Pokémon TCG: Sword and Shield—Brilliant Stars

MD Infernape image

The sick part is the zero retreat cost. You tank one up w/ w/e you need to KO their active, Typh/Blaze to a benched Ape and retreat one Ape for another. Very easy to do 80 consistently every turn.

Keith
 
I don't see how this is any different than Blaziken PK/Infernape DP. Sure, the attack is different, but the idea is the same. If I remember History right, people ended up dropping the Blaziken since it took too long to setup multiple stage 2's and starting playing Infernape as a speed deck that would spam DREs for damage.

What is different between now and then? A few new trainers? Claydol?
 
Kingdra will be... painful. But thankfully that's not coming out till August (probally).

Now, Mach Punch isn't a very powerful snipe move. 30 + 10 won't win games (okay, yeah, it will, but oh well). Lucario and Magmortar have far supperior snipe moves. However, Ape has one thing going for Mach Punch - it costs only one Energy. And since using Rare Candy means that you CAN get it out T1, it can do a T1 30-10 spread. It's better used when you have too little Energy for Mega Bravo.

Mega Bravo is what really attracts the eye. Better then Vire's Discharge, because no flips are needed. With Typhlosion, you can easily be doing 80+ damage a turn, or if you want, 160 damage if you just keep your first Ape out their for an extra turn, using Mach Punc to spread, and even bring those 130, 110, or 90 HP aponent's down to 120, 100, or 80, which is easily in the OHKO range of Ape.

The HP is great, Gardeoir and Magmortar have that now. 110 means that opponent's who count in even numbers (Mag, Gallade, Gardevoir, Magmortar Lv.X, etc.) will need that extra Prize flip/Energy/attack. So, he'll be in there for a little longer then soomething like, say, Weavile SW.

The Weakness is bad. Not only does Empoleon give it headaches, but KINGDRA will be it's death (along with Mag). It's better then Psychic, Fighting, or Fire, but once Kingdra's released... Water is one of the worst Weaknesses. The good thing is is that Empoleon doesn't OHKO it without LB/SC/PP. But it still does 100 damage anyway...

Retreat Cost is one of the best things for this card. It has free Retreat Cost, so you Retreat when Ape is charged on the Bench, Typhlo the Benched Ape, attach to him, hit for 80/120. Nice. It also means he can get out of a sticky situation, then come back up later for a big KO, then they can KO him, but I bring up another Ape and KO that guy... Mach Punch when they are at 30- HP or they don't have enough Energy (though than you might want to go for the KO).

Overall, Infernape MD is a good card, strong attacks, small sniping ability, good HP, fast, and a bad Weakness. It goes well with Typhlosion MT, Blaze PK/GE, Delcatty, and Claydol (duh!). It has pretty good matchups against everything, at worst probally 40-60, except for Water decks. Well, Wailord fails against it, but Wailord fails against everything remotely fast, and Ape can easily dish out 200 damage (just stall with other Ape using Match Punch... you'll be ready in 3, turns to do 200 damage for the OHKO).

In future format: When Heatran Lv.X is released, this guy will be very near broken, with his only bad matchup being against Kingdra, and MAYBE Empoleon. Once you get 5 Energy on him... 200 damage every turn. It might also be a cool idea to tech in something that burns, to take full advantage of Heatran Lv.X. Maggmortar Lv.X might be good (150 every turn for only 3 Fire Energy). Though that might slow you down...
 
I wouldn't combo it with Kiss... you could easily end up overpowering and wasting a stupid amount of energy.

Kiss says you may attach as many energy as you like, so you don't have to do all of them. So if you run super scoop ups, some candies, and 4-2-4- Kiss, you could get that quickly powered up eight turns a row. You'd have to ridiculously saturate your deck with energy, but energy searches and retrievals would help a lot.
This does focus on the fire, but don't forget that Togekiss is amazing on its own -- hit like a truck, or hit decently well and heal yourself, so you've got something for when your opponent is water-typed.
Alternatively, you could toss in some MD Rotom as a starter, which has 60 HP, and has Dual Trans for nothing (as I recall) and lets you pull 2 energy from your discard pile and attach one to any Pokemon; then there's Ene-reflection, so for :lightning:colorless: you do 30 damage and transfer an energy from Rotom to a benched Pokemon. Weak against dark, which sucks with all the Darkrai decks running around everywhere, but -20 resistant to colorless, which is good because colorless seems to be a common starter. (See Stantler.) Retreat cost is one, which is not at all bad. Get it powered up while you're fishing for your other Pokemon, and then transfer energy until you only have two left, while doing damage, and simultaneously attach from your hand to power up faster.
That all came to me as I was typing. Suggestions? xD
 
One flaw in all the strategies posted is that its still shafted by the fact that Gardevoir's Psychic Lock puts a halt to the Typhlosion/Blaziken/Delcatty/Claydol parade. Since that very same Psychic Lock deals 60 damage, thus 2-shotting the Ape...

Also, Empoleon MD, 100 damage for 3, not counting weakness. Bye Bye Ape.
 
Everyone, needs to relize that while this Infernape will be released in MD, that saying that a certian deck isnt dead, or saying that Delcatty will be used with it isnt thinking straight. You will be able to use it for BRs/Nationals/Worlds and that is it. Because after Worlds I can promise you that HP, CG, DF and possible PK will be out of the format. So, remember to think before posting if a card is good or not.

Now, my thoughts on the card, I like it but I feel that it is gonna end up like SW Ampharos. A great card, but completely unplayable since there is nothing to play it with. It is nice that it can do 120 for a Scramble, but the biggest problem is that Scramble currently will not be in the next format. Neither will DRE which IMO severely weakens the card.

JMO,
Drew
 
lol, its a REGULAR rare. What are they putting as holos. I barely had enough holos to fit 10 in my pre list. Doesn't make sense!!
 
Well, maybe this + Lv. X + Togekiss + Claydol will be a deck. Something along the lines "OHKO everything in sight".

Still, Psychic Lock and the fact the environment is so suitable for viable water counter deck might not make this the tier 1 or even tier 2 deck...
 
I'm not sure why people say it'll do 200 a turn with Heatran Lv.X. Last I checked, Heatran Lv.X can, at most, assimilate TWO fire energies a turn. It'll take a Heatran X and two Typhlosions AND an energy card from your hand to do 200 a turn, which sounds... cluttered.
 
nice. i like it. is there really no retreat cost at all? NONE?

question for pokegym mods: why take the image from another site and then put pokegym on the image? it seems a bit hypocritical.

Do you complain to Pokebeach when they take all the images from the official Japanese site and put their logo on them?

We did not take the image from "another site".
We took it from an official Pokemon site.
What's the difference?
Relax. :thumb:
 
prime, there are a stadium in dp5, I' m not sure but this stadium also have a firestarter effect.

And with phione as a starter, obtain the evolutions are more easy.


Mag is better in snipping and healing effect, but this infernape can do a massive damage, and the better is his free retreat cost.
 
I don't really understand what's so great about it. Any fast water deck will be able to destroy the Infernape combos you guys are listing of. There is no way that Infernape will be the new format...
 
^I dont think anyone is saying that this card will be the total format, it just gives another choice to be played. Arent you tired of GG or Mags? I am.

Keith
 
Dueling Prodigy: Any faster electric deck destroys water decks, and any faster fighting deck destroy electric decks, etc.

All the pkmn cards have his weakness. Mag and G&G are the metagame now. Mag is also weak to water but players still play with this deck.

The card is good, the way that the card has played depend of the player.
 
All I am saying is that a card has to be REALLY good to compete with GG/Mag, or be some kind of hard counter to the decks. Infernape is decent, but so are a hand full of other cards that are seeing no play whatsoever.
 
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