Pokémon TCG: Sword and Shield—Brilliant Stars

2011-1-31 CL Lost Remover 080

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MrMeches

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2011-1-31 CL Lost Remover 080
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I dont like this card isome times lol But its a good card that cant mess up your oppoent ibut a lot of decks wouldnt have room for this card. 6/10
 
I think it's a pretty great card, actually. One of the best out of Call of Legends, besides Lost World. The ability to have guaranteed energy removal is helpful against most decks, even if it is restricted to special energies. So many decks run them, including Gyarados, LuxChomp, DialgaChomp, Machamp, Regigigas, and so many more.
 
with respect to the current meta, this card is almost completely useless except to remove a Rescue Energy.

3/10
 
I was JUST talking about if they ever reprinted the original Energy Removal...
This is close....and on top of that it goes to the Lost Zone.

It's a trainer so with trainer lock may be difficult...the only decks that really should run this are disruption decks, but it's still a good card nontheless.

7/10 because it's Special energies only...
 
with respect to the current meta, this card is almost completely useless except to remove a Rescue Energy.

3/10

lolwut

o hai luxchomp
o hai machamp
o hai sablelock
o hai dialgachomp

O HAI ANY CARD THAT RUNS DCE AS A FREE DRUSH CARD
O HAI ANY CARD THAT RUNS CALL ENERGY SINCE IT PUTS THEM BACK ON ATTACHMENT WHICH IS VITAL IN A GAME THAT PRESUMES YOUR OPPONENT HAS SOME SEMBLANCE OF COMPETENCE

Anyhow, my answer is 9/10
 
This card is pretty solid but has it's flaws. Often at times it'll be a dead draw and against certain matchups a dead card all together. Once a Luxchomp player sees one of these a DCE will never stick in play for longer than the turn they play it down. It is good against Dialga if you can get around deafen but I just feel decks wont be able to fit this card and to be honest I'm not 100% sure they should try because of the situations where it'll just sit in your hand as trash.

My Rating:
5/10 Modified
3/10 Unlimited
1/10 Sealed
 
It's good to run 1 or 2 of them in a deck. Personally, I'd only run 1 to get rid of that rescue energy at that much needed instant.
 
Dragon Rush discards the energy anyway. I'd hope people aren't just letting DCEs sit on their field whether Lost Remover was legal or not.

Yeah, this. It's not like you'll NEVER nail the DCE with it, but it's not going to stop Dragon Rush from being awesome.
 
Dragon Rush discards the energy anyway. I'd hope people aren't just letting DCEs sit on their field whether Lost Remover was legal or not.

A common counter to Ambipom G's snap attack is to attach a second DCE to a Garchomp, giving it 4
energies, dragon rushing, and then still having energy on it so that the revenge kill cannot be achieved
by the ambipom. (Not always the situation, but it's one more thing to worry about in the mirror match.)
Also, at the beginning of the game, many mirror matches are decided on who gets going first, which is
decided on who gets the basic Garchomps down first, and who gets the engies on them. If this card can
stall them one turn, and shift the mometum to me at the start, this simple trainer could be the difference
maker. Not to mention that thowing one of My DCE's to the lost zone is just nasty in the first place.

Overall, I like the card, I think I'll be running at least one in my luxchomp deck. It CAN be helpful in
the mirror, I'll be it on a rare occasion. But mostly it's good for the gyarados/vilegar matchups where
they use that pesky resue energy, and I just wanna KO something without it coming back at me
the next turn.

But in general it will just be useful for getting rid of the speedy, big bruiser's DCEs so they can't get
going as quick, the defence getting metal guys and their metal energies, and the hard hitting dark types
trying to get the extra damage. There is no doubt that special energies are a big part of the game
right now, so it's a useful card in almost any deck.

9/10

-Jason
:)dark::colorless:20)
 
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I miss energy removal...
But with special energy so popular in the format this card isn't too bad though. You can force them to drop DCE, or special metal/dark, or even a rescue energy just before you ko them.
7/10
 
Garchomp C is just one example. I think the better examples of where it is potent is...sadly...against the stage 2s like Dusknoir, Machamp, Gengar, etc. Too bad this could potentially be another card that limits Stage 2s and doesn't faze SPs.

No flip, and sent to the Lost Zone. Not bad at all.
 
why does everyone think sending it lost zone is good? theres no special enegry retreival card and it doesnt count towards lost world. i think since most decks wont be too helpful and it lowers consistency and it only helps in certain match-ups. i run a majority of special energy in my luxchomp but still LZing a call(normally the card i have on garchomp after drushing to protect form ambipom) is not a big thing. and if they revenge kill with ambipom id bring up another chomp, promocroak or dragonite fb and take my revenge kill. the only good option i see is helping against g-dos match-up. and still they have combee, pokemon rescue, and junk arm. 2/10
 
why does everyone think sending it lost zone is good? theres no special enegry retreival card and it doesnt count towards lost world.

It is not so much sending it to the Lost Zone as much as it is getting off the opponent's side of the field quickly without having to put forth much effort.

Personally after looking through the all the cards of CL, the only two good ones were this one and Lost World (I believe someone stated this earlier as well).

It does target those Special Energies that a lot of people use. Many decks in the meta game in my (very small) area can/will run Call, Rescue, DC, and maybe even Special Dark/Metal. SP decks also fit into this category.

If you can get this card early on in the game to disrupt your opponent when they do not have a lot down, it could possibly win you again. However, there is also the possibility that you get this card late in the game, and it may or may not do anything.

In the current format, I will give the card a 7/10. Once the format becomes HGSS and on, it will definitely be a 9/10 or maybe even a 10/10 depending on what the metagame is in the future.
 
Today's CotD is Lost Remover from CL, a card with potential that unfortunately has flaws with it as well. To recap, pretty much anything sent to the Lost Zone is dang near impossible to retrieve, given so few cards have anything to do with it. And removing a Special Energy off the Defending into the Lost Zone isn't bad...however, it's fairly situational. Granted, many decks run some form of Special Energy, but in cases such as the most popular ones using Garchomp C, that DCE is almost always gone when the opponent intends to play it, limiting its use. Now if only this removed Basic Energy like ER does...that would make it pretty dang powerful; but as it is, you can get some use with it, but not much overall.

Modified - 5/10 (Eh, it's good if you really know the metagame and can anticipate, otherwise it can be a dud quite a few times)
Limited - 3/10 (Arguably worse since there's less of a chance of ever using this, but if you have the room by all means take it)
Unlimited - 5/10 (Not much use here, yes there are more better Special Energies abound like DRE, but those tend to not last long enough to use Lost Remover. ER and SER might be complimentary with it, but both are bounds more powerful too)
 
personally I think this card is kinda ridiculous. Like, okay it could save you against a rescue, but other whys, It would be one of those binder cards. It says lost remover, when I first hough of the card thought it would be like somehing like, "take one pokemon from your lost zone and put it back into the deck." or somethin'.

So persoanlly, 2.5/10 (just because it could be useful at times)
 
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