Pokémon TCG: Sword and Shield—Brilliant Stars

2011-8-1 A Basic Comparison #2 TM Dratini 062

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waynegg

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[gal= 51021]2011-8-1 #2 TM Dratini 062[/gal]
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One of those basics with an interesting attack which are unplayable because their evolutions are soooooo bad...
 
the artwork is amazing and dratini is probably my favorite non 5th-gen pokemon.
 
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It's nice that dratini prevents opponent retreat... But it can't deal enough damage to keep an opponent pinned for long, there's no point. 50 HP is about right for a basic pokemon that evolves into stage 2, but with cards that are better than its evolutions, this card is pretty much useless unless you are trying to play dragonite T.T A colorness weakness is... special, but seeing as there aren't many colorless attackers the weakness is OK. No resistance is standard, 1 colorless for retreat is standard... Not really worth your time.

Limited 3/10 Dragonite is an OK card in this set only
Modified 2/10 if you found a way to run dragonite, good for you.
Unlimited 1/10 some of the dragonites out there are very good, but there are other dratini too...
 
I think people are overlooking Dragonair, since most people rare candy into the stage 2. dragonair is very nice to help with setup, for {c} {c} you search for 2 pokemon (a full legend if you want) and it still has a 1 retreat cost. and a X2 weakness to colorless. now that Garchomp has been rotated, it's rather safe to run with colorless weakness.

I think Dragonite has potential as the baby lock.. but Spinarak works better since it doesn't deal damage, and the point of spinarak lock is to force the baby active till you can KO it for the win. a slow, slow win.
 
So continuing our comparison, here we have Dratini from TM. Like Spinarak, he has the rather lowish 50 HP, but unlike Spinarak and Tenracruel, he and his trapping attack are :colorless:, making him the option for any deck since he's not tied to a specific need of Energy. In addition to his trapping attack (which also deals 10, kinda meh since often you don't want to necessarily do damage), he also gives Ram for :colorless::colorless: for 20, which is overpriced. If you choose to run his evolutions, Dragonair isn't that bad, but Dragonite is pretty worthless, so it's overall best to just tech Dratini alone, or maybe 1 Dragonair if you want his useful Pokemon-searching attack when you're done stalling.


So overall, 6/10 in the context that we're comparing their abilities.
 
I must confess, now that the secret is out, I don't see why we really needed these comparisons, just because only one card actually fits its proposed deck.:confused:

Dratini is a Colorless Basic that can Evolve into Dragonair, which can in turn Evolve into Dragonite. While not the worst examples of this line, neither Dragonair nor Dragonite strike me as good to play due to their own merit, which means we really are reviewing Dratini on its own merits. Being a Basic makes it easy to run and being Colorless doesn't really add or detract from it. 50 HP is tiny and most decks will be able to OHKO it with all but their lowest level attacks/attackers. Colorless Weakness can be bad because Colorless Pokemon just tend to make for good openers/splashes for decks. So while it is as vulnerable as any other 50 HP Pokemon against everything else, perhaps the Pokemon Type most likely to be fueled by a single Double Colorless Energy first/second turn hits Dratini for double damage, all but guaranteeing a OHKO. No Resistance is lame but probably doesn't hurt it. It might rob it of a potential auto-win against certain unprepared decks had it possessed a Resistance, but I somehow doubt that was intentional. The single Energy Retreat Cost is easy to pay but doesn't earn any extra points for the card since that is rather standard on Basic Pokemon.

So if you've been paying attention, you'll know that Ram is almost superfluous to the card. Still the option of doing 20 for :)colorless::colorless:) is good to have. It is Gentle Wrap that could get it to see play, but the problem is that it defeats its own purpose. You see Gentle Wrap, for the low cost of :)colorless:) does 10 damage and blocks the Defending Pokemon from Retreating. When combined with a Benched Vileplume and a Cleffa (or similar non-damaging Pokemon) you create a lock. If you already took a Prize or want to be boring and yet daring at the same time by seeing if you can wait out your opponent for the win. Otherwise the deck needs something like Kingdra Prime (not sure if that is the best choice, just the only one I know) to place damage counters while you hold the Cleffa in place with your attacks.

So like I said, there is a problem: Dratini KOs Cleffa in three turns (less if the Cleffa player has a damage counter placement trick). Your lock is then broken. I understand you might use this as merely an early trick to buy time for a fuller, more rich set-up but that seems like a waste. The metagame is shifting: people were sick of hiding behind Sweet Sleeping Face at the Canadian and US Nationals, and it seems like many are looking for different opening Pokemon. For certain once we get Pokemon Catcher as soon as BW: Emerging Powers is legal, you won't be able to hide behind Sweet Sleeping Face and suddenly Cleffa looses a lot of what made it a good opener. You might as well use something with a little more HP even if it doesn't have quite as useful an opening attack, than have a 30 HP meatball your opponent will send to the Bench in place of what they really want to OHKO... and then take Cleffa out at a later, even more inconvenient time unless you get it out of play yourself.

In Unlimited there are a lot of really vicious decks that have appeared since the last time I could really play it, one or two created by the ruling changes. I can tell you that this lock deck has a superior counterpart (that had long since fallen out of favor since there are cards like Warp Energy to break said lock) and I'd prefer to use a Dratini with Resistance (or double Resistance) over one with the Colorless Weakness, even if some only have 40 HP. Not that it'd really matter since such a deck's hope would be going first and dropping Broken Time Space anyway.

In Limited play this isn't the worst filler, and Dragonair actually is a great pull due to its attacks, since both its stats and attacks are better in a format where a player is lucky to have any Evolutions at all! Dragonite likewise is loads better here, and as long as you're running Energy cards in your deck (and of course you should be), then you should be able to run this line.

Ratings

Unlimited: 1/10 - The specialty deck doesn't even exist here, and there are better Dratini if you do run a Dragonite (or variant) deck.

Modified: 2/10 - It doesn't even work that well for the specialty deck and the rest of the line can't cut it either. One bonus point in case the lock deck needs to max out on all three to ensure one is present at first.

Limited: 2/10 on its own, but if you get at least Dragonair it becomes a 10/10 until you reach two more Dratini than Dragonair.

Summary

Dratini ironically has a better "hold while hurting" attack than the others, but since the point is not to KO the Cleffa and its HP is lower than that of Tentacool it actually ends up being the worst for the job.
 
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