Pokémon TCG: Sword and Shield—Brilliant Stars

2008-12-07 Machamp SF 20/100 & DP 31/130

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[gal=41031]
2008-12-07 Machamp SF 20/100​
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[gal=31458]
2008-12-07 Machamp DP 31/130​
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Machamp SF

Amazing card. It's possible to deal tons of damage with Rage, even more if you combo it with the Poké-Body of Machamp LvX, No Guard. It's 120 damage, at least. Another interesting combo is useing Strong Willed (Machamp LvX) and keep 10 HP. You'll deal 260 damage. Yeah, it's more than enough to knock out even Wailord.
Take Out is great. OHKO AMU and Mewtwo and can be annoying if you setup it really fast (like T1). It's 100 for one energy with No Guard.
Hurricane Punch isn't that good compared to the other two, but can deal 120 if you're lucky, 180 with No Guard.

Overall: 9/10

Machamp DP

I like this card. If your opponent dare to knock out your Active, you just show him how to deal 70 with only one energy. Yeah, that's Revenge. Useful when low on fuel. You can make it 130 with No Guard.
Dynamic Punch is the main attack here. It deasl 60 damage. Ok, but if you flip the coin and it's heads, there goes 90 AND the opponent is confused. How good is that? If you use it with No Guard on, it's 150+confusion!

Overall: 7,5/10
 
hum... I think that both are to long to boost... Machamp SF is very good at the start of the game but then...
the DP one is good if you are lucky...
SF : 6,5/10
DP : 5/10
 
[sup]I was knocked out because of the first one. He used a rare candy and knocked out my only basic with Take Out causing me a lose of the first round. It's a really good card at the beginning of the game.

SF: 8.5/10
DP: 7.5/10 [/sup]
 
SF- 9.7/10 VERY playable. You'll see it everywhere at cities.
DP- 6.6/10 Not very good, but can be lethal if used correctly.
 
hum... I think that both are to long to boost... Machamp SF is very good at the start of the game but then...

Actually, with a Regirock or such on the bench, you can power Champ SF up quickly and start doing some heavy damage. That's what I like about him. He donks early game, and hits hard late game, especially with the LV X.

The DP one is not as good, but still playable, especially as a tech for the SF deck. It can be pretty suprising when your active just got KO'd, and you send him up, level up, and hit for 130 damge outa nowhere!

SF ~ 9/10 Can have troubles with Dusknoir, but is winnable if played right with techs.

DP ~ 7.5/10 Pretty good. Great tech with some cool attacks.
 
We're doing 2 different Machamps from 2 different sets why...?

Well, start with the SF one first I guess. SF Machamp is solid with 130 HP, +30 Weakness to :psychic: (not good since Gengar/Dusknoir are popular), no Resistance, and :colorless:colorless to retreat. His first attack, Take Out, does an excellent 40 damage for :fighting:, and as an added bonus, if the Defending Pokemon isn't evolved, it gets KOed instantly! This is why so many Basic-oriented decks are running Unown G, just in case. Hurricane Punch is yet another flashback from previous Machamps, but this time it costs a mere :colorless:colorless for 30x the number of Heads (4 flips); it is flippy, but cheap. Rage is expensive at :fighting::fighting::colorless:colorless for 60 damage, but it also gains 10 damage for each damage counter on Machamp, maxing out at a possible 180 damage.

Modified - 8.5/10 (A great card that should see some use over the season)
Limited - 9/10 (Very cheap and good attacks, if you can bring this guy out you've pretty much won)
Unlimited - 1/10 (Yeah...Machamp isn't played here)

DP Machamp, on the other hand, has a bit of history behind it, for those who remember the whole MARIO/it's not a deck controversy. It has 130 HP, +30 Weakness to :psychic: (again, not good) no Resistance, and costs :colorless:colorless:colorless to retreat. Revenge is a fun, cheap attack for :fighting:, dealing 20 initially, but growing up to 70 if this attack is used if your previous active was KOed the turn before. Dynamic Punch is ok at :fighting::fighting::fighting: for 60, but with a flip of a Heads, it turns into 90 damage and Confusion for your opponent.

Modified - 7/10 (Still has its uses, but is overshadowed by the new SF one)
Limited - 8/10 (If you can get him out, Revenge is a great attack for getting in KOs)
Unlimited - 1/10 (See above Machamp rating)

So overall, for the Machamp-centered deck, what do you use? Obviously, 1 Lv X is a must, and I would persaonlly go either 3 SF Machamps or 2 SF and 1 DP. Easy enough to figure out.
 
DP Machamp is ok... 70/100

As for the SF Machamp, it's great for tournament decks! The idea with the current tournament format is that
donking decks are gonna do well because it's gonna get you those quick wins, hence the kingdra did so well
during the Battle Roads! This is a great card against any legendary in the game, and is fantastic early, and
with the lvlx, it has a suprizingly good late game as well, everyone watch out for this card, it's pretty great!

SF Machamp:
94/100

-Jason
:)dark::colorless20)
 
Okay, finally a card I'm interested in analyzing. First off, the DP Machamp. Well, it's not bad. I mean, it was good in Mario if I recall, but that was about it. It has solid HP for one thing. Questionable retreat cost, though. Good for Revenge, as the attack is called. Bringing it out after your active is KO'ed is the basic strat here. You can use it as an attacker, but in the current format, it's good to have something else to be your main attacker, so that Machamp has time to power up. Overall, it's a nice card for a speedy comeback, but only if you have time to evolve and equip.

6/10

Okay, now for SF. I really like this card. When was first announced, I think it scared some AMU players. It's definately a big contender against AMU, but IMO, that's one of the only decks it's a contender against. Like DP, it's got solid HP, but this time it has 1 less retreat, which I think is a good change. It's first attack, Take Out, is what makes this card great. 40 damage for 1 energy is great if the Pokemon is evolved, but of course, even better is the OHKO on all basics. As we like to say, BRILLIANT! Second attack is a gamble, but can donk for sure. I personally think the final attack shouldn't need so many energy, but that's just me. So this is a pretty good card, only question I have is, will it survive against decks OTHER than AMU?

9/10
 
SF, it isn't that good... Yesterday at Mexico cities i played eeveelutions with Uxie tech, i OHKO machamp lvX twice with Uxie & one energy for 120 damage...Unown G helped me a lot, no damage no effect from first attack, i blew it with a 4 prize advantage:thumb: but i give 8 to this one cuz lots of sableyes are being played, first turn candy it's just awesome!:eek:

SF 8.0
DP 6.5
 
Okay, finally a card I'm interested in analyzing. First off, the DP Machamp. Well, it's not bad. I mean, it was good in Mario if I recall, but that was about it. It has solid HP for one thing. Questionable retreat cost, though. Good for Revenge, as the attack is called. Bringing it out after your active is KO'ed is the basic strat here. You can use it as an attacker, but in the current format, it's good to have something else to be your main attacker, so that Machamp has time to power up. Overall, it's a nice card for a speedy comeback, but only if you have time to evolve and equip.

6/10

Okay, now for SF. I really like this card. When was first announced, I think it scared some AMU players. It's definately a big contender against AMU, but IMO, that's one of the only decks it's a contender against. Like DP, it's got solid HP, but this time it has 1 less retreat, which I think is a good change. It's first attack, Take Out, is what makes this card great. 40 damage for 1 energy is great if the Pokemon is evolved, but of course, even better is the OHKO on all basics. As we like to say, BRILLIANT! Second attack is a gamble, but can donk for sure. I personally think the final attack shouldn't need so many energy, but that's just me. So this is a pretty good card, only question I have is, will it survive against decks OTHER than AMU?

9/10

Kite, Champ is fairly good, but you seem to have a misconception about its AMU matchup. A good AMU need not fear champ.
 
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