I love Spinda. I feel he's one of the best basics in the game right now in his field. He's an aggressive attacker and can go the offensive on the first turn of the game. Here is what he does for those who don't know what he does:
Spinda 70HP
C - Dish Out:
Draw a card from the top and the bottom of your deck.
C - Synchro Punch: 10+
If any basic energy attached to Spinda is the same type as any Energy attached to the Defending Pokemon, this attack does 10 damage plus 30 more damage.
Weakness: Fighting +20
Resistance: N/A
Retreat Cost: C
I really like the card. The ability to do 40 damage on T1 with no flips and no setbacks for the next turn. Of course it has it's downsides. If you go first, you can't deal 40 damage since the opponent hasn't attached any energy to their pokemon yet. And if you are facing down a Stantler or Chingling, your opponent might not attach an energy to it, leaving your Spinda to draw cards most of the time.
Spinda is great in that it can become an attacker at any point in the game. 1 for 40 can be useful to setup a pokemon for the OHKO. Team up Strength Charm and Plus Power with Spinda and you could do 50-60 damage for one energy.
I actually played a game at league yesterday where I T1 (me going second) my opponent's Riolu because I was able to Roseanne's Research for the fighting energy, attach a plus power and strength charm and do 60 damage on my first turn.
Roseanne's Research has made Spinda a lot more playable IMHO. In one clear swoop, you can grab Spinda and the right basic energy needed for it's attack and set it up to do 40 damage. You could just swarm with Spindas in this way and just deal 40 damage consistently if you wanted (if you had enough of the basic energy).
Castaway is another great card with Spinda since you can grab the energy you need and a strength charm to hopefully do 50 with Spinda.
Spinda has 70HP, which is very decent for a basic. I've noticed that a lot of these 70HP basics (big basics) have +20 weakness. That's a shame, but makes sense. Spinda has as much HP as many stage 1's, so might as well give him the weakness of a stage 1.
Being weak to fighting could hurt in the right circumstances. Lucario doesn't OHKO unless they attach a strength charm or plus power or lay a lake boundary. Fighting weakness isn't the best weakness to have right now.
But to me, it'd be worth it to kamikaze a spinda into a tank like Blissey to reduce it's HP from the massive 130 to an easier to manage 90. I've had times where I've gone on the offensive with just Spinda and lost two prizes just to deal 100 damage (2 strength charms on 2 Spindas with the right energy) to my opponent's only real threat to weaken it enough.
Spinda is a great attacker IMHO. It's energy to damage ratio is above most of cards in the game (minus those that have to hurt themselves or discard energy or meet certain requirements). It might not be around that long, but early game it can cause havoc and force your opponent to rethink every energy attachment they do, and mid-late game, you can sacrifice it to weaken an already beefy defender. Overall, I really like the card and I've used it with good success.
Spinda 70HP
C - Dish Out:
Draw a card from the top and the bottom of your deck.
C - Synchro Punch: 10+
If any basic energy attached to Spinda is the same type as any Energy attached to the Defending Pokemon, this attack does 10 damage plus 30 more damage.
Weakness: Fighting +20
Resistance: N/A
Retreat Cost: C
I really like the card. The ability to do 40 damage on T1 with no flips and no setbacks for the next turn. Of course it has it's downsides. If you go first, you can't deal 40 damage since the opponent hasn't attached any energy to their pokemon yet. And if you are facing down a Stantler or Chingling, your opponent might not attach an energy to it, leaving your Spinda to draw cards most of the time.
Spinda is great in that it can become an attacker at any point in the game. 1 for 40 can be useful to setup a pokemon for the OHKO. Team up Strength Charm and Plus Power with Spinda and you could do 50-60 damage for one energy.
I actually played a game at league yesterday where I T1 (me going second) my opponent's Riolu because I was able to Roseanne's Research for the fighting energy, attach a plus power and strength charm and do 60 damage on my first turn.
Roseanne's Research has made Spinda a lot more playable IMHO. In one clear swoop, you can grab Spinda and the right basic energy needed for it's attack and set it up to do 40 damage. You could just swarm with Spindas in this way and just deal 40 damage consistently if you wanted (if you had enough of the basic energy).
Castaway is another great card with Spinda since you can grab the energy you need and a strength charm to hopefully do 50 with Spinda.
Spinda has 70HP, which is very decent for a basic. I've noticed that a lot of these 70HP basics (big basics) have +20 weakness. That's a shame, but makes sense. Spinda has as much HP as many stage 1's, so might as well give him the weakness of a stage 1.
Being weak to fighting could hurt in the right circumstances. Lucario doesn't OHKO unless they attach a strength charm or plus power or lay a lake boundary. Fighting weakness isn't the best weakness to have right now.
But to me, it'd be worth it to kamikaze a spinda into a tank like Blissey to reduce it's HP from the massive 130 to an easier to manage 90. I've had times where I've gone on the offensive with just Spinda and lost two prizes just to deal 100 damage (2 strength charms on 2 Spindas with the right energy) to my opponent's only real threat to weaken it enough.
Spinda is a great attacker IMHO. It's energy to damage ratio is above most of cards in the game (minus those that have to hurt themselves or discard energy or meet certain requirements). It might not be around that long, but early game it can cause havoc and force your opponent to rethink every energy attachment they do, and mid-late game, you can sacrifice it to weaken an already beefy defender. Overall, I really like the card and I've used it with good success.