Discussion in 'Card of the Day' started by MrMeches, Mar 20, 2011.
2011-3-21 Call Energy - MD 082
This card is absolutely AMAZING. Easily one of the best cards in format. 10/10. <3
Edit: Ooh, first haha.
second very good card, amazing. very usefull in any deck and perfect for a sp deck
This card has been good since it came out and will be good until it is rotated out of the format.
I remember fish talking about this card at states. Hmm I wonder if there's a method to your madness!
Great card that bail you out of terrible starts. 10/10
i hate this card because it ends your turn still 8/10
love this card, lets say u start only with unown q it helps u make a great combat 10/10
No guarantee to stop donks so 0/10.
Today's COTD is Call Energy from the Majestic Dawn expansion. It's effect says that you may search your deck for up to 2 Basic Pokémon and put them on your bench. REMEMBER: this doesn't activate the effect of the Pixies, or other hand-to-bench Poké-Powers. And one more thing to consider is the fact that your turn ends if you use the effect.
Modified: 9/10- Can be great here!
Limited: 10/10- This is the first of my reviews to get a perfect 10. Excellent search power, this is.
Unlimited: 7/10- Since the effect is basically "Call for Family", you can find better choices, but that doesn't mean this card is bad.
Regardless you can't just nuke the rating of one of the best cards in the format and formats before it. Sure the odds of starting with it in your opening hand aren't 100% but it's still a great card in that it CAN save you from the donk.
Great in sp. Great in anything using spiritomb to set up. Overall I give it no less than an 8/10.
BEIF (best energy in fromat) 10/10 nuf said
If call energy were a pokémon it would be a beast.
For tomorrow's CotD we have Call Energy from MD, still as useful as the day it was printed and the day we reviewed it 3 years ago...I just hope they reprint this in some future B/W set.
So yeah...ratings still stand the test of time. If you're not using this, you're either using SP or better have a dang good reason why not.
why would you down grade a card because of donks it helps so much donks are annoying and a lot of stuff you have on the gym is about donks and thats even more annoying this cards deserves atleast a 9/10 not a 0/10 you got to be kidding me porii
^ It's Porrii Sames's idea of a joke/troll.
I know, right?
Anyway, after nearly THREE YEARS in the format, Call is still one of the best cards we have. Top 5 at least. It's one of the few things that makes going first not a complete disaster.
I still don't really like playing decks that don't run it.
Jking, amazing card, 9 or 10/10.
Call Energy is a great card to get you out of a bad start, or to save you from getting donked on the first turn. It's a good idea if you use them in a deck to use 4 of them, for the maximum chance of getting it on the first turn.
I give it a 9/10.
If it did not end your turn it would easily be a 10/10.
Great card, I'd say it's the second best card in the format after Pokemon Collector (or possible third after Sableye). Few minor problems with this card is that it can be a dead draw late game and you really have to play 3 or 4 of these for it to be worth it, which can be tough with deck space so precious in this format. Regardless, this can go in almost any deck and is one of the best cards to see in you're opening hand.
8.9/10 (Nine seems a bit high, but anything lower doesn't really do it justice.)
I would never call an energy a dead draw.
Ill give this a 10/10 for being one of the most widely used cards in the format that has gotten me and many others out of terrible starts.
Good for most decks to get the Basics out, but I wouldn't run these much 6/10
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