Pokémon TCG: Sword and Shield—Brilliant Stars

2011-09-07 EP Gothitelle 047

Status
Not open for further replies.

waynegg

CotD Editor<br>Forum Moderator
"Before posting, please review the FAQ and follow the Guidelines provided for Card of the Day. Whereas we enjoy opinions of the cards, it is necessary to include a Brief Description for all players to understand your point of view and an optional Rating (ex. x/10). In the future, posts not using the FAQ information may be deleted and reported. Thanks, Mgmt"

[gal=52332]2011-09-07 EP Gothitelle 047[/gal]​
 
Speaking about the card, it's a stage 2 which forbid the use of Item cards to your opponent, effectively denying him Pokémon Catcher, Rare Candy and Plus Power, so the likes of Reshiram can't OHKO it and your Bench is protected.
Then you play Reuniclus on your Bench and start damage swapping all damage done to Gothitelle and heal everything with Max Potion / Seeker / Blissey Prime, or just move enough damage counters to Zekrom to use Outrage properly. However, you should only do it when necessary or late game because it will break your Item lock.

The correct evolution line for Gothitelle is 4-2-3 with 4 Twins and 3 Candies, 'cause your opponent will use all his pressure power with cards like Catcher early game, and probably KO one or two Gothita / Solosis.
 
Last edited by a moderator:
In the right combination there is (IMO) much future for this card.

The only this that bugs me is the fact that it´s a Stage 2 and has :colorless::colorless: retreat, but a one-sided Trainer-lock and a good attack more than compensate this.
 
Gothi has a ridiculously good Ability, coupled with a very mediocre attack (to put it kindly). The challenge is finding out how to abuse the first without the second becoming too much of a drawback.

There's plenty in the format that Gothi will really struggle against, but that Ability is just too good to leave the card in the binder. Definitely worth testing and experimenting with.

7/10
 
Last edited by a moderator:
Its a great card with plenty of tankability and the deck overall fits my playstyle.

I've seen a ton of people harp on it for its lack of speed and damage output, but I've kinda just shirked that off. I like the card i tself both in art and playability and think the deck is going to do very well at BRs.

But time will tell yeh?

I give Gothitelle an 8/10 minimum
 
This card reminds me of Sloking Neo if it was errated. Clearly there is two ways to play it, one is to use a card with a hit and switch attack. However, the 2 retreat cost will probably kill this strategy. The other much more commonly hyped strategy is to use Reuniclus to move the damage counters off Gothitelle and onto the bench, with the upcoming pokémon centre it could be an extremely powerful strategy. Personally, I've not been drawn into hype this card been getting over the last 6-7 months, because of its poor attack, slow setup , the threat Mewbox or a Jirachi tech.

6.8/10
 
This card has a ton of potential, but is not really playable at the moment unless you get lucky with a quick setup.
5/10
 
As I was loading the front page I was thinking to myself "I wonder when they'll have Gothitelle on here?". Well I guess I'm psychic just like Gothitelle. :lol:

Gothitelle is an interesting card. If you can set it up on turn 2-3 then it can be devistating. But the problem is duing that. I'm sure someone will figure out an amazing combo with it, maybe not this set but eventually.

Unlimited: There isn't much use for it in unlimited. 2/10
Modified: "Currently" it's decent to say the least. What will the future bring it? 7/10
 
this card will be the new Vileplume after it gets rotated....

I like this card Trainer lock is fun the only thing is it has to be your main attacker which means you have to run renuiclus I don't see any other way it would work so with that in mind it's a great card and wont be OHKO'ed by almost anything and mew isn't popular, it's attack is only meh and it takes setup but it's worth it think, by the time you get goth out there you might be doing 50 damage (DCE and Psychic energy attached) then if you plan on keeping it in the active spot most of the game with reniclus then you can (almost) safely attach a paychic energy every turn which means: T3, 70 damage, T4 90 damage and so on which takes alot of setup but if you somehow manage to throw 5 psychic energy on it it can and will destroy the field..... actually it biggest worry is probably a mirror match up.... I'll give it an 7/10
 
Last edited:
this card will be the new Vileplume after it gets rotated....

I like this card Trainer lock is fun the only thing is it has to be your main attacker which means you have to run renuiclus I don't see any other way it would work so with that in mind it's a great card and wont be OHKO'ed by almost anything and mew isn't popular, it's attack is only meh and it takes setup but it's worth it think, by the time you get goth out there you might be doing 50 damage (DCE and Psychic energy attached) then if you plan on keeping it in the active spot most of the game with reniclus then you can (almost) safely attach a paychic energy every turn which means: T3, 70 damage, T4 90 damage and so on which takes alot of setup but if you somehow manage to throw 5 psychic energy on it it can and will destroy the field..... actually it biggest worry is probably a mirror match up.... I'll give it an 7/10

After vileplume rotates we will Mewtwo EX and Goth will be unplayable...
 
As I periodically did with my past formatting choices, I am flipping the effects and stats because Gothitelle is all about its Ability. The attack and stats are all to be viewed through the lens of this Ability, and whether the awesome Ability is ruined or enhanced by the rest of the card.

Effects
Magic Room states that it works while Gothitelle is Active, and while working it prevents your opponent from playing Items from hand. Just your opponent: you may play Items as you wish. While Supporters tend to be the driving force behind getting a deck set-up and keeping it running, Items are a vital part of decks, especially for tricks like a small-but reliable damage boost (PlusPower) or rendering your opponent’s Bench completely unsafe (Pokémon Catcher). Vileplume, whose similar Poké-Power works anywhere but restricts both players, has been strong enough to build decks around, one of which nearly won Worlds! Your opponent’s set-up isn’t completely crippled, but it is definitely diminished. Unless your opponent was foolish enough to (for example) run and rely upon Stage 2 Pokémon that relied entirely on Rare Candy to get into play, and even then they’ve got at least one turn to pull it off unless the Gothitelle player goes first. This is an awesome level of power. Even if your opponent’s set-up is entirely based on Pokémon and Supporters, they should be running at least Pokémon Catcher. So Gothitelle can run a diverse Bench provided the deck can set up Gothitelle quickly.

So is Madkinesis any good? If the attack is junk, you’ll probably lose any advantage you gained by cutting off your opponent’s access to Items. Fortunately the attack seems pretty solid after you read the effect: at first glance (CCC) for 30, especially on a Stage 2 seems abysmal. The effect states the attack does an extra 20 points of damage for each (P) Energy attached. So if we drop a single Psychic Energy on a Gothita first turn, on our second turn (assuming said Gothita doesn’t get nailed by Pokémon Catcher and then OHKOed) we can bring it up and Evolve it into Gothitelle with Rare Candy, drop a Double Colorless Energy onto it, and hit for 50 points of damage. That’s still poor for a Stage 2 but not completely unworkable. Fortunately if you use two Psychic Energy you hit for a decent 70 points of damage. If you can manage to make all three Psychic-Type Energy, Madkinesis delivers 90 points of damage… which is actually a solid, reasonable return. Yes, the likes of Reshiram or Zekrom hit harder, but they also come with huge drawbacks. You then need to factor in that Madkinesis is being supported by Magic Room: your opponent’s deck should be a little slower than normal unless they are very, very lucky with their first/second turn set-up. Even if your first Gothitelle ends up being a light weight, at this point you can safely develop your Bench, and a properly powered Gothitelle. It is also important to note that Psychic-Energy has a form of Energy acceleration as well, though it isn’t brilliant. I will get into that in the usage section.

Stats
Gothitelle is a Stage 2 Psychic-Type Pokémon. This Ability would extremely broken on anything lower, but being a Stage 2 does mean it will require a full deck’s support and it will be a little challenging to make sure it hits play reliably by your second turn, and can never make it by your first turn. Being a Psychic-Type doesn’t matter a whole lot because there isn’t any Psychic-Type support except for Psychic Energy… and Energy usage might be indicated by Pokémon Type, but it isn’t dictated by it. As for hitting Weakness or running into Resistance, neither are especially common in the decks that see play, so as a whole it will only matter if Gothitelle itself becomes popular and you face a mirror match.

130 HP is about as low as I’d want a card that has to be Active during my opponent’s turn to have, and is very important since the fastest, hardest hitting Pokémon seem to be Zekrom and Reshiram and with a good set-up they still are only going off for 120 points of damage… remember no PlusPower usage for your opponent thanks to Magic Room. There are Pokémon who will be able to hit 130 even without Weakness, though. Speaking of Weakness, Psychic Weakness is almost universal for Psychic-Type Pokémon, and so it comes as no surprise here. It’s mostly going to matter for mirror matches, at least for the short term. The lack of Resistance is a little more disappointing since this card is going to be stuck Active, but technically it is still a missed opportunity and not a true disadvantage. The two Energy Retreat Cost is high enough you won’t want to pay it, but low enough you’ll often be able too… but hopefully since you want Gothitelle Active that’s pretty much a non-issue.

Usage
My preferred Gothita is HS: Emerging Powers 43/98 and my preferred Gothorita is HS: Emerging Powers 46/98. Still you’re going to want to run a lot of Rare Candy with this card for two reasons: speed is of the essence and its lower Stages just aren’t all that good. Gothitelle is just large enough that a Reuniclus (Black & White 57/114) can become a fantastic Bench-Sitter, keeping Gothitelle going. You can always add some Zekrom or Reshiram just to use their Outrage attack. Remember, with your opponent unable to use Pokémon Catcher you can pile counters on them until you can Max Potion, Seeker, or Super Scoop Up them or drop a Double Colorless Energy on them and attack for an important Prize (like the last one). The deck also needs some speed so as long as you can discard some Energy on your first/second turn, you could try for Jirachi (HS: Unleashed 1/95, Call of Legends 11/95) followed by Shaymin (HS: Unleashed 8/95) or Mismagius HS: Unleashed 5/95). The former will let you shunt any and all Energy attached to one of your Pokémon to another of your Pokémon, while the latter lets you move a (P) Energy once per turn from one of your Pokémon to another of your Pokémon. Given the nature of the deck, I would lean towards the tried and true Shaymin technique, since the idea is to move multiple Energies quickly. Plus, you want Basic Pokémon to load up with accumulated damage counters and bounce back to hand. Between a Jirachi and Shaymin you could flush 12 damage counters (as much as Gothitelle can take without being KOed) and eliminate it as they bounce back to hand. I can’t emphasize enough that since your opponent isn’t able to use Pokémon Catcher, these tactics go from daring to almost obligatory. Personally if there is enough room in the deck, I’d also consider Defender for those matches where your opponent does set-up.

I've seen some players already condemning the card because of the reveal of Mewtwo EX in Japan. It is always dangerous to do this because (as I have had to be reminded), we aren't dealing with one card versus one card. Mewtwo EX would be a problem for Gothitelle, but Gothitelle is a problem for Mewtwo EX. They both can OHKO each other. The differences are cards invested (Mewtwo EX is a bargain at just two Energy), Prizes received (Mewtwo EX is worth two, after all) and the fact that if you don't get Mewtwo EX to the field first, you'll have a much harder time doing so without Items.

Unfortunately, this card will not see play in Unlimited, unless I have misunderstood the current ruling on pre-Diamond & Pearl Trainer cards, namely that “plain” Trainers as well as previously established sub-types do not translate into Items for current cards, barring those that have been re-released and or received errata expressly to label them as Trainer-Items. If this ever changes, Broken Time-Space would make Gothitelle perhaps the best deck in the format, or at least the third best if it is too hard to make it reliable (with the Unlimited card pool, that seems doubtful). Unfortunately, it’s also doubtful I have misunderstood this or that there would be a ruling otherwise. Well, I consider it unfortunate because I’d rather the game be dueling Gothitelle or dare I dream, an odd balance brought about since no one dares run the current donk or control decks knowing that going second to Gothitelle is an auto-loss.

In Limited play this is sill a good card, though no longer exceptional. There are enough Items in this set that your opponent stands a chance of having one, but having Gothitelle out when they go to play that one is unlikely. Still, you have a doubly-redundant line all the way across making it both more likely you’ll be able to pull a functional line and perhaps more importantly, a fleshed out one. If that sounds backwards, if you don’t pull the line, you just wouldn’t play it anyway. Otherwise, as per usual the lower likelihood of encountering other Evolutions will make this card’s HP and attacks go farther, even if you are running it in a dual (or tri-) color deck. Just remember that you need a decent hunk of Psychic Energy available because without at least one, the attack just isn’t worth it.

Ratings

Unlimited: 1/10

Modified: 8/10

Limited: 6.5/10

Summary
Gothitelle might be the new belle of Modified, though I have both heard hype and anti-hype about it. I think its well worth looking into since shutting down Items is so huge. Now… did anyone name their Gothitelle Misa-Misa?

THIS POST HAS RECEIVED GURU POINTS! ( click here to discover why ) - GuRu SQuaD
 
Last edited by a moderator:
Playing catchup since I had no internet the last few days, here we have Gothitelle from EP, best to think of this as a Vileplume that needs to be active, but hinders only your opponent. Statwise 130 HP is standard for a Stage 2, x2 Weakness to :psychic: is meh, no Resistance is common, and :colorless::colorless: to Retreat is a tad pricey. Magic Room pretty much describes the scenario I outlined before, shutting down your opponent's ability to play Trainers while Gothitelle is active. Madkinesis is ok, :colorless::colorless::colorless: for 30+ 20 for each :psychic: on Gothitelle means you should be doing ideally about 90 for 3 :psychic: (decent), unless you wanted to nerf Gothitelle somehow using DCE.

Modified - 7/10 (An interesting option over Vileplume, but Gothitelle needs to be the focus of the deck then rather than just something you bury on the bench instead)
Limited - 4/10 (Harder to use being a Stage 2 and its Ability is a bit wasted, but it's still a solid enough Stage 2)
Unlimited - 1/10 (Eh, don't bother, better things)
 
Status
Not open for further replies.
Back
Top