Pokémon TCG: Sword and Shield—Brilliant Stars

2011-3-21 Call Energy - MD 082

Energy Card

  • Great Card

    Votes: 63 92.6%
  • Good Card

    Votes: 3 4.4%
  • League and Fun Card

    Votes: 1 1.5%
  • Collectible Card

    Votes: 1 1.5%

  • Total voters
    68
  • Poll closed .
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One of the best consistancy cards right now - any deck that can take use of Colorless energy should run 3-4. Exspecially great in decks like Magnezone which can burn it in lategame.

10/10
 
Hmnm this card is very good. I like it because there are no basic :colorless: energies so its really hard to get the energy for an attack that costs :colorless::colorless::psychic: you can whip out two of these bad boys and a psychic and pay for it. I think they should make basic :colorless: energy it would make the game SO MUCH easier, But anyways great card 10/10
 
This card is only good with the CURRENT rules.

With other rules, where you could play trainers and/or supporters on your first turn, this card is terrible.

9/10 now.

5/10 next year.
 
This is the one card, along with Collector, that you always want to see in your opening hand. It's been good sense the moment it was released. <3
9.5/10

EDIT:
@Gibbeh: Any basic energy counts as a colorless energy. So for the attack cost of two colorless and a psychic, three psychic energy meet the requirements of the attack.
 
id give it a 9.9/10 overall. in some decks such as luxchomp and vilegar i beleive 4 is so good. i mean in luxchomp you dont normally attack turn 1 anyway. call just makes sure you cna lvl up next turn. but in other decks, like speed decks its not good. so in certain decks its 10/10, and others its a 0/10, like most cards but overall a 9.9/10 ish. this card is why i dont get donked by my friend 19/20 times.
 
Call Energy is a wonderful energy card in our current format. Whenever you attach Call Energy to your active Pokemon, you may search your deck for up to 2 basic Pokemon and put them on your bench. Considering most of our current meta-game is situated around high damage attacks for low energy, this card will definitely see some play. A lot of decks use it simply for the call feature over the energy provision. 2 basic Pokemon pulled out of an SP deck could make or break a game.

Competitive Play: 9/10
Collections: 5/10
 
Extremely helpful early game and even a bit later, maybe you need another tomb because your plume just got KOed. Maybe you need Bronzong next turn to D-Rush for the game.
It's a great card but ending your turn is annoying and I don't look at it and think =D the same way I do when I see Collector, only because my Uxie's can Set Up and other bench-powers. That and ending your turn are Call Energy's only flaw.
But I love this because I can burn it Trash Bolt, D-Rush fodder or even just retreat fodder too. Call Energy is absolutely amazing both early, mid and lategame in LuxChomp.
I give it 9/10. As I've said before, not 10 because I can't set up and stuff.
 
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