Pokémon TCG: Sword and Shield—Brilliant Stars

2011-2-21 CL Dual Ball 078

Trainer Card

  • Great Card

    Votes: 6 14.6%
  • Good Card

    Votes: 28 68.3%
  • League and Fun Card

    Votes: 7 17.1%
  • Collectible Card

    Votes: 0 0.0%

  • Total voters
    41
  • Poll closed .
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MrMeches

New Member
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[gal=51520]
2011-2-21 CL Dual Ball 078
[/gal]
 
This card is actually very usuable. Just unlikely to use. I think with this whole 'lost zone' beef people need to find a way to burn through their decks as quickly as possible or just run some these to utilize junk arm.
 
2nd! This card can be used but its too flippy some times, but can be useful, sometimes, I think, unless your opponent has Shiftry :rolleyes: from RR ? Art is no good either, to me, art: 1/10 Playability: 6/10
 
Trainers cards that only work 75% of the time...just not feeling it. Being able to grab 2 basics is great but it is not reliable. This is not a bad card, it is just too inconsistent to fill a spot in most decks. 5/10
 
It is a great trainer card honestly. The best of the "search for Pokemon" cards are supporters unless you are searching for SP's. Also unlike Quick Ball and Dusk Ball you may search your entire deck. So in summary this would be good for a deck that is not full of SP's but could be easily replaced by Great Ball cards.
 
Dual Ball is a nifty, but flippy, little card. Its effect is simple: Flip 2 coins, and for each heads, search your deck for a basic pokemon, show it to your opponent, and put it into your hand. If you're running the ever-so-popular LuxChomp, this card can be ideal, combined with Level Max, to get everything out on Turn 1 (if you go second). Attach Energy Gain to Luxray, you're doing 60 for 1. Attach it to Garchomp, and get a DCE, then you're sniping 80 for two. I'm starting to get off topic, so I'll just say that Dual Ball is very effective in that combo. It can be useful in getting out the basics you need (e.g.- you have Purugly and Medicham, whoever knows why 0.0, but you need Glameow and Meditite). But, the bad part. It's flippy, and flips are evil.

Modified: 7/10- Would've been higher, but coin flips deduct a point or 2 from this card.
Limited: 8/10- GREAT! You're getting up to 2 basics with 1 card. Considering the majority of the CL cards are basics, this card works really well with the new set.
 
Dual Ball is a great trainer card that I sometimes feel is a little under appreciated because of the fact that you need to flip coins for it to work. On average, you should flip at least one heads most of the time you use it. For each heads flipped, you get to search your deck for a Pokemon and then put it into your hand. This works great in speed decks that rely on getting everything you need out as quickly as possible. This includes a lot of donk variants (Shuppet, Uxie, etc.), SP Decks (LuxChomp for instance), and the new Gengar Prime - Lost World deck.

As useful as it is, it does have some drawbacks. Pokemon Collector is a supporter and a much better play then Dual Ball, since you're guaranteed three basic Pokemon as opposed to one or two or maybe even zero. The collector also gets around trainer lock decks.

Overall, I say Dual Ball is a great tool to have in our format, but overall is outclassed by Pokemon Collector. In most decks, it should be played with Pokemon Collector and not just on its own.
 
Maybe in a format without Pokemon Collector, Dual Ball would see more use. Although it is a flippy card (which I usually stay way from) you can't deny that some times it is really handy to get out your basics with a trainer and save that supporter slot for something else. This card fills a niche in the current format that not many decks need to utilize but one that is there nonetheless. Comparisons can be made to the more reliable Great Ball where you trade off the guaranteed 1 basic for the ability to use "play from the hand" powers and the chance of netting 2 basics. Not to mention, a lot of newer/younger players may find it difficult to get their hands on Pokemon Collector and this card is a lot more accessible having been printed in Unleashed and the latest set Fail of Legends. This card gets props for being the only reprint T/S/S in CL to have alternate artwork, even if it is worse than it's UL counterpart.

6.5/10 - Nifty card, has it's uses, but unfortunately is outclassed by Communication and Luxury Ball as well as a few Supporters
 
I like this dual ball a lot more than that bad version of dual ball released in unleashed, I'm totally glad it got a reprint, because they made it better, faster, stronger.....Oh wait, If it wasn't played when it was released in unleashed why would it get play now (Aside from donk decks)....I give this version of dual ball the same rating I gave the Unleashed version and the other version..4.5/10, it's totally situational and Pokemon Collector outclasses it.
 
art is okay. but the UL beats it. i rate is a 3/10. i can only find use in uxie donk. any other deck i can think of better cards to run.
 
next format it will be good because Arceus will rule the format

i agree! i play an Arceus deck. this works great with Beginning Door (also a trainer). if you get a combination of these in a hand or two, you can easily set yourself up for Ripple Swell and be set for Arceus/Energies for the rest of the game!
 
It is 8/10 in certain decks.

Great Ball(and Luxball obviously) is a better trainer card to get a basic basic on the bench, with no chance of Tail, Tail.

But to use come into play powers, ala, Uxie-Set Up, Mesprite, Azelf dual ball is needed to get key basic in hand, with out using the supportor play. Dual ball is a great card for speed engines. Thus you would have 1 Lux Ball, 4 Dual Balls in these. It is obviously in Uxie/Shuppet Donk. Speed Decks this gives you great versitility to get different pokemon. Obviously, in a trainer lock format, speed trainer engine might not make sense. Then you go back to a slower, but reliable Collector/Bebe engine.

Back in the day (2005), the old Zap-turn-Dos relied heavily on Dual Balls because Zapdos EX had a come into play power. I currently have Dual Balls in 3 decks in my deck bag. Uxie Donk, a competitive rogue GarchompC with Dunceparce/Shuppet Donk build, and a Regigigas/Mesprite power lock build. These are all speed/heavy trainer engines.

When these key come into play "power" basic pokemon go away(uxie, mesprite, azelf), then Great Ball will always be played ahead of dual ball for trainer card to get basic pokemon out.

Overall 6/10 in current modified.
 
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I like the artwork better than the one from hs, so for artwork:
6/10 playability: 4/10 for the sad fact you have that flappin' chance effect
 
Phew, thankfully it's been a slow week, otherwise I'd be far far behind in playing catch-up...anyways, here we have Dual Ball from CL...well, it's a poor man's card really. Flipping 2 coins and grabbing a Basic from your deck for each Heads is by no means a bad effect, on average getting you at least 1. However, given the many Supporter options that are much more reliable, this card is pretty much tossed to the wayside in favor of them...unless you're trying to build on a budget.

Modified - 6/10 (Not a bad card, but still not the best option out there)
Limited - 10/10 (I'll take any chance at getting a Basic I need)
Unlimited - 1/10 (Needless to say, many better options exist here, not to mention Dual Ball occasionally does time here)
 
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