Pokémon TCG: Sword and Shield—Brilliant Stars

2009-7-14 Drifblim SF 16/100

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MrMeches

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2009-7-14 Drifblim SF 16/100
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Its not that good. with claydol we don't need another stage-1 that helps us set up
3/10 modif (we have better options for getting basics)

1st
 
its first two attacks are solid. Delivery can be great late game when you need a specific trainer or supporter and all copies are in your discard pile. Lifting is great for a jumpstart on a game and combos well with cards like stark mountain, magnezone lv x, Gardevoir Platinum and Swampert. it is greatly assisted as by its free retreat cost. the one down side is that there are many other cards that can do what driflim does but without using an attack


4.5/10
 
I've always wanted to use this. Attaching an energy is pretty solid, but originially when I read it I thought it was 2 energy, and I went, WOAH!

The only issue with this is that you can't drop an energy on the Pokemon you are charging up the turn that you use this attack.

7/10.
 
I like the card a lot in that its Lifting attack is basically a double Roseanne's Research but better. Of course, being on a Stage 1 hurts in that you would need to have Rare Candy or BTS in order to make it most effective (i.e. having it go off on turn 1), although I could therefore see this as an alternate way for people to set up if they are tired of Claydol and Uxie. I use it in my Styx deck as a "starter". Granted, using it as a starter requires a lot of deck space...
 
Aw, Driblim needs more love. This thing is amazing in Mamoswine and we all know Mamoswine is BDIF.

8/10
 
I really like this card, but unfortunately it is too slow in today's quick metagame when folks are doing incredible damage turn2 and sometimes even turn 1. I have found you need to run 4 to even have a chance to be a consistent starter and once it has done its job it is just dead wood. Most decks can't afford to run 4-4 or even 3-3.
 
90 hp a little low for a pokemon that has to be active, a darkenss weakness who cares, and a resistance to normal, sounds good to me, and a great retreat cost.

Delivery- put 1 card from discard pile to your hand, for no energy. Decent, better in later game situations. You can get the trainer or pokemon that you need from discard to your hand.

Lifting- for no energy search your deck for 2 basics and put 2 energies on them from your deck. Wow its like 2 roseannes in one, with energy attachment. Great early game

ominous wind- for 2 energies does 40. Nothing great, if you play this card, you dont play it for this attack.

Well this card stinks at attacking and has low hp. But if you use it you dont play it for attacking. Its first attacks are free and can help you in just about any sitatuation. But I dont think its good enough to justify a non attacking stage 1. If it were a basic maybe, but this card just isnt quite good enough.

6/10- because its a decent card that could be used in any deck effectivley, but I wouldnt play it.
 
This could be a decent starter for some decks which is solid. HP kinda low, but all of it's 3 attacks are can be useful depending on the deck.

6/10
 
Today's CotD is Driftblim from SF. Statwise, 90 HP is solid for a Stage 1, +20 Weakness to :dark: is nice since :dark: Pokemon are not common at all, -20 Resistance to :colorless is always helpful, and no Retreat Cost is fabulous. Driftblim comes with two fun, free attacks, Delivery and Lifting. Delivery gets you any 1 card you want out of your discard pile back into your hand; this is great for getting crucial cards back at any point in the game, and can set up some fun combos (such as recycling Luxury Ball). Lifting is a great attack early in the game, getting you two Basic Pokemon and a Basic Energy onto each of them as well. Ominous Wind is ok at :psychic::colorless for 40 (and your only damaging attack), plus it has a 50/50 chance of forcing Confusion and preventing retreating the next turn.

Modified - 6/10 (Being a Stage 1 is ultimately what weighs this otherwise fabulous card down)
Limited - 10/10 (A great support card that should have use no matter where you are in the game, though the earlier the better)
Unlimited - 1/10 (No use here)
 
If you can't get Claydols, this is actually a pretty reasonable alternative. Lifting is great, the double attach is really underrated - yeah it takes up your turn but you get two additional attachments, so the tempo loss isn't as bad.

Also, you can get two pokemon-SP with it...
 
I used this as a starter in GG and won states with it. I believe it deserves at least 7/10.

I like this card with GG, or more specifically, Gardevoir PL. The energy acceleration can be applied to any pokemon so long as Gardy PL hits the field. It also provides good set up, and gives you a chance if you get a bad start by recycling certain supporters and/or other helpful cards with lifting. It's third attack isn't very decent, 40 damage and flip for confusion for two energies just doesn't cut it.

Overall, in decks that easily manipulate energy (Magnezone, GG, etc.), this card does have it's benefits. However, in a speed oriented format, space is at a premium in decks, and the 4-6 slots in a deck used for this line could be filled with something that would make your deck run faster, which is game winning.
 
I absolutely love this card. I agree that there are better options for top-tier decks, but for a fun deck or league deck, it's fabulous. It's also a viable alternative to more expensive cards for people who can't afford them.

I run a 2-2 in my fun deck, and it really comes in handy. Lifting is invaluable for early-game set up and energy acceleration, even if you don't get it out there on your very first turn. A non-top-tier deck may not have that many tools to do the same thing. Delivery is great too, especially considering that you can get any card out of your discard. And both are no energy. What's not to love?

Ominous Wind isn't the greatest attack ever, but it's gotten me out of a few jams. Given that psychic weakness is so common, it can do a decent amount of damage and gives you the always-welcome opportunity to confuse your opponent and prevent a retreat.

This card is also really useful for those turns when you don't want to (or can't) do a damage attack. If it can take a hit and you can get it active, you can use either of the free attacks to get some needed cards, and then just float it back next turn with free retreat.

I use the MD Drifloon with this. 20 for 1 energy is good. It forces a switch, but you may well want that. It has a no-energy attack that can take a card out of the discard. It's flippy, but any no-energy attack is welcome and this one is much better than a lot of them. 60 HP is pretty standard, but hey, at least it's better than 50.

The verdict--Drifblim SF is all kinds of awesome, particularly as an alternative to many more expensive cards.
 
The strength of this card is it's flexiblity. Early game Lifting is amazing. Mid to late game Delivery can be game changing. Ominous Wind isn't great but confusion is such a nice effect.

However Driftblim only really fits into decks that need it for one reason or another. Leafeon or Mamoswine really like the Energy Acceleration. Porygon loves Delivery to get TMs back.

The downsides are that Stage1 setup pokemon are slow in this format, the bad weakness (who doesn't tech for Gengar), and the low HP.

6.5 / 10
 
I'm so torn about this card. Every time I see it... Grabbing 2 basics and attaching an energy to each is very solid. Drifblim doesn't even require energy to use this attack or to retreat.

However, this is an early game tech in most cases. And this Basic + Stage 1 is not one that I want to fill my deck with, so the odds of just drawing it fade. I've given thought to Driblim + Eeveelutions...

Unless I come up with a breakthrough... I sticking with
5/10 with perhaps something undiscovered.
 
This is a card that I've always want to use but never got the chance to figure out how to use it. T.T"

Limited - 10/10 Amazing support
Modified - 6/10 Decent card with unknown potential (maybe in sp decks) and good if you don't have some of the better cards.
Unlimited - 1/10 Unless you really insist on using it...
 
well, i see good potential with a 3-3 line of this an an arceus deck, from AoA, with the colorless arceus very well. t1/t2 drifblim, use lifting, get 2 arceus, attach energy, repeat untill bench is full

6/10 for being a great multi-tool pokemon
 
This is a good card for people who have just started and don't have Roseanne's Research, or Claydol, and things like that. I used this to set up when I first started. I love this card :D

8/10
 
If this was a Basic...it would be obviously broken and it would probably see more play. His two free attacks are great. Getting anything from the Discard is awesome and attaching and getting setup is cool too. But in the time you set this guy up and get him on the field, you could've setup faster. And you're throwing a Prize to your opponent if they can knock you out. Because of the many flaws, it is not a played card, but it definitely has many options.

Modified - 2/5
 
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