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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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