Issue
#51-Suicune: The Un-Punnable Pokemon
Neo
Revelation: Suicune (Holo)
I flat-out
love this card. This single little piece of paper has caused more
problems and ruling quandaries than Ditto and Metal Energy combined.
And it’s not that I’m out to make the lives of the Master Trainers into
a living hell, but a lot of the rulings on Suicune’s Crystal Body Pokemon
Power have received a lot of heat for being “nonsensical”, or simply broken.
Though I can see the general logic behind the rulings made thus far, the
critics are right in saying that in some ways Suicune is very, very overpowering
due to some of the decisions made about wording interpretation (for the
record, my heart goes out to anyone who had to try to interpret this card:
the translation is mega-ambiguous. Poor MTs *sniff*). But unlike
most broken cards, Suicune takes a little bit of creativity and ingenuity
to see its true advantages. And I for one have absolutely no problem
with that. Here are the stats:
Suicune:
Basic Pokemon : 70 HP : Water
Evolves
into: Nothing
Pokemon
Power: Crystal Body: Prevent all effects of your opponent’s attacks,
other than damage done to Suicune. This power stops working while
Suicune is Asleep, Confused, or Paralyzed.
WWW:
Aurora Wave: 30: Flip 2 coins. If both are heads, the Defending Pokemon
is now Paralyzed. If only 1 is heads, the Defending Pokemon is now
Asleep.
Weakness: ,
Resistance: None, Retreat:
Very, very interesting. I’ll
get Aurora Wave out of the way first, since it’ll be a bit easier to discuss
comprehensively than Crystal Body. Aurora Wave is a very, very nice
attack. If you can build up three water on Suicune (and manage to
keep it there)
there’s a pretty good chance that
it’ll be sticking around for a while thanks to the stat effects it’ll be
dishing out. You’ve basically got a twenty five per cent chance of
doing nothing, an equal chance of causing paralysis, and a fifty per cent
chance of causing sleep (which will also require a flip of non-awakening
at the end of your turn). Not bad. The hard part’ll be keeping
the energy on Suicune while it’s attacking.
Crystal Body. Man this thing
makes me cringe. The gist of the rulings thus far is that damage
printed to the right of the attack’s text is done normally, as well as
self-damage, costs of the attack, chances at additional damage (like Steelix’s
Tail Crush, and its flip for 20 additional damage), and coin flips to determine
regular damage (such as Sneasel’s flipping of coins, and then dealing 20
damage times the number of heads). What is PREVENTED by this power
are effects such as removal of attached cards from Suicune (such as energy
or tools), the targeting of Pokemon other than Suicune (assuming that Suicune
is the active), status effects, and any additional effects of attacks (for
instance, Amnesia would do absolutely nothing to a Holo Suicune.)
Because of this general ruling, it’s created a lot of subsidiary rulings
on a single-card level that are… uhh… fun? Here are a few things
that Suicune has “fun” dealing with.
Murkrow: Mean Look now does
nothing, since it does not deal damage and Suicune can’t be affected by
any other components of an attack. Feint Attack is now quite horrible:
one dark and one colourless now does 20 damage to Suicune. Since
the selection of “any of your opponent’s Pokemon” is ruled as happening
before damage occurs if you invoke that option of the attack (as opposed
to just dealing the 20 damage to Suicune), and since the invocation of
that part of the card’s wording is blocked by Suicune’s Crystal Body, the
process of...
1- Declare Intent To Feint Attack
2- Select Target
3- Deal Damage To Target
...is interrupted in the second phase.
Selection cannot take place, and therefore damage to the bench is eliminated
from the process. So instead, the process looks like this:
1- Declare Intent To Feint Attack
2- Deal Damage To Target
Where “Target” is defaulted to Suicune.
So if you have a Suicune as an active, Feint Attack is now totally nerfed.
Cool. :D
Pichu: Pichu’s Zzzap attack
encounters a similar problem to Murkrow’s. The attack process for
Zzzap looks like this: “Declare Intent To Zzzap, Zzzap Checks All
Pokemon In Play For Powers, Zzzap Deals 20 Damage To All Pokemon Who Checked
Yes In Previous Phase.” But of course, Suicune cuts off the process
at the second step, since checking if Suicune has a Pokemon Power as part
of an attack is NOT damage inflicting in and of itself. So because
the Suicune never gets flagged for possession of a Pokemon Power, it doesn’t
appear on Pichu’s proverbial radar and thus doesn’t get pinged. Not
only is this nice because it prevents the damage to Suicune when
an opponent uses Zzzap, it also means that YOU can use Zzzap against your
opponent with complete and total impunity. Starting to see a coherent
agenda forming? If you don’t, it’ll all become clear in a moment.
Sneasel: Tyrogue isn’t just
annoying to Sneasel because it has a Baby Rule, its real annoyance emanates
from the fact that it deals damage in multiples of 30, and Sneasel needs
exactly 60 damage to kill it. The multiple of 30 is annoying because
a Gold Berry will not naturally go off on a fresh Sneasel that has suffered
one Smash Punch unless you attach a Rainbow to it. And in a generic
SneaselKingKrow deck, you can’t afford to be wasting Special Energy drops
each turn. The same idea applies to Suicune: 30 damage is dealt for
each attack. However, where Tyrogue has the fifty-fifty Baby Rule
to protect it, Suicune has its Paralysis and Sleep. They’re not as
psychologically significant as the Baby Rule, but on the other hand, Suicune
won’t necessarily go down on the first hit to a Sneasel. Very useful.
Rocket’s Zapdos: This is more
of a grey area, actually. Yes, Suicune is weak to electric, and will
take 40 from each Plasma that a Rocket’s Zap can get off at it. On
the other hand, the extra energy attachment from the discard that usually
accompanies Plasma is now nullified. The same thing goes for Neo
Revelation Ampharos’ Attract Current attack. This can be crippling
to a person who plays this style of deck, simply because so many of these
decks are built around having a large energy advantage for plenty of SERs,
retreats, and similar needs.
Cleffa: Oh! This is
another one of the reasons to LOVE, repeat LOVE, Suicune. Is Eeeeeeek
an attack? Yeeeeees. Does it deal damage? Noooooo!
Is the shuffling of your old hand back into your deck and then drawing
a new hand of seven cards prevented by Crystal Body? Oh hell yeah!
So what does that mean, really? Well, decks that rely on Cleffa to
cycle through their deck and get out multiple evolutions in the early turns
of the game (Typhlosion and Slowking, mainly) can now be halted in their
tracks. And on a very closely related note, I can’t help but hearken
back to the days of the great Trapper Archetype. The ability to leave
your opponent with no cards in their hand, desperate for a top decked Oak,
was an insane advantage. But Cleffa destroyed it. But…
Suicune destroys Cleffa! Haha! Scissors beat paper! AHAHAHA!
*regains his composure*
Anyway, you might see what I’m getting
at here.
And if you don’t, let me summarize:
Suicune renders Cleffa useless, which is a must for most decks which rely
on multiple evolutions in the early game. Suicune also can’t be Mean
Looked, and he can protect the bench from Feint Attack. He deals
damage in 30 HP quantities at a time, as well as being a great staller/pseudo-locker
with his stat effects. Beyond that, you can use Pichu with him and
harm everything in play with a Power without causing a single scratch to
the Suicune. These make for a great Anti-SneaselKingKrow deck.
If Suicune Trapper doesn’t become
a major Standard archetype in the next three months I am going to be really,
really disappointed. Hand destruction can ruin anything as long as
it can prevent Eeeeeeek. The fact that Suicune can’t deal 80 damage
a turn like Sneasel is pretty much irrelevant. A helpless opponent
is a helpless opponent, whether you’re dealing large amounts of damage
or just very slowly pecking them off the mortal coil.
But that said, there are some things
that Suicune has to watch out for.
Elekid: Gah! 40 damage
on a heads, from a Pokemon that uses no energy to do its damage.
Zzzap it quick, and you’ll be fine. Let the little plug-head go on
an un-rebuked bender, and you’re in very deep trouble.
Energy Removal: The sad fact
is that Suicune needs three water energy to attack. This is quite
the problem, since it’s relatively easy to keep a Pokemon with that type
of energy consumption off of its feet for the entire game. This is
where a really effective use of The Rocket’s Trap, Impostor Oak’s Revenge,
and Rocket’s Sneak Attack comes into play. If you play your cards
right (bad pun…), your Suicune should be able to weather a single ER or
SER just fine. If you play your cards poorly… well, get ready to
sit and watch yourself very slowly lose. It’s unfortunate that traditional
trainer denial (Lass, Chaos Gym, and Slowking) just doesn’t fit into a
Trapper Deck. Lass is counter-productive: you want to be using your
own trainers to keep your opponent in a state of submission, not to keep
the both of you in a state of submission. Chaos Gym is too freakin’
deadly if it works against you in this type of scenario. Slowking
is totally out because it opens up a huge hole that a Murkrow would take
advantage of, as well as eating up seven or eight spaces in the deck.
But if you can run the Trapper cards properly, it shouldn’t be a huge problem.
Whew. There it is. One
man’s take on what is potentially a very, very powerful and creative card.
And god help me, if a ruling on this sucker is changed I’m gonna start
setting fire to public places.
Trap is back!
-Gloom
Note to Modified Players: Probably
not that useful in Modified. The non-holo one though is excellent,
since it has free retreat and allows you to Double Gust with absolute impunity.
Expect this one to make a pretty big showing in Gatr decks and as random
splashes in other archetypes at the upcoming Stadium Challenges.
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