– Unbroken Bonds

Date Reviewed:
August 21, 2019

Ratings Summary:
Standard: 3.00
Expanded: 2.00
Limited: 2.75

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

Reviews Below:

vince avatar

Beeheyem might not look like much, but there is one thing that did caught my eye; and it’s from the attack called Mysterious Noise. Not only it does 90 damge for 3 energy (which Triple Acceleration Energy helps fulfill), but it also makes you shuffle this Pokémon and all cards attached to it into your deck. Additionally, your opponent cannot play any item cards from their hand during their next turn. I know what you’re all thinking. Item lock has been reintroduced, but unlike Noivern-GX or even Seismitoad-EX, you have to find a way to continue searching for a Stage 1, Triple Acceleration Energy, and an Eleygm already in play. This makes it tricky to constantly cycle such effects.

Beeheyem is your only Standard option for locking down items while Expanded has Seismitoad-EX that does a better job than this. I don’t think Beeheyem BREAK would help at all, as it increases whatever HP to 130 and adds an attack called Cosmic Circle, which does 100 for PPP and enables you to move any P energy from your Pokémon in any way you like. Still, that doesn’t fit into the agenda today’s Beeheyem had.


  • Standard: 2.5/5
  • Expanded: 1/5
  • Limited: 2.5/5

Next up: The only hint of this week’s Throwback Thursdays is the cards that I’m holding in my profile picture!

Otaku Avatar

Note: My review for yesterday’s Heatran-GX has finally been posted.  My apologies for the delay.

Time for something I love and yet hate: the focus of a new Item-lock deck.  I won’t bore you with what I think is a “fair” lock versus a “foul” one, though.  Instead, let’s get right to the “locker” in question, Beheeyem (SM – Unified Minds 91/236).  Its [P] Typing should be handy, for access to Mysterious Treasure as well as exploiting [P] Weakness, though crashing into [P] Resistance is also going to be a pain.  As a Stage 1, it isn’t too bad to field, though no where near as reliable as a Basic.  80 HP is bad, even worse with [P] Weakness and no Resistance but there’s a mitigating factor we’ll cover next paragraph.  In fact, if this ends up having any chops for Expanded, the HP makes Level Ball an option!  The Retreat Cost of [C] is good, though for similar reasons may also not matter.

Beheeyem has two attacks.  The first is “Psypunch” for [P], doing 20 damage; this is forgettable filler that you’d think would hit for at least 10 more damage.  The real deal is “Mysterious Noise” which coss [CCC].  It does three things:

  1. 90 Damage to your opponent’s Active.
  2. Shuffling Beheeyem (or whatever used Mysterious Noise) and all cards attached to your deck.
  3. Prevents your opponent from playing Item cards from their hand during their next turn.

The damage is low-to-decent given the Energy costs and that last effect.  Item-lock should at least be annoying for any deck horrifying for many.  Being forced to shuffle your attacker away turn after turn can be a drawback, but it can also be a huge advantage.  Beheeyem’s HP no longer is a problem, and it opens up many combos.  Which you’ll need, since you just got rid of your attacker that was scoring decent damage and an Item-lock?

You can have something else copy Mysterious Noise, or bring up something else to safely soak hits or further inconvenience your opponent between your attacks.  I mean, technically, you can do both.  What we saw at Worlds were decks where Beheeyem were streamed.  If we go by Hampus Eriksson’s list, and it is the highest placing Beheeyem list that I’ve seen, you promote Alolan Ninetales (SM – Team Up 111/181) or Goomy (SM – Forbidden Light 91/132) to stall.  Pidgeotto (SM – Team Up 123/181) provides extra draw.  The only Energy the deck runs is Triple Acceleration Energy, which constantly gets shuffled back into the deck before it can discard itself, at least when used to fuel Mysterious Noise.  Oh, and remember my doubts about Blizzard Town?  Turns out this was one of the decks made for it; 90 damage per turn leaves a lot of things with 10 to 40 HP after a turn or two of attacking.

The Expanded Format already has some strong Item-lock decks, so I don’t know if they really would need another.  I’ve got to say, though, I am tempted given the improved Trainer-support coupled by additional combo partners.  Beheeyem probably isn’t a great pull for Limited Format play.  80 HP and Psypunch still ain’t great on a Stage 1, even here, and if you use Mysterious Noise without a Bench you lose!  Your opponent probably won’t have a lot of Items to play most turns, and you’ll shuffle away three Energy that you probably attached one at a time if you do use Mysterious Noise.


Standard: 3.5/5

Expanded: 2.5/5

Limited: 3/5

Beheeyem looks reasonable good for Standard, where you don’t have a strong Item-lock deck, but Expanded already has multiple Item-lock options, including just slapping Seismitoad-EX into a variety of otherwise non-locking decks.  It also seems a little more risky than rewarding for the Limited Format.  Beheeyem is technically one of our runners-up as well, though it would have only taken 19th-place if our countdown was large enough… and that is only because I included it as my 11th-place pick on my personal list!

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