Discussion in 'Card of the Day' started by BLiZzArD, Jan 21, 2009.
[gal=41098]2009-1-22 Marley's Request SF 87/100[/gal]
I never like giving my opponent a chance to decide what cards go in my hand.
Only reason I give it a 4/10 is those rare occasions where you'll be able to do things like Rare Candy, Marleys for the lone Rare Candy, and then Candy again.
Oh btw, First
9/10 (for the people smart enough to use it right otherwise use the following rating.)
i think this card can be really good the only problem is you have to be really smart about when you play it say just after a luxury ball, Pokedex handy910is, poke drawer +, poke healer +, poke Blower +, or as mentioned above after a rare candy or any such trainer that would be good to use again. it is limited due to the amount of trainers played every game but if you can use it right after the first trainer it can be really good. i would say limit this card to 1 - 2 per deck if you use it and play it smart.
In most circumstances, I'd limit it to zero a deck. Letting your opponent make decisions for you is always a very painful, disgusting plan.
There's a reason why Rival rarely sees play either. 3/10.
It's not a matter of whether the player is smart enough to use it right. It's a matter of when the card shows up in your hand. If it shows up in your hand in the beginning of the game, then this card can be pretty darn good. If it's late in the game and you draw it then it won't be as good. There will rarely be a time where any two trainers/supporters/stadium cards in your discard pile is going are going to help you. Chances are, at that stage in the game, you're going to have to give your opponent the chance to choose between one card that will help you, and one card that won't. If you're playing a smart opponent that can read the field, chances are he/she will choose the latter. Also, if they choose the card that doesn't help you, then you've just wasted your supporter for the turn. That reason alone is enough to give Marley's Request a low Rating.
I think this may only start to see play when TST comes out. You could select TST and Rare Candy from your discard pile. Your opponent has a choice of two poisons, and you will probably be able to make good use of either. The downside is that they can get the effect of TST as well.
Seems like a waste in a deck. It's excellent when you start off with rare candy and you pick it back up again.
I don't think it's that great a card. It all comes down to mindgaming, and against a good opponent, you'll probably lose.
I put in on occasion as one-ofs in decks I'm building for beginner players. Late-game, when your opponent is pressed for time, if they make a snap judgment on this thing you can really put the hurt on them, and early-game, you can do the same.
However, its inconsistencies make it inferior. And it burns your supporter drop.
This card is mad underrated. Yes it would be better if your opponent didn't have a choice, but even as is it's solid. The key is to use it in ways that give your opponent loose loose choices. As an example, just last night I used it to give my opponent a choice between Warp Point or Night Maint. I really needed the NM as both of my Dusknoir SF1s were in the discard pile ... however the Warp would have forced my opponent to bring up a Claydol as he had no other bench. Either way they were helping me out.
I can't fit this card in every deck, clearly meaning that plenty of other choices are better, but I like to put 1 into decks where I have room. It never fails to impact the game in a positive way for me when I use it.
I also think that this card's rating will rise in time and in specific decks that can use it more effectively, such as Fossil decks.
6.5/10 now. 7/10 after a set or two.
It´s not only playing it at the right time but also in the right deck. It have a better use in Fossil Decks, that can choose between the Fossil or Fossil Excavator so you get the Fossil the next turn of either way.
8-9/10 in decks that can use it at its max potential.
4-5/10 in mostly any other decks.
Vanderbilt is right especially since so many decks also run felicity's drawing if you draw this late game you can always use it as a discard for that and then it will have saved you from discarding another more needed card and you'll get three cards out of it. As i said you do have to be smart to use it. right its about timing and what you choose if your smart you'll play it at a time that gives you 2 cards that you can use to your benefit if your deck is so inconsistent that you are afraid you wont have a card you want there than maybe you need to work on your deck building and just give this card a try in a casual game and see if you can actually use it right.
Well, I can think of a good number of situations to use it. Looking for a Pokemon? Choose Luxury Ball and Poke Drawer +. It'll FREAK OUT your opponent if you only have that one Poke Drawer + in the discard. This card combos well with Poke Drawer/Healer/Blower to play CRAZY mind games with your opponent.
I like this card very much bacause it can be very flexiable, but for well working it need Poke Drawer+ in your discardpile. I thimk that question for your oponent like RC or Darawer ? Plus Power or Buck / Luxury ball (for Spiritomb or Crobat G) or Blower (with flip, but ftw why not ? is very hard to right solve.
And it is good played with Porygon 2 (GE) when you can play even new supporter (never mind you, that your oponent gives you Bebe and not Luxury) and last note to this card is that with Drawer+ in your discardpile you can very well try to bluff your oponent.
7,5 / 10 with Poke Drawer+ in dicardpile (7,5 because in a star of game it is not so broken)
4 / 10 for deck that plays no Poke Drawer+
such a great card you may be giving your opponent a choice so you just give them a bad choice 9/10
There's always 2 cards in your discard pile that are useful mid to late game...
I hold up TSD and Luxury Ball or PokeDrawer.
They ALWAYS choose TSD ... LOL! (which is what I wanted anyway...
They NEVER choose PokeDrawer, so just hold up what you REALLY want vs. a PokeDrawer and you get what you want.
It's like having EXTRA TSDs or PokeRadars if you deck them w/ PokeDrawers.
If you can time it right then it can easily be the BCIF. Otherwise it is really bad.
Another somewhat hyped card that died down once people realized how bad it was, Marley's Request can do good things, but is too dependent on your opponent. Basically, you get to dig through your discard pile for 2 Trainers, Supporters, or Stadiums, let your opponent choose which one you can keep, then discard the other. Letting your opponent choose what card you get is always a bad thing; it's akin to Rival almost in this sense. Granted, Marley's Request can work for you in several ways; either play it when you have only 1 Trainer in the discard (like that Luxury Ball you happily played turn 2), pick two Trainers with similar effects (POV and Felicity, or Bebe's and Luxury Ball), and things in that sense. But overall, it's best to avoid this card completely.
Modified - 3/10 (Unless you have a very specific need/use for this card, do not use it)
Limited - 8/10 (Your opponent still gets to choose, but hey, it's likely you'll only have a Trainer in your discard, since Trainers aren't the easiest to draft. Besides, loosen up, prereleases don't count for premier points)
Unlimited - 1/10 (So many better ways to get Trainers/Supporters/w/e out of the discard here)
Personally, I find Marley's Request impossible to rate due to how situational the card is. There's the situations (with Poke Drawer) that had been mentioned, and the very, very BAD situations when you really need one trainer but don't have something to tempt your opponent to choose against. However, what about... Other situations?
Such examples are when you're facing the dreaded Dusknoir Lv. X. I've had this happen to me before, when I had two stadiums in the discard and my opponent's final Dusknoir was keeled off, leaving the doom-bringer out in the Stadium slot. I drew this. BAM.
So, yeah. Highly situational card... No way I'm going to rate it at the moment.
I have yet to get to use this card yet (although it's in my current deck), but I find the low ratings due to 'your opponent can choose' thing is getting tired. I look at all cards in a more positive way.
Besides, your opponent most likely doesn't know which one you need the most. And if you have a well-built deck with trainers/supporters/stadiums that work well with it, then you shouldn't have to worry.
And as for the situational card thing, I agree with ArmoredMewTwo. It can either be incredibly good or incredibly bad in a situation.
Separate names with a comma.