoise
than Squirtle thing with the dark addition. But that is very unlikely. It's
attack isn't any good, either.

Name:        Dark Vileplume
Type:        Stage 2 -- from Dark Gloom
Card #:      card 13 of 82
Rarity:      Rare - Holo
Color:       Grass
HP:          60 HP
Weakness:    R
Resistance:  none
Retreat:     2
Pokemon #:   45
Species:     Flower
Level:       29
Power:       "Hay Fever"
              No Trainer cards can be played.  This power stops working while
              Dark Vileplume is Asleep, Confused, or Paralyzed.
Attack:      [GGG]  Petal Whirlwind  (30x)
              Flip 3 coins.  This attack does 30 damage times the number of
              heads.  If you get 2 or more heads, Dark Vileplume is now
              Confused (after dealing damage).

Ahh, yes, the famous Dark Vileplume. This guy will be very hard to build a
deck around, since it hurts you badly as well. And if it's forced into the
active spot, it will get knocked out pretty easily. You could use the error
version, though, to give it a unique weakness.

Name:        Dark Weezing
Type:        Stage 1 -- from Koffing
Card #:      card 14 of 82
Rarity:      Rare - Holo
Color:       Grass
HP:          60 HP
Weakness:    P
Resistance:  none
Retreat:     1
Pokemon #:   110
Species:     Poison Gas
Level:       24
Attack:      [1G]  Mass Explosion  (20x)
              Does 20 damage times the total number of Koffings, Weezings, and
              Dark Weezings in play (Apply Weakness and Resistance.).  Then,
              this attack does 20 damage to each Koffing, Weezing, and Dark
              Weezing (even your own).  Don't apply Weakness and Resistance.
Attack:      [GGG]  Stun Gas  (20)
              Flip a coin.  If heads, the Defending Pokemon is now Poisoned;
              if tails, the Defending Pokemon is now Paralyzed.

Oh great, a 60 HP Stage 1 that does damage to itself. It's second attack is
good though, and you can just use the first attack (with Defenders on your
other ones) as a suicidal attack. It's still not very good though. Once I get
another one, I'll try playtesting it...

And now the rare trainers/energy...

Name:        Here Comes Team Rocket!
Type:        Trainer
Card #:      card 15 of 82
Rarity:      Rare - Holo
Text:        Each player plays with his or her Prize cards face up for the
rest
              of the game.

I have no idea what to think of this card. It will give a huge advantage to
both players. I might playtest it if I get one, but the people at the Pokemon
League are constantly bugging my friend Jeff about his Nintendo Power Promo
Mewtwo, so it might cause some annoying talk there :-(.


Name:        Rocket's Sneak Attack
Type:        Trainer
Card #:      card 16 of 82
Rarity:      Rare - Holo
Text:        Look at your opponent's hand.  If he or she has any Trainer
cards,
              choose 1 of them.  Your opponent shuffles that card into his or
              her deck.

As you know, many people have said this will replace Lass in decks. It sure
will for me! Although I didn't realize it was a holo...

And finally, Rainbow Energy!

Name:        Rainbow Energy
Type:        Special Energy Card
Card #:      card 17 of 82
Rarity:      Rare - Holo
Text:        Attach Rainbow Energy to 1 of your Pokemon.  While in play,
              Rainbow Energy counts as every type of basic Energy but only
              provides 1 Energy at a time.  (Doesn't count as a basic Energy
              card when not in play.)  When you attach this card from your
hand
              to 1 of your Pokemon, it does 10 damage to that Pokemon.  (Don't
              apply Weakness and Resistance.)

It's the same old thing: this will be in tons of multi-colored decks.

This is all for now. As you've probably noticed, this is all the rares :-).
Next time I'll review uncommon and common.