Pokémon TCG: Sword and Shield—Brilliant Stars

2010-1-24 Golem AR 19/99

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MrMeches

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[gal=49155] 2010-1-24 Golem AR 19/99 [/gal]​
 
2 for 50 is still pretty decent and with DCE, Tumble Down is a decent dial-the-damage attack, and Rock Tumble might not be impossible.

Combo the Rhyperior LvX Upthrow mid-game to get the energy back in the deck to continue Tumble Down.
 
Looks pretty solid with DCE coming in play, but it's lackluster compared with cards like Feraligatr. Still, if you can find a good engine to run with it, it could be a nice deck.

Modified: 6/10
 
2 for 50 is still pretty decent and with DCE, Tumble Down is a decent dial-the-damage attack, and Rock Tumble might not be impossible.

Combo the Rhyperior LvX Upthrow mid-game to get the energy back in the deck to continue Tumble Down.

How can you call damage between 50-80 DECENT? 50 for 2 is more than decent. It's great! 4 for 80 isn't the greatest but it's 80 damage is a big amount of damage and resistance can't block it. Toss on an expert belt and Rock Tumble doing 100 and eating through resistance. This is the best Golem ever. 140 HP is great and can be increased with Expert Belt. +30 :grass: weakness hurts but no one uses grass these days so it's okay. -20 :lightning: is decent. But then we have the horrifying :colorless::colorless::colorless::colorless: for retreat. Nothing a good ol' switch or warp point couldn't fix though. I'm not crazy about tossing out my fighting energies from my hand as it's already costly enough to even charge up Golem with 3 energies. I'd use it more as a last resort.

I'd have to give this card an 8/10.
 
4th!

Anyway... like he said... it LOOKS lack-luster... but that's just comparing it to other cards...

It could be a nice league deck...

6/10
 
Will be great with SV Rhyperior and Rhyperior Lv. X inc, DCE
Need to run warp point, or something that gives both cards free retreat (4 is pricey)


Could be a good league deck, but too slow for tournament use, needs tons of fighting energy (expecially with 2 2 stage lines)


5/10 modified league deck
2/10 modified tournament deck
1/10 unlimited
 
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This card has the potential to hit for massive damage with Tumble Down. The other attacks are decent. 2 for 50 with no drawback is good, but 4 for 80 is a little overpriced even if it bypasses Resistance. 140 HP is good, Grass Weakness is good, Lightning Resistance is really good, but a Retreat Cost of 4 is really bad. 4/10
 
Hmmmm... It does an average of 21.6 damage for 1 energy (for its first and third attacks) when Luxray GL Lv.X does 60 for 1 and Kingdra does 80 for 1. And Tumble Down... Well, if you want to put 3 energies on it and then discard even more energy from your hand while only doing 30 damage per discard then that attack's just for you. 4 Retreat Cost is laughable. 140 HP is tankable, but only 10 HP above average. -20 Lightning Weakness saves it from Luxray GL Lv.X to some extent, then you release your opponent can use pretty much any other playable SP to 2HKO you. Uh-hu, this is one fantastic card.

3/10
 
you can run this card with dce and sandslash and add maybe a delcatty and you can keep tumbling down. the retreat is still over priced need lots of switch cards. probly not turnamenty worthy 6/10
 
Alright, coming back for a moment as I need to clarify something here.

As stated above: SANDSLASH.
As it's been stated time and again, DCE.
And, as it hasn't been stated, Expert Belt.

In my honest opinion, the main attack here is obviously Tumble Down, and you can create a solid attacker using it. DCE/Upper Energy and a fighting energy for an attack that can do insane amounts of damage is more than worth it. And the best part about it? That damage can remain consistent so long as the proper support is in the deck. Trainers like Night Maintenance, Palmer's, Energy Restore, and (yes, even) Rhyperior Level X can help you gain the energy back, and you should be running the two prior, anyway.

In fact, this deck's crippling factor hasn't even been mentioned. Trainer Lock is the ultimate enemy of Golem, but even that cannot stop it from dealing out decent damage.

Before DCE is released, this card cannot reach its full potential... But just you wait.

Prior to HG/SS (Modified): 6/10
After HG/SS (Modified): 8/10 (Would be a nine, but Trainer Lock's the deciding factor here)
 
Indeed, Golem AR is interesting. 140 HP is great for a stage 2, and the weakness isn't bad at all and the resistance is great because of Luxray GL. The retreat cost, however, is too heavy sadly.

Lunge Out is a decent attack. Hitting for 50 for 2 energies is OK, and using Crobat G, you can OHKO a Luxray. Tumble Down isn't bad too, since it lets you discard a number of :fighting: energy cards from your hand, and then doing 30 times the number of :fighting: discarded this way is nice. By discarding 2 :fighting:, you OHKO Luxray in this matter too. Rock Tumble is too expensive sadly. However, the fact it can hit for 80 and resistance isn't applied is OK.

Overall 5/10 in modified

A very decent card. Combo this with either Delcatty PL or Rhyperior Lv.X to recover :fighting: energy from its second attack and this beast can be effective. The fact it does well with Luxray GL is also what's cool about it. The problem is that its too expensive, in terms of the retreat cost and attacks.
 
Today's CotD is Golem from AR, a sorta eh card. Statwise, 140 HP is nice for a Stage 2, +30 Weakness to :grass: isn't as bad as it once was, -20 Resistance to :lightning: is nice, and :colorless::colorless::colorless::colorless: to Retreat is frighteningly expensive. Lunge Out deals a respectable 50 for :fighting::colorless:, nothing fancy. Tumble Down is a bit pricey at :fighting::colorless::colorless: for the ability to discard as many :fighting: Energy as you want from your hand to deal out 30x that number. And finally, Rock Tumble is expensive at :fighting::fighting::colorless::colorless: for just 80 and not being affected by Resistance. I mean, overall it's solidly built, but just not that effective with the attacks.

Modified - 5/10 (It's not unplayable, but at the same time there are better Pokemon out there)
Limited - 6.5/10 (If you can get it out you have a decent enough Pokemon who can meat out the damage)
Unlimited - 1/10 (No use here, too slow)
 
Bulbasnore said it before I could.

Fisherman will grab 4 Energy back as well as support from Felicity's to draw from discards, then Energy Restore to fuel his attack. Sandslash is a great addition since "Dig Down" will net you those Fighting energies needed for his attack.
 
I find this card quite intriguing. It's not the best, being pricey as it is, but it's certainly not the worst. 2 energy to attack for 50, 3 energy to attack for 30x depending on how many fighting energy you discard, and 4 energy to attack for 80 damage that laughs off resistance. Retreat is horrible, weakness is workable, and resistance is useful. This card really needs it's own deck and, more then likely, DCE to work to it's fullest potential.

What i'd use is Golem AR, Groudon LA, Sandslash SV, Rhyperior Lv X, and Flygon Lv. X. Groudon for the early energy attachment, maybe add some Unown G to stave off Machamp SF, Sandslash to keep the hand filled with fighting energy, Rhyperior to recover the energy and offer another win-condition to the deck, and Flygon to give them all free retreat and offer another win-condition to the deck. The deck should also have Palmers/Night Maintenance, Volkner's Philosophy for extra card-draw/energy grab, Warp Point/Switch for obvious reasons, Bebe's and Rosanne's for obvious reasons, and any other thing one can think of that seems fun and useful.

By itself, an easy 6/10.
In it's own deck, and easy 8/10.
 
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