Pokémon TCG: Sword and Shield—Brilliant Stars

2011-06-01 BWP07 Tepig

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waynegg

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[gal=51927]2011-06-01 BWP07 Tepig[/gal]​
 
Tepig, only put in to use Emboar. Its 60 HP is now average becouse the other tepig has 70 HP, that can ba a big diffrence becouse Donphan needs an pluspower to knock out it.

Singe :colorless:, flippy burn, is not very good. should have none energy cost or auto burn to be good.

Firebreathing, :fire::colorless:is an overpriced attack to. damage is good for a basic with a stage 2 IF you flip heads.

Retreat: :colorless: pretty good

Weakness :water:x2 ok, but if Emboar and Donphan becomes very popular, water becomes a little more used
Resistance: none bad, but not many cards have resistance.

Cute artwork!
3/10 just used to play Emboar and in that other tepigs are better.
First!!
 
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I like this one better than the other Tepigs. For a coin flip you can disable your opponent's Smeargle. This is the one I use for my Emboar decks.
 
IMO the blister starters are the best versions of Snivy, Oshawott and Tepig out currently.

The single energy retreat cost, and single energy attack for special conditions is excellent.

This Tepig has only 60hp, though that shouldnt matter as Emboar is usually a bench sitter so you will want to retreat your Tepig out of the active as quickly as possible.

Vote: Best Tepig
 
It probably is the best Tepig, but the difference isn't so big that you actually need to go out and buy yourself a set of Promos.
 
I kind of like the tepig that does 10 damage better. If you start with it, and you have to attack then I would rather do 10 damage to a cleffa so it can be KO'd by an outrage or do 10 to a reshiram or zekrom so I don't have to waste a pluspower. It's such a petty issue though so it really shouldn't matter.
4/10
 
the best tepig in format. there are only 2 tepigs with 1 retreat and that bcomes priotity. then they both have 60hp. so it really comes down to attack. this is better for 1 reason. singe. yeah its nothing new or special but the ability to burn is better then doing 10 when a format consists of a ton of cleffa. 10/10 compared to other tepigs its the best but doesnt matter too much as long as you have the 1 retreat one. so 2/10 needed only for emboar decks.
 
Today's CotD is Tehpig, er Tepig...why is it that its name would be so much funnier with an H in there :lol:

Statwise 60 HP is average for a Basic, x2 Weakness to :water: is meh, no Resistance is common, and :colorless: to Retreat is cheap. Singe is meh, :colorless: for a 50/50 shot at Burn is cheap at least and better than nothing I guess, but Burn itself is pretty bad and unreliable. Firebreathing is overpriced at :fire::colorless: for 10, with a 50/50 shot at doing 20 more for 30 total.

Modified - 3/10 (I personally consider it the weakest of the Tepig options, both 15 and 16 from the main set are better options, 15 from an attacking viewpoint and 16 from a survivability standpoint. Though honestly, the point is to get to Emboar, so any Tepig fills this role really)
Limited - 0/10 (Promo card duh)
Unlimited - 1/10 (No use here, just kinda weak)
 
I think this is the best choice for an Emboar deck for HS-on, if the baby Pokemon stay popular it's a nice way to get around Sweet Sleeping Face.
 
Time to do some math!

The chance of your opponent taking damage from burn at least once is 75 %. The chance of flipping heads on Singe is 50 %.

0.5*0.75= 0.375 or 37.5 % (lets say roughly 33 % so we get one in three)

So one in three times you will cause 20 damage to your opponent with Singe. In three turns the other Tepig deals 30 damage (only using its first attack). Not that it is important, and the awesome artwork in itself should make the other Tepig a much more preferred option, just to illustrate that this is in fact not the best Tepig in HS-on. Mathematically.

5/10 for its use, because the other one is just better, has cooler artwork and is much easier to come by.
 
Time to do some math!

The chance of your opponent taking damage from burn at least once is 75 %. The chance of flipping heads on Singe is 50 %.

0.5*0.75= 0.375 or 37.5 % (lets say roughly 33 % so we get one in three)

So one in three times you will cause 20 damage to your opponent with Singe. In three turns the other Tepig deals 30 damage (only using its first attack). Not that it is important, and the awesome artwork in itself should make the other Tepig a much more preferred option, just to illustrate that this is in fact not the best Tepig in HS-on. Mathematically.

5/10 for its use, because the other one is just better, has cooler artwork and is much easier to come by.

You're forgetting the 50% chance for Singe to even work on top of that...if Singe don't hit, won't be doing any Burn damage at all.
 
This is the best tepig of the 3 that you can choose from and here is why:
1. The advantage it has over the 70pig is that it still one has a C retreat cost while the other one has a CC retreat.
2. The other tepid with 60 HP is the second best option because it can do consistant damage early but in reality you should be getting out your starter like a smeargle or cleffa to setup quicker anyways.
3. It can burn opposing starts to either one stop a smeargle's portrait, force a cleffa retreat or to waste a search slot on a card to get another cleffa to help them continue to set up if they are burned and could die.
 
Oh noes! I missed reviewing Pikachu 115/114. Guess I'd better hurry and discuss this Tepig.

There are four possible Tepig you can play. All are Basic, Fire-Type Pokemon with Water Weakness and no Resistance. This version has 60 HP, which is inferior to the 70 HP two of the other versions offer. It has a single Energy Retreat Cost. It is possible your metagame will make this an important feature, but I do not believe it to be: unless Tepig is good enough to run without its Evolutions, it won't remain "Tepig" long enough to worry about manually Retreating. Running its Evolutions means Energy acceleration or an intentional attacker... or your deck failing to run smoothly enough to Evolve, that latter of which is a defective deck build. All other things are equal, it'd be a tie-breaker, but it won't elevate of having an extra 10 HP as you need to survive to be able to Retreat. Additionally, you really should have a Switch or three in the deck anyway, given how beefy the Emboar are for Retreat Costs.

So what about the effects of the card? No Abilities, but none of the others have them as well. What about attacks? Singe requires :)colorless:) to use and gives you a chance to inflict Burn on the Defending Pokemon, but requires a successful coin toss to do it. Even before power creep gave us the last two or three formats, this was too weak. In fact, this was too weak when Burn was introduced, and before Burn was introduced this level of pay out was too weak for any Special Condition. The going conversion rate for a Special Condition is such that unless it actually "breaks" that Special Condition, 10 points worth of damage should be worth an automatic, successful inflicting of said Special Condition. A :colorless: Energy requirement is worth 10 points of damage, ergo this is just too expensive. Yes, Paralysis is an exception because even with how easy it is for most decks to shake Special Conditions, automatic Paralysis in and of itself is more potent than the other Special Conditions.

Fire Breathing is also overpriced: :)fire::colorless:) on a Basic Pokemon capable of Evolving twice should yield 25 points of damage on average. Obviously the game goes in 10 point intervals, so that "5" points of damage needs to be converted to another effect, a drawback can be used to add to the damage to round it out, or it can be "wagered" on a coin toss to "earn" more damage. Tepig does 10 damage plus 20 if you get heads. 20-15=5. That means you are "wagering" 15 points on an action with an equal chance of you "winning" or "losing" (getting the extra damage or no extra damage) for a reward of just 5 points. Tepig is not a savvy gambler.:rolleyes:

So just to emphasize this, because some seemed confused, when dealing with a Special Condition you really shouldn't count on it lasting longer than your opponent's turn. Getting rid of Special Conditions is quite easy: Retreat, Evolve, or even play a card that cures it. Tepig is mostly likely attacking early (if at all), so you should really only allow it to use one of its attacks once. On average, half the time Singe does nothing all of its own accord; Tails fails. On average, half the remaining time your opponent will make the Burn check, three fourths of the time, nothing. Roughly one fourth the time, you'll actually get two damage counters. Expecting your opponent to remain Burned an additional turn is unrealistic because this should be early game and they'll either Retreat an opener or Evolve something into a later form. Most players would rather take a static 10 points of damage over a flippy placement of two damage counters, but in the end neither are especially important: the well designed deck will speedily Evolve and probably run a separate Pokemon to open with.

Let me say it again: Tepig should rarely need to attack, because no version has an effect that justify including it in your deck. In Constructed play, it is being run to Evolve, and in Limited play it is either being run for the same reason, or as filler. The only attacks that really matter on this kind of Pokemon are those that aid in set-up or offer protection. This Tepig is on par with Tepig (Black & White, 15/114), because they have identical stats and more or less equally overpriced attacks. I'd of course go with the 70 HP version: even though its attack is still bad, I've outlined this entire time how I just want it to live long enough to Evolve. I am pressed for time, so all I see is Black & White 16/114 for those, but I thought there was another.

This is a promo card so it really shouldn't see Limited play. If it is re-released in a set, it'd be used as a filler Pokemon or only to Evolve into a Pignite.

Ratings

Unlimited: 1.5/10 - Slight bonus in case inflicting a Special Condition can come in handy, like disabling Mind Games on an Active Neo Genesis Slowking.

Modified: 1.5/10 - As above, but it isn't quite as outperformed by general played Pokemon but also isn't as likely to cripple a keep Poke-Power. Applies for both MD-On and HGSS-On because you have weaker average strength but fewer Poke-Powers in the next format.

Limited: N/A - If reprinted in a set, 3/10 if completely on its own, possibly higher if there is support (like Evolutions) available.

Summary

This Tepig is outperformed by the others and lacks anything especially useful about it. While not completely vanilla the two things it can do (Burn, flip for damage) aren't done well enough to beat out having 10 more HP or make it worth playing outside of wanting to run its Evolutions.
 
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Time to do some math!

The chance of your opponent taking damage from burn at least once is 75 %. The chance of flipping heads on Singe is 50 %.

0.5*0.75= 0.375 or 37.5 % (lets say roughly 33 % so we get one in three)

So one in three times you will cause 20 damage to your opponent with Singe. In three turns the other Tepig deals 30 damage (only using its first attack). Not that it is important, and the awesome artwork in itself should make the other Tepig a much more preferred option, just to illustrate that this is in fact not the best Tepig in HS-on. Mathematically.

5/10 for its use, because the other one is just better, has cooler artwork and is much easier to come by.

You're forgetting the 50% chance for Singe to even work on top of that...if Singe don't hit, won't be doing any Burn damage at all.

No I am not.

171717or whatever
 
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