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Thread: 2012-09-16 Time to Shine? AQ Energy Switch 120

  1. #1
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    2012-09-16 Time to Shine? AQ Energy Switch 120

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    2012-09-16 Time to Shine? AQ Energy Switch 120
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  2. #2
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    Energy Switch has always been awesome, what are you talking about, "Time to Shine"? ;P
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    This card has been with us since nearly the beginning of it all. Released originally in Aquapolis, it has been reprinted and redrawn over and over. None of this made it any better. All it needed was today's meta for it to become a pro-play. After 9+ years waiting in the wings, I think it's finally found its place in the Pokemon TCG.

    However, based on a recent poll that showed folks were tired of seeing it in theme decks and now that it may actually become a more needed staple, it might have seen the end of its run. The Pokemon Company in recent years has shown that it values the opinions of those who support the game moreso than ever and if they were watching that particular poll, who knows the future for this relic of ages gone by. Irony.
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  4. #4
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    The card is good in three major decks.

    Darkrai/Mewtwo/Terrakion loves the card because dark energies are your switch cards, and it has sableye to retrieve them.

    Empoleon/Terrakion loves the card because it means you can drop a Terrakion from nowhere without worrying about exp share and tool scrapper and catcher.

    Ho-oh variants love the card because getting energy back and then moving it where it needs to go is a winning play a lot of the time.
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  5. #5
    One of those cards that is so basic, "theme deck calliber," that you can depend on being reprinted, such as potion and Switch, but came late to that humble party.

    This is really a "look at us now" metagame for theme deck cards. Switch played in high quantity even in decks that have free-retreat mechanics. Poke Ball and Victory Cup get played over Great Ball, which TopDeck volume 2 issue 12 ranked #2 in the "Top 10 Gym Challenge Cards" under the name Master Ball even while Poke Ball was legal. Potion is game changing despite the enormous and fast damage pokemon are able to deal out. Bianca is included but people didn't give Professor Birch a second look. (did I give you enough ideas, waynegg? )

    But we are here to talk about Energy Switch. It gives the player the surprise factor of that second energy attachment the opponent is not expecting. Unless you are running Hydreigon or Klingklang, your ways to recycle or accelerate energy are pretty much confined to EXP.Share and Eelektrik unless Emboar can make a comeback. But those are predictable because your opponent can see them coming. With Energy Switch, it is a surprise.

    It thrives in this metagame because of the low energy costs and chess-like techs. Prism Energy can handle the dedicated energy cost while you can use Energy Switch to pull in any basic energy card to cover the . Just keep rotating the energy around the Pokemon to counter what your opponent has out. In previous metagames where the energy cost was bigger, you needed other mechanics to fill dedicated energy costs and this card was just too slow.

    Quote Originally Posted by waynegg View Post
    This card has been with us since nearly the beginning of it all. Released originally in Aquapolis, it has been reprinted and redrawn over and over. None of this made it any better. All it needed was today's meta for it to become a pro-play. After 9+ years waiting in the wings, I think it's finally found its place in the Pokemon TCG.
    I don't think that speaks to how much this card is good otherwise we would have seen it in previous metagames, like Switch and Super Scoop Up. It speaks more to how this metagame is.

    If we went back into previous metagames and used the knowledge that we have now, would Energy Switch be used? It is a simple card but has a specific need. I could see it in E-On when people used Wobbuffet to counter ex pokemon. Energy Switch onto or off of it as needed. I don't see it in metagames where pokemon techs were not as useful.
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    Quote Originally Posted by ShadowCard View Post
    I don't think that speaks to how much this card is good otherwise we would have seen it in previous metagames, like Switch and Super Scoop Up. It speaks more to how this metagame is.

    If we went back into previous metagames and used the knowledge that we have now, would Energy Switch be used? It is a simple card but has a specific need. I could see it in E-On when people used Wobbuffet to counter ex pokemon. Energy Switch onto or off of it as needed. I don't see it in metagames where pokemon techs were not as useful.
    That was simply a statement to start discussion on just what makes the card good. And so far that's exactly what people are discussing instead of dishing out a rating.
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    Quote Originally Posted by PokePop View Post
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  7. #7
    I used 2 copies of energy switch in my battle roads winning deck. This card is great for getting a third energy on Mewtwo EX, or a second energy on Terrakion for retaliate. Great card!

  8. #8
    Energy Switch is an Item, a Type of Trainer. It has been with us for a while, but far, far from "nearly the beginning". If you joined after its release, Energy Switch seems old, but if you're a long time player, it may still feel pretty "new". With respect to the life of the game, calling it something from its "beginnings" is rather misleading. I guess I should write an article on Pokémon TCG history just to try and provide convenient names for the periods; I think of "the beginning" as the Neo sets at the latest.

    Energy Switch debuted in Aquapolis, a set that officially released January 15th, 2003. That would be four full years after the official release date for the Base Set (January 9th, 1999), and while the third generation of Pokémon wouldn't debut until EX Ruby & Sapphire five months later (June 18th, 2003), the "e-card" sets (Expedition, Aquapolis, and Skyridge) are the actual third generation for the TCG; the original Base Set, Neo Genesis, and Expedition were all "base sets" meant as foundations for their iterations of the game. Yes, the reprint sets Base Set 2 and the Legendary Collection don't count as such, though they provided a similar function.

    The effect of Energy Switch is simple and actually quite, quite good; even a one-shot movement of Energy can create a huge swing, and that is why "Energy moving" cards count as Energy acceleration in my book. So many forms of Energy acceleration are designed to be "balanced" by attaching to something other than the Active Pokémon. Bending the rules even just once often becomes amazing. So... why is this card only being recognized relatively recently?

    Nature of the game. First, it debuted during a rocky time, two sets before the TCG traded hands from WotC to Nintendo/TPCi. Note that I am uncertain of the official corporate identity that took it over, but it evolved into those in charge now. Many cards were overlooked because as you may have noticed... we weren't quite half-done with 2003 and we hit set number four, a set that issued in the third video game generation of Pokémon. Long story short, WotC new they were losing the license, and wanted to rush out the sets they had the legal rights to release.

    So 2003 ended up getting six full sets. Considering the format that WotC ended on was "Neon" (Neo-on, Neo Genesis and later sets) and that was only the second ever Modified format which had two cards banned (one right away, but one mid season), it was a time of upheaval. We gained Bill back, we gained Supporters, and before we had that all figured out we switched over to "Eon" (Expedition and later sets) Modified, meaning we lost Bill (it was reprinted in the set before Expedition) as well as Neo Genesis Cleffa.

    As has almost always been the case, we also had to worry about deck space, and wouldn't you know it, BAR decks (running out of time, you'll have to look them up) already had a way of moving Energy so it didn't need Energy Switch. Then we started seeing heavy reliance upon multi-Energy Special Energy cards, like Double Rainbow Energy (released in the first set of 2004). Simply put, there were too many other options for simple Energy manipulation tricks.

    Kind of like how Pokémon Reversal went unnoticed for almost as long, because it debuted while Double Gust was still legal, and then was shown up by formats where sniping attacks or Poké-Powers or more reliable Trainers (Warp Point, Pow! Hand Extension, etc.) were simply better options. For those unaware, I consider Pokémon Reversal to be a bad card... but not a weak card. Right now it is overshadowed by Pokémon Catcher, but all Pokémon Reversal does different is give the illusion of safety through "luck".

    Wait, so what about Energy Switch itself? Quite potent when the format allows for it. You need a format where there is room for it in the deck... or at least where the return justifies it. Right now an Energy Switch will often allow you to Retreat or otherwise change out your Active Pokémon for something else that has its big attack ready to go (thanks to shunting an Energy from the previous Active to the new one)... and this is a format of OHKOs and 2HKOs. Added benefit is that you might even be able to combo into a Max Potion that discards less (even no) Energy.

    However, I don't want this card to remain with us for long. Why? Yes it promotes clever plays, but I remain convinced that damaging attacks first turn are one of the big problems with the game... which means first turn Energy acceleration is a "no-no" unless it can't enable an attack right away. If Energy Switch exists, it means something that accelerates Energy to itself can then be used to funnel that Energy to something else. If you don't care about that... yeah, love this card; it is quite handy.
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  9. #9
    A lot of people dont know this but energy switch is a amazing card this format i give it a 8.5/10

  10. #10
    I love energy switch but I love the art on this one most.

    8/10
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