Hack's Ech's PK's Hack's Gloom's Analyst


Issue #56 - The firey legendary beast... thrice...

And now you're asking yourself, "Are any of them all that useful?" Let's place those questions to rest now, here comes Hack and this edition of The Analyst!



Entei - Basic - 80 HP -
Lv 38 - Neo Revelation
Pokémon Power: Howl
When you play Entei from your hand, you may discard the top 5 cards from your deck. (if you have fewer cards in your deck than that, discard all of them.) If any of those are
Energy cards, attach them to any of your Pokemon of your choice. Using this power ends your turn.
- Searing Flames - 60
Discard 2
Energy cards attached to Entei or this attack does nothing.
Weak:
, Resist: - , Retreat:

Entei
- Basic - 60 HP -

Lv 24 - Neo Revelation HOLOGRAPHIC
Pokémon Power: Legendary Body
As long as Entei is your Active Pokemon, Entei and Energy cards attached to it aren't affected by effects from Trainer cards other than Stadium cards. As long as this power is active, discard all Trainer cards attached to Entei. (This power works even if Entei is Asleep, Confused, or Paralyzed.)
- Mega Flame - 50
Flip 2 coins. For each tails, discard 1
Energy
Weak:
, Resist: - , Retreat: -

Entei
- Basic - 80 HP -

Lv 37 - Promotional Card 34 REVERSE HOLOGRAPHIC
Pokémon Power: Bolt
When your opponent's attack damages Entei, even if that attack Knocks Out Entei, flip a coin. If heads, shuffle Entei and all cards attached to it into your deck. This Power can't be used if Entei is already Asleep, Confused or Paralyzed.
- Protective Flame - 50
During your opponent's next turn, prevent all effects of attacks (including damage) done to your benched Pokemon.
Weak:
, Resist: - , Retreat:



Now look at these three cards closely... wow! They all have a Power, and they all have a attack! So their differences must be pretty close...

Let's take the first one on the list, the Lv. 38 NRV holo. Play it, burn some deck for some instant firepower, then fire it up with other ways... Typhlosion, anyone? Then sit there with a huge 80 HP basic and blow your opponent away with that 60-damage attack... not bad.

Number two on this list is the nonholo NRV card, the Lv. 24 one. If there was any word I could use to describe Legendary Body, it could possibly be 'virgin'. No trainers allowed on it... could be useful for preventing Double Gust/Warp Point's effects (in modified), or SER/ER (standard). Then there's the attack. 50 damage for sure, but you have the chance of discarding your energy and no surefire way to get it back (nor any easy way to get it on in itself). Not one of my top picks, to be honest.

Then there's the Promo Entei... the shiiiiny reverse holo whose purpose in life is COMPLETELY different than the other two. This Entei is a staller... Bolt will ensure two things: it will almost never be KO'd save by status effects, and that it will almost never get to attack. You could use this very interesting effect in a variety of situations... keep it benched and bring it out while recovering a worn-out active, for example. Then it gets shuffled and voila! Another turn or two stalled! And Protective Flame in itself is a solid attack... provided you actually get to use it. =P In the right deck theme, this card can rock!

And that's my card analysis for the day/week/time period. Once Destiny comes out I'll have more for you guys and girls, but till then, this is Hackman signing off!

--Hackman
hackman@sugarshock.net



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