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View Poll Results: Rate Salamence on its Overall Playability
Very Playable 32 36.36%
Somewhat Playable 18 20.45%
Great Tech 31 35.23%
Not Very Playable 7 7.95%
Mesprit does WHAT? (BINDER) 0 0%
Voters: 88. You may not vote on this poll

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Old 02/05/2010, 06:14 AM   #1
MrMeches
 
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2010-2-5 Mesprit LA 34/146 REWIND!!

"Before posting, please review the FAQ and follow the Guidelines provided for Card of they Day. Whereas we enjoy opinions of the cards, it is necessary to include a Brief Description for all players to understand your point of view and an optional Rating (ex. x/10). In the future, posts not using the FAQ information may be deleted and reported. Thanks, Mgmt"



2010-2-5 Mesprit LA 34/146 REWIND!!
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Old 02/05/2010, 06:21 AM   #2
Deoxys Cool Form
 
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9/10

Makes Palkia Lock what it is.

So nice in decks like Plox where you may miss the Psychic lock because you have to use Gallade etc

Love it.

And for the record, I IZ FIRST!!!!!!!11111!!1!11
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Old 02/05/2010, 07:10 AM   #3
Pokemon Trainer Char
 
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The Poke Power along makes this card amazing. The ability to stop your opponent from using his poke-powers is invaluable. It has low HP and an alright weakness. No resistance and cheap retreat cost.

Overall:
8/10
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Old 02/05/2010, 07:19 AM   #4
Darkmot
 
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Quote:
Originally Posted by DEOXEYS cool form 7777777 View Post
9/10

Makes Palkia Lock what it is.

So nice in decks like Plox where you may miss the Psychic lock because you have to use Gallade etc

Love it.

And for the record, I IZ FIRST!!!!!!!11111!!1!11
He´s absolutly right....
9/10
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Old 02/05/2010, 09:02 AM   #5
ArceusRules
 
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This card is mainly used for it's Poke-Power and it can get quite annoying. Extrasensory is cheesy. C'mon, how often are you gonna have the same number of cards as your opponent? Very rarely. Unless you have 5 cards in your hand and have your opponent shuffle his/her hand into his/her deck to draw 5 him/herself.

+20 weakness to Psychic is not bad. No resistance is normal for a non Ghost Psychic Pokemon card. 70 HP is way too low. 1 Retreat is nice and cheap. 8/10
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Old 02/05/2010, 02:07 PM   #6
JPN Gallade
 
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And now we're back with the better cards. Hooray for that.

Mesprit's 70 HP is rather fine for a basic Pokemon. The attack extrasensory can be a helpful attack for it can do 70 if you have the same number cards in your hand as your opponent. Obviously, with Claydol making 6 cards in a hand, this card has a fairly decent attack. The weakness may not be the best, but the retreat cost is OK.

Now it is time to talk about its poke-power, Psychic Bind, a power that is the reason why it is good. The ability to power lock through the power can be very disruptive to the opponent. Because it has its own lock, it cann be teched in so many decks. Palkia Lock obviously takes good use of it, and I even faced a Gengar deck that teched this card, and boy, it sure was disruptive. The only problem with the Poke Power is that it can be power-sprayed, so it may ruin your chance to lock this way.

Overall 9/10 in modifed

This card is a very good card. Period. An easy power lock is certainly helpful even in GG, which already locks, where it can lock for a turn when you're not using Gardevoir. But, the reason why it can't be 10/10 is that it can sadly clog up the bench, so try putting some Super Scoop Ups to stop the clogging. Nevetheless, you never should underestimate this Mesprit, for it really can be deadly.
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Old 02/05/2010, 02:58 PM   #7
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10/10 (for Palkia)

9/10 for everything else. Really, you can't ask much more from a card than what Mesprit gives. Definitely one of the best cards in the format.
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Old 02/05/2010, 04:17 PM   #8
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It's a necessary in Palkia Lock deck. so i would give a 10/10

Can be tech in some decks too, but it clogged up bench space though... 8/10
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Old 02/05/2010, 05:41 PM   #9
Regis_Neo
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Rate Salamence on it's playability? Again?

Anyways, today's CotD is Mesprit from LA, a useful card if you can fit it in somehow. Statwise, 70 HP is nice for a Basic, +20 Weakness to is meh, no Resistance is common, and to Retreat is cheap. Psychic Bind is pretty much the reason to use it, this Poke-Power effective shuts down your opponent's Poke-Powers for their next turn when you play him from your hand. However, once he does his trick, he's effective dead space on your bench, so unless you have a way to remove him (Palkia G Lv X most familiarly, though stuff like SSU can be used too or if he's in the AMU deck), he's pretty ineffective from that point on. Extrasensory is meh at for just 20, though if you and your opponent have the same number of cards in your hand, you get to add 50.

Modified - 7/10 (Depends really, if you can get rid of him later on without having to sacrifice him off your bench, he's great at disruption. Otherwise, his effectiveness is weighed down by that aspect)
Limited - 5/10 (Eh, if you can use him, good, if not, no worries)
Unlimited - 1/10 (No use here)
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Old 02/05/2010, 06:39 PM   #10
ArceusRules
 
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Quote:
Originally Posted by KennethLFW View Post
It's a necessary in Palkia Lock deck. so i would give a 10/10

Can be tech in some decks too, but it clogged up bench space though... 8/10
That's why you use Palkia G LV. X's Lost Cyclone to put Mesprit in the Lost Zone. I've faced someone who did that. He had 4 Mesprit and Lost Zoned them all.
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Old 02/05/2010, 07:32 PM   #11
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This card is great for disruption. Locking your opponent's powers can be so disruptive when they really need it for one turn. Especially when you can drop multiple Mesprits over the course of a few turns to kill your opponent's draw power for those few turns. The attack is also nice, being able to hit 70 for 2 or OHKO an opponent's Psychic-weak Pokemon. 70 HP is decent for a basic, Psychic Weakness isn't too good, and a Retreat Cost of 1 is OK. Mesprit Lv. X can do 200 for 2, so that makes Mesprit even better. This is a great tech for a one-turn Power Lock. 7/10
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Old 02/05/2010, 09:05 PM   #12
ArceusRules
 
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Quote:
Originally Posted by Nekizalb View Post
This card is great for disruption. Locking your opponent's powers can be so disruptive when they really need it for one turn. Especially when you can drop multiple Mesprits over the course of a few turns to kill your opponent's draw power for those few turns. The attack is also nice, being able to hit 70 for 2 or OHKO an opponent's Psychic-weak Pokemon. 70 HP is decent for a basic, Psychic Weakness isn't too good, and a Retreat Cost of 1 is OK. Mesprit Lv. X can do 200 for 2, so that makes Mesprit even better. This is a great tech for a one-turn Power Lock. 7/10
You have to have the same number of cards as your opponent to do the 70. Mesprit LV. X requires you to have Uxie LV. X and Azelf LV. X on your bench to do the 200 which is also hard.

Glaceon LV. X Poke-Body Chilly Breath owns Mesprit's Poke-Power. It shuts down all Poke-Powers as long as Glaceon LV. X is active. Team up Glaceon LV. X with Espeon and attach an Expert Belt for 140 HP.
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Old 02/05/2010, 11:53 PM   #13
baby mario
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And yet Mesprit continues to be played, while Glaceon LV X just sits in binders looking prettyful. I wonder why?

Anyway, it's a great card for any deck that is based around, or even makes use of, Power Locking. Easy to search for, and pretty disposable.

7.5/10
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Old 02/06/2010, 04:51 AM   #14
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It's great for making your opponent squirm. I played two in AMU, and it felt great, dropping the unexpected second Mesprit out of nowhere.

Also, I've been thinking whether a deck with extrasensory as an attack is good or not, with Let Loose Giratina, Bronzong 4, Looker's, and now, Copycat!

9/10
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Old 02/07/2010, 02:52 PM   #15
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Of course as everyone is saying without this there would be no palkia so 10\10 there

Anywhere else it a great tech maybe to give you that extra turn to evolve you baltoy with out luxray bright looking it, or to just power lock very easily when you want. But he does take up useless bench space so you might have to use SSU's

9\10
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Old 02/08/2010, 09:03 AM   #16
emodicer
 
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Although Uxie and Azelf from Legends Awakened are pretty much seen in almost every deck nowadays, the same can't be said of Mesprit LA. However, this pixie seems to have one of the more close-to-broken Poke-Powers in Modified.

HP of 70 is average for a non-evolving Basic, weakness to Psychic is bad, and the retreat cost is cheap.

Mesprit's key to playability is its Psychic Bind Poke-Power. For just playing it from your hand, you get to stop all opponent's Poke-Powers for a turn, no ands, ifs, or buts. And since Psychic Bind is a game state effect, retreating the Defending Pokemon doesn't reverse the lock. This can be devastating in every deck that needs a lot of Powers to work and can really be annoying early game to prevent the use of Cosmic Power and Set-Up. However, if you keep up using multiple Mesprits to keep a continuous power-lock, you run into bench space problems. Because of this, Mesprit is only often included in decks that can get around problems in bench space (Palkia G, Regigigas, as well as being an integral part in AMU), despite its magnificent power.

It has a single attack that is usually not used. Extrasensory can do up to 70 damage for 2 Psychic, which is decent, and with the help of Copycat, dealing 70 damage is made easier. However, it is not really the kind of attack to center a deck around, in any case, and being a 2-Energy attack makes it less favorable to use if you get stuck with Mesprit as your starter (unlike Uxie's Psychic Restore or Azelf's Lock Up).

There are only a few counters, namely Power Spray and the lesser seen Alakazam MT. However, being Sprayable is somewhat mitigated now with the use of Spiritomb AR. Indeed, in a Gardevoir/Gallade deck, a Spiritomb Active, and an early Mesprit drop can really help establish an early lock and can pave the way for a continuous lock the rest of the game, which will be irritating to any opponent. Despite Gardevoir not really needing 4 Mespits as much as Palkia, a simple Roseanne's or Pokemon Collector early game can jumpstart the deck in its locking tactics.

All-in-all, Mesprit LA is a great tech. Bench space can become a problem, though, and unless you run Palkia or Regigigas, you might want to include SSUs to abuse Psychic Bind (where's Scoop Up when you need it? )

Modified- 8/10 (great tech but the inability to fit a lot of it in every deck is a slight downside)
Limited- 6/10 (can be useful but doesn't have as large an impact as it has in Modified)
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