Pokémon TCG: Sword and Shield—Brilliant Stars

2010-10-31 TM Gengar 094

Psychic Pokemon

  • Great Card.

    Votes: 36 53.7%
  • Good Card.

    Votes: 27 40.3%
  • For League and Fun ONLY!

    Votes: 3 4.5%
  • Collectible Card

    Votes: 1 1.5%

  • Total voters
    67
  • Poll closed .
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MrMeches

New Member
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[gal=51113]
2010-10-31 TM Gengar 094
[/gal]​
 
2nd!

Oh man, there we go! Now that's a good card!:thumb:

130 HP is nice for a stage 2. The weakness is quite good, the resistance is very good, and the free retreat helps.

Gengar Prime, as everyone knows, is quite infamous when played with Lost World, but to bad Lost World had to be cut from this set. Despite this, Gengar can still have some tricks up his sleeves. His body forces any of your opponent's Pokemon that have just been KOd to go to the opponent's Lost Zone; that is, if Gengar is your active Pokemon. Now since anything that goes to the Lost Zone is never recovered, this can be quite evil considering the fact it stops your opponent from recovering their KOd Pokemon.

Then, we get to Gengar's attacks. Before we get to the first attack, we'll take a look at the second attack. For two energies, you can place 4 damage counters on any of your opponent's Pokemon in any way you like. Now, considering the fact Garchomp C is the only way right now that can remove the spread from this attack, it can be pretty good to use, especially since it has a lot of variety.

Now, we finally get to see its first attack, which is probably its most infamous attack. For each psychic energy attached to Gengar, you put a Pokemon from your opponent's hand to their Lost Zone. It would be good with Lost World it helps speed up the process of winning the game via the stadium, but now that the stadium isn't around, it doesn't necessarily mean it is a bad attack. It is still a good attack, even in the current format. Imagine, for example, your opponent PokeTurns their Garchomp C Lv.X. Next turn, you have Gengar out, and use the first attack to get rid of that Garchomp once and for all. Literally, its like "You PokeTurn your Garchomp. Well, it has to go.... to the Lost Zone." That's how useful the attack is now, and since we have auto scoop-up cards like PokeTurn and Seeker, Gengar can really be fearsome with that first attack.

Overall 7/10 in modified, 9/10 in limited, and 5/10 in unlimited

In modified, this card is going to be quite good. Sure it might not do a lot of damage (which happens to be the only primary downside), but it can really pack a punch with the first attack. Both the body and Hurl into Darkness can be very annoying to get around, especially since they effectively use the Lost Zone really well. The resistance is also helpful, since Garchomp C will have a hard time hitting it. Indeed, as of now, I can imagine that in the soon to come cities, it will likely be used as a tech in Gengar decks against decks that involve auto Scoop Up cards.

In limited, this card is going to be really good. Sure it may not hit for a lot of damage, but yet again, the Lost Zone abilities it has to offer is really good, especially in a format like this. In fact, the Lost Zone abilities might win you some games easily, and the second attack can be good against low HP Pokemon. Indeed, Gengar Prime is surely a nice card to use in a limited deck.

In unlimited, this card is about decent currently. Now, there are ways that one could go around Gengar, likely by the weakness. Nevertheless, this card is still fearsome, and the Lost Zone abilities it has with the body and first attack can make it a force to be reckoned with. Cursed Drop could even help some spread decks here as well.
 
It's Gengar ! Enough said from me, love the Gengar! Yes with lost world this card is completely broken, without it, it's just a stage 2 Gengar with 130 HP that doesn't do much... NEEDS LOST WORLD!

6/10 W/out Lost World Stadium
12/10 W/ Lost World Stadium

AT- JPN GALLADE ~~~ Garchomp C is not the only card that can heal from spread damage.... It's just the nicest and easiest way w/ no drawback !
 
I think this with gengar X and the New lunalock combo (Solrock TM and Lunatone SV) You'd have a nice little Spread deck.
 
Lost a lot of viability without lost world. Decent tech in Vilegar if you play lookers to see if they have an important X in their hand.
6/10
 
Except for the fact SF Gengar spreads ALOT better and has the best power in the game...

How does gengar sf spread better? Cursed drop gets 4 pokemon damaged in one turn while it would take 4 turns for gengar sf to do the same. Unless I am missing something here.
 
Happy Halloween!

Today's CotD is Gengar Prime from TM...well, this'll be a sore spot for many, as his Stadium buddy, Lost World, didn't make the cut with him, which would have given Gengar decks a whole new dimension. Statwise 130 HP is average for a Stage 2 (and notably, 20 more HP than his regular Gengar cousins), x2 Weakness to :dark: can be managed, -20 Resistance to :colorless: is always nice, and no Retreat Cost is great. Catastrophe is an interesting Poke-Body, sending any Pokemon Gengar Prime KOs (while active) to the Lost Zone certainly hurts your opponent's ability to recover, especially as their Pokemon dwindle down in numbers. This of course would have comboed excellently with Lost World, as Catastrophe definitely advances its win condition. Hurl into Darkness also comboed extremely well with Lost World, which for :psychic: allows you to not only look at your opponent's hand, but choose any number of Pokemon there equal to the number of :psychic: Energy on Gengar Prime and to pitch them into the Lost Zone as well, making Lost World that much easier to win with. Finally, Curse Drop is also a decent attack for :psychic::colorless:, letting you toss 4 damage counters onto your opponent's Pokemon any way you like.

Modified - 6/10 (Well, what could have been sadly isn't...now while I think the whole Lost World combo was vastly overhyped, it definitely would have made for a great competitive deck. But as it stands, without Lost World, Gengar Prime is merely an annoyance; sure he disrupts, but that's about it, the other Gengars are much better for offense. Might see one of these in some Gengar builds, but without Lost World, the other 2 main Gengars are much better options for a deck with the Lv X)
Limited - 4/10 (Well, providing you could somehow get this out, chucking stuff into the Lost Zone could easily destroy your opponent's deck, as they very likely don't have another copy of that key card that just got sent away. Curse Drop is also nice for spread picking off stuff on the bench)
Unlimited - 1/10 (Well, again with Lost Zone, this would have been pretty interesting. But without it, all I can see it being at best is a rather weak annoyance)
 
It isn't that good without lost world, but it can still really mess up some decks (gyarados!!) if you get it out early enough and lost zone something important.

Modified: 6.5/10
Limited: 6.5/10
Unlimited: 3/10 Not a deck on it's own, but maybe if you pair it with something it could be o.k.


Nice card on Halloween!!
 
With or without Lost World,you still remove Pokemon from your oppenents hand from the game.In a game where you can't recover cards removed from the game,that's really good.
And as thepliskin5005 said,it would be good in a Cursegar deck as a 1 off.
The hp is good for a ghost,free retreat is always a plus.

I'll say 7/10 because being able to remove things is very good if done right.
 
I tried a one of each gengar deck (1 cursegar, 1 sf gar, one lostgarprime, and one gar X) and it didn't work too well.
7/10 its not THAT good.
 
Perfect card for Halloween! :D

Let's see, HP is good. RC is awesome, resistance is terrific. Weakness is not horrible. Poke-body is good, though not amazing. The first attack is great when your opponent has that one Pokemon they need in their hand, and great when they have few benched pokemon. Second attack is pretty good, though Espeon UD's attack is better.

Overall, a pretty good card. 8/10.
 
Okay. So considering there is a Gengar X, that makes this card even better (10 to 4 different pokemon then spread 30 to each pokemon that has damage counters.) This is just pretty awesome. Also, Omastar with this card will be great because of the pokemon lock/disruption.
9/10
 
I'm disappointed most people haven't been examining the obvious benefit of completely removing Pokemon from play. Considering how many decks rely on single evolutions lines (VileGar, Gyarados, Jumpluff, even a lot of SP) Gengar has the potential to dominate by strategically removing cards. Also keep in mind our new freind Seeker, which simultaneously allows you to reuse your Uxie/Crobat G/etc. while bouncing something back. Although in most cases Seeker's effect can be undone the next turn, Gengar not only ensures your opponent cannot ever use that card, but also every other card in the line (ex: your opponent picks up Dialga G and Dialga G LV.X, Gengar removes Dialga G). Although in most cases your opponent will pick up a basic or even something that will help them (such as their own Uxie or Crobat G) Gengar ensures that it will not see play again. Combo this with maybe something like Ditto TM (I know it's snipe bait, and I miss Dusknoir DP too, but it's the best we have) and you're probably removing 2 Pokemon a turn, until your opponent runs out. Then it's down to what they have in play, which, if you've formulated your deck properly, should not be a problem because you'll have been setting up while they lose Pokemon.

It might even be worth it to combine this guy with Gengar SF and/or VileGar; people will be hesitant to play Collectors or Bebe's because they know what they have will be removed. This means, of course, an easy kill by Gengar SF because of the heavy concentration of T/S/S.

In conclusion, Gengar TM is the single greatest hand/set-up disruption mechanism in this game, and has much potential.

8.5/10
 
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