[FONT="]While making a list of the trainers/special energies that will be legal in the next season, I wanted to type out a short summary of how I felt the cards were going to played, including which ones were going to be popular, and which ones were going to be duds. This way, it could help me plan for the future and try to get my hands on some of the more useful cards earlier. In the pages below, I am just writing my opinions of the cards. How I feel the cards will be played and how popular I feel they will be. Only time will tell if I am right or wrong, and my opinions could be wrong already, but in the end, it’s just my opinion, not me stating fact. So keep that in mind when you voice your own opinions.[/FONT]
[FONT="]Supporters[/FONT]
[FONT="]Supporters[/FONT]
- [FONT="]Bebe's Search[/FONT][FONT="]: Definitely a staple in every deck. It’s the replacement for Celio’s Network and the only supporter that can grab any Pokémon card from the deck.[/FONT]
- [FONT="]Felicity's Drawing[/FONT][FONT="]: Can definitely grab you the most cards compared to any other draw card, but many decks won’t have a need to discard cards, so I feel this will become less of a general draw card and more of a specialized draw card for certain decks.[/FONT]
- [FONT="]Fossil Excavator[/FONT][FONT="]: I could say this would be a staple only in fossil decks, but many fossil decks don’t even run this since they can grab all the cards through other means (Keen Eye, Bebe’s Search, etc). Definitely with the new ruling about this card not grabbing Old Amber, I don’t see this card seeing much play at all, especially with decks that don’t run fossils.[/FONT]
- [FONT="]Mom's Kindness[/FONT][FONT="]: I don’t see a reason to even use this card. This card won’t see play because of better draw in the format. Even if you don’t like Professor Oak’s Visit’s effect of putting 1 card back under your deck, you still have Team Galactic’s Mars that draws 2 and puts one of the opponent’s cards under their deck. A 2 draw with a decent effect is better than a 2 draw with no effect any day of the week.[/FONT]
- [FONT="]Professor Oak's Visit[/FONT][FONT="]: I could see this card being a pretty popular draw card in decks DP-on. It’s a consistent 3 draw, and you don’t have to discard anything. No other supporter right now allows for 3 draw without a discard and its draw is only inferior to Felicity’s Drawing where you have to discard 2 cards to draw 1 more.[/FONT]
- [FONT="]Professor Rowan[/FONT][FONT="]: I could see this card as a tech draw, only since it wouldn’t be a draw to base your deck around. It works well with Claydol, so you can keep 1 card, shuffle the rest of your hand in, then draw 4, then keep 3-4 of those cards and shuffle 1 or 2 in to draw 2-3 more cards. But I don’t see it being played a lot during games like a regular draw might.[/FONT]
- [FONT="]Roseanne's Research[/FONT][FONT="]: Definitely a staple in every deck (imho). It is just too good not to play it. No other supporter grabs energy from the deck, so there is one plus. Also, other than Bebe’s, no other supporter grabs Basic Pokémon from the deck. And then, no other supporter gives you as many options to what to do (maybe Felicity’s Drawing). This is a great card for early game, for mid-game and for late game. It’s just a great card.[/FONT]
- [FONT="]Rival[/FONT][FONT="]: This card isn’t BAD but it relies on the opponent to choose which cards you draw. If you could combo this with cards that draw off the top of your deck, you could have a decent idea, but it might just be better running a better draw in the first place. This card wouldn’t be the first card I look at for draw.[/FONT]
- [FONT="]Team Galactic’s Mars[/FONT][FONT="]: I think this will see some play, just because there isn’t a big difference between Draw 2 and Draw 3 in a format filled with Claydol. You might see people running lower draw like this over Professor Oak’s Visit just so they can draw an extra card with Claydol and get the extra disruption effect. It’s not a bad card, and I feel will see some play.[/FONT]
- [FONT="]Team Galactic’s Wager[/FONT][FONT="]: I think this card will see a lot of play as long as Claydol is popular. It’s too fruitful to disrupt the opponent’s hand and you have a fallback to protect yourself when you lose. I see decks running these in good numbers just for the extra hand refreshing and constant disruption. It will make Lv.Xs harder to play since it will force the players to grab them the turn they are going to Level Up or they will be shuffled back into the deck. That’s true now, but in the future, we might see decks that use more Lv.Xs in them than we do now.[/FONT]
- [FONT="]Amulet Coin[/FONT][FONT="]: I’ve never really thought highly of the card, but there is one person at my league that can get this card out really quickly (he plays 3 in his deck) and can get the draw effect pretty often. I think in that aspect, this card could see play in stage 1 quick decks to help accelerate. With the rotation of Windstorms, this card can stay around a little longer.[/FONT]
- [FONT="]Armor Fossil[/FONT][FONT="]: Only really used with its evolution. [/FONT]
- [FONT="]Dome Fossil[/FONT][FONT="]: I really like the new Energy Evolutions. But, this is still just a fossil, so it will only really see play with its evolution.[/FONT]
- [FONT="]Double Full Heal[/FONT][FONT="]: This card has been around for a while now and nobody has really looked into it. Its effect is neat, but can be achieved through other means. You can Level Up to clear all status conditions and setup a Lv.X. You can Warp Point to remove all status conditions and retreat to the bench. There are various ways to remove status conditions that you don’t need to run this card in a deck.[/FONT]
- [FONT="]Dusk Ball[/FONT][FONT="]: The new Masterball. I can see this card seeing some play, just because we lost a lot of non-supporter Pokémon search in the rotation. Going 7 cards down to find any Pokémon can be great with Lv.Xs in the deck, and a good draw engine to reduce the deck a bit.[/FONT]
- [FONT="]Energy Restore[/FONT][FONT="]: Thanks to PokePockets, I was mixing this card up with Energy Recycle System. Energy Restore is like a Energy-based Time Space Distortion. What I wonder is if that is even needed? I guess this could be useful in decks that lay extra energy from the hand, but you'd have to get it into the discard pile and flip 3 heads for that to work that well. I think Night Maintenance is the better idea. Put the energy into your deck, then go get it with Roseanne's Research. It's not bad, but flippy is not always good and it's effect is hard to combo with.
[/FONT] - [FONT="]Energy Search[/FONT][FONT="]: I’ve never really understood why this card was ever made. What is the difference between using a trainer to grab a Basic Energy and just running another Basic Energy? If this card could go get Special Energy, it would be rather decent (and not broken for DP-on with the rotation of DRE/Scramble), but alas, it doesn’t do much of anything.[/FONT]
- [FONT="]Energy Switch[/FONT][FONT="]: I think this card shows a lot of promise, especially in DP-on with the loss of DRE/Scramble to quickly power Pokémon. Being able to move a basic energy from anything to anything could see some abuse with cards that discard energy every turn and cards that only bring back energy onto them or onto the bench.[/FONT]
- [FONT="]Helix Fossil[/FONT][FONT="]: Energy Evolution is cool, but it won’t see play without its evolutions.[/FONT]
- [FONT="]Leftovers[/FONT][FONT="]: At first, I would put it in the same group as Amulet Coin, but I don’t think it is really as useful as Amulet coin. Removing 10 damage at the end of the turn just isn’t that big of an effect in this ever evolving game. Pokémon are doing more and more damage. 10 damage healed each turn isn’t much at all. The only real use for this card would be combined with other cards that can reduce/heal damage on your active.[/FONT]
- [FONT="]Night Maintenance[/FONT][FONT="]: I definitely think this will be a staple card in every deck. No other supporter or trainer can grab Pokémon out of the discard pile and shuffle them into the deck. This will be even more vital for decks that only run 1 Lv.X that try to reuse them. Actually, that could be wrong since Premier Ball can grab the Lv.X from the discard pile, but Night Maintenance is really useful throughout the entire game, so I see it being played a lot.[/FONT]
- [FONT="]Night Pokémon Center[/FONT][FONT="]: I feel this card’s potential has come and gone with the rotation of the format. There were a few cards that could move all the energy off of a hurt Pokémon, and then move it back on after you played this card (POP Sceptile for instance) and now, there isn’t much of that at all anymore. This card isn’t bad, but it’s too luck based to be of any use and if you are unlucky, you could shoot yourself in the foot and have to discard all the energy on a hurt Pokémon, making the situation even worse.[/FONT]
- [FONT="]Old Amber[/FONT][FONT="]: I could easily say…”just a fossil, play it with its evolution only”, but it’s not just a fossil because of weird rulings we have had lately. It is in the fossil group, but it isn’t a fossil, meaning that nothing on this earth can grab it from the deck (other than Girafarig or some weird trainer grabber). That makes it a lot harder to get out. It doesn’t have Energy Evolution, which is a bummer, but it does have a nice protective wall effect where it can’t be hurt on the bench. Even with the weirdness of the rulings, this card will primarily be played just with its evolution, but its effect is so nice that it could see play with other stuff that hurt your own Pokémon like Zapdos.[/FONT]
- [FONT="]PlusPower[/FONT][FONT="]: I remember when this card came out in Diamond and Pearl around last Nationals. People were putting it into their decks to pull off a little more damage here and there. It was slightly popular. Now, nobody plays it (well, it’s not as popular). I think this card will be more popular in DP-on because of the low energy attacks people will be using a lot that won’t be doing 200+ damage. It’s always useful (unless you are spreading damage on the bench), unlike Amulet Coin or Leftovers attached to a benched Pokémon.[/FONT]
- [FONT="]Poke Ball[/FONT][FONT="]: I’ve always wondered why nobody played this card. Last format, it was an easy flip to grab an EX. Now, I feel its use is lessened thanks to the loss of EXs and the addition of other ways to grab Lv.Xs (Premier Ball, Quick Ball, etc.). It will probably stay in the binder as it has done for many years before.[/FONT]
- [FONT="]Pokedex Handy910[/FONT][FONT="]: I really like this card. It’s a great way to accelerate through a deck. But it can be lackluster when you really need a good draw card. Its use is debatable, but I think it will see play because of its quickness but it won’t be more than just a helper.[/FONT]
- [FONT="]Potion[/FONT][FONT="]: Potion falls into the same category as Leftovers. It has an interesting effect to heal 20 damage, but 20 damage just isn’t much now with Pokémon doing 100+ for 3 energy. When it was originally released in Base Set, Pokémon only had 80-100HP (on average), now Pokémon have 120-140HP (on average). The damage has gone up a lot too. The game has evolved away from the actual need for small healing (imho).[/FONT]
- [FONT="]Premier Ball[/FONT][FONT="]: This is a very interesting card. I feel it could see some play, but only in small numbers since you can grab Lv.Xs with all kinds of other cards. Also, those other cards can grab any Pokémon, and Premier Ball is limited to just Lv.Xs. One good thing for Premier Ball is its ability to pull a Lv.X from the discard. For that effect alone, I feel this will see play in many Lv.X based decks.[/FONT]
- [FONT="]Quick Ball[/FONT][FONT="]: This card was kind of popular when it first came out, but its usefulness is lowered so much when decks running multiple lines of Pokémon. I could see this being played in Turn-2 decks, but in general decks, it is not that useful. It’s just too random. One thing going for it though, is that you are guaranteed a Pokémon (if there is one) unlike Dusk Ball and other cards.[/FONT]
- [FONT="]Rare Candy[/FONT][FONT="]: This card will be a staple and will always be a staple in Stage 2 decks. It’s just too useful to skip a stage and go all the way up to the Stage 2 in a single motion.[/FONT]
- [FONT="]Skull Fossil[/FONT][FONT="]: It’s a fossil; use it with its evolutions.[/FONT]
- [FONT="]Super Scoop Up[/FONT][FONT="]: This card has always been useful in only a few decks. It saw its most play when there were EXs all over the place and people couldn’t use Mr. Briney’s Compassion to pick them up. Now that EXs are gone and there isn’t Mr. Briney’s Compassion around, this card could see play and it could not see play. I think this card will only see play in decks that need to pick up and be put back down on the field to activate Poke-Powers multiple times. The Legendary Birds from Majestic Dawn come to mind, each of them having a Poke-Power that only activates when you lay it from your hand to the bench. With the loss of Scramble/DRE energy, it will be harder to pick up a Pokémon and power it up quickly, so its use is quite limited to non-Poke Powered decks.[/FONT]
- [FONT="]Switch[/FONT][FONT="]: Retreating has always been important, and this allows a Pokémon to retreat for free. But I feel this card is outclassed by its cousin Warp Point that provides the same effect but also adds in a disruption element of forcing the opponent to switch their active too. Until Warp Point gets rotated, Switch will always be second best.[/FONT]
- [FONT="]Time Space Distortion[/FONT][FONT="]: Time Space Distortion has a very nice effect, but has a few things going against it that (I feel) will make it not played that much. One, it’s mighty expensive, so only those that want to drop $20+ on a single trainer will actually be using the card. Two, there is a very similar, cheaper card that is considered by many to be a superior card, Night Maintenance. Three, it’s full of flips. You never know how many Pokémon you are going to get back from the discard pile, and you never know when you are going to whiff totally and not get anything back. Flip cards have almost never been that popular in the past when there has been a stable non-flip version of the card legal at the same time. Even though this card could potentially be better than Night Maintenance, the luck factor and the price factor make it very hard to become popular.[/FONT]
- [FONT="]Warp Point[/FONT][FONT="]: With Lv.Xs around, Switch and Warp Point could see more play since it allows you to get those Lv.Xs off the front or their non-Lv.X form active so you can Level Up. Also, forcing the opponent to switch their active can be very disruptive in the right circumstances and can combo greatly with Dusknoir, Omastar, and other cards that can mess up the opponent’s bench.[/FONT]
- [FONT="]Dawn Stadium[/FONT][FONT="]: I’ve never been too into using a stadium that can help my opponent. But if grass and water decks don’t become that popular, this stadium could be useful in rogue grass and water decks. Removing all status conditions and 1 damage counter can be useful at times. It will be harder to grab this from the deck when you need to with the loss of Scott, but that can said about all stadiums.[/FONT]
- [FONT="]Lake Boundary[/FONT][FONT="]: I feel this will be the most popular stadium. It doesn’t help you setup or anything, but it’s a vital card for teching for a metagame. Being able to hit those 130HP monsters for 2x weakness can be vital at times, and many times you can plan it so they can’t hit you back for 2x, so the opponent isn’t always guaranteed to be able to use it too. I feel decks will be all over the place for the early part of the new season, so this card might not be as useful then. But as the format solidifies, and certain decks rise to the top, this card will be used in any metagame breaking deck.[/FONT]
- [FONT="]Moonlight Stadium[/FONT][FONT="]: This card can be useful for dark and psychic decks, but free retreat isn’t the most useful thing in the world. I think this card would have been better if it were a dark/psychic version of Dawn Stadium, because healing and removing of status effects is much more useful than free retreat in many cases.[/FONT]
- [FONT="]Speed Stadium[/FONT][FONT="]: This card can be used by any deck, that’s a plus and a minus because the opponent can use it too. This card has you flip, which means you never know when you are going flip all duds and your opponent is going draw his whole deck thanks to your card. I don’t see this card seeing that much play because of the potential advantage you could give your opponent. Stadiums as a whole in the next season should be very lightly played, if none at all.[/FONT]
- [FONT="]Darkness Energy (Special)[/FONT][FONT="]: This is like the fossils of Special Energy. This is only really useful in Dark decks.[/FONT]
- [FONT="]Call Energy[/FONT][FONT="]: I feel this card will be very popular. I see decks being quicker in the future as Stage 2s are hurt by the loss of DRE/Scramble Energy. This will allow Stage 1 decks to get going earlier since they won’t have to sit behind a Pachirisu or Phione. It’s a fantastic card that I feel will be very popular.[/FONT]
- [FONT="]Health Energy[/FONT][FONT="]: I don’t see this card seeing play at all other than in decks that can use a lot of colorless energy (Exploud, etc).[/FONT]
- [FONT="]Metal Energy (Special)[/FONT][FONT="]: The same logic behind Special Darkness Energy can be applied here. This is only really useful in Metal decks.[/FONT]
- [FONT="]Multi Energy[/FONT][FONT="]: I see this card getting a lot more play in DP-on just because of the loss of DRE/Scramble energy. This will be the only way to pay for different types of attacks without running multiples of each Basic Energy. Sure, with Roseanne’s Research in the format, it will be easier to grab each of those different Basic Energy, but in the long run, it might be easier just to run Multi Energy. If Call Energy gets really popular, this card might not see as much play as it might be hard to not mix up and put Call Energy and Multi Energy on the same Pokémon and not be able to pay for any attacks. [/FONT]
- [FONT="]Recover Energy[/FONT][FONT="]: I would put this with Health Energy; it just doesn’t have that much long-term use.[/FONT]
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