rokman
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What two cards can come together in perfect harmony? Both setting your side of the board up while shutting down your opponents? Separately, each can be a devastating force, but together? They could change the course of Pokemon... 4EVER.
Article Title: The BEST two card combo?
Author: Michael “rokman” Weldon
Date: September 1, 2010
Latest Set: HS: Undaunted
Contact: [email protected]
JUDGE!!!
Judge is great disruption, especially with cards like Cyrus Conspiracy, getting power sprays to ruin your uxies... Or Pokemon collector getting the pokemon your opponent needs to put down right after you KO their active. In a trading card game, what is in your opponent's hand is often the very thing that can mean victory or defeat. Judge, can shuffle away whatever your opponent has that they need to win, it is also a great and sometimes terrible card to use when your hand is bad. You could always end up getting something worse.
Spiritomb
In today's metagame, trainers mean everything. Plus power? Expert belt? Poketurn? Energy Gain? Power spray? Sp Radar? Pokemon communication? Rare candy? These cards can turn the game around almost on their own! Spiritomb does something very few cards have done in Pokemon TCG's history. It can stop your opponent from playing those powerful trainer cards! But wait! You can't either, but you shouldn't need to because Spiritomb can evolve your pokemon for you! Nice!
Together?
Take a long hard look at these two cards. Do you see it? Do you? Lass will get rid of both players crucial trainer cards, and then you attack with Cleffa, refreshing your now almost empty hand into SEVEN cards. Hopefully you draw into some of those great trainers you just lost. What made this combo so great was you diminish your opponents hand while refreshing yours and before you play Lass, you can play any trainers you want. You get all the advantage!
Spiritomb and Judge are a lot like that. Spiritomb blocks your opponent from playing trainers while Judge will shuffle them away. Then you can setup with Spiritomb into your stage 2 pokemon to hopefully go to town on your opponent.
The reason you need to judge away the trainers is because Spiritomb can't stay active forever. You need to retreat it/let it be KO'd so you can start KOing pokemon.
Let's say hypothetically, If you start with Spiritomb, your opponent can't play Luxury ball or Pokemon communication to get one of their Uxies that they desperately need right now. While you set up your stage 1 pokemon and Bebe's for the stage 2. Next turn, play down the stage 2 and then attach an energy. Retreat Spiritomb, use a bunch of trainers to do whatever you want, and then Judge your opponent into oblivion. What can your opponent do now? You have a stage 2 ready to roll over on their pokemon and they are stuck with a 4 card hand! They haven't even had a chance to play any trainers yet, so they are really behind right now...
The future?
Judge is in HS: Unleashed and Spiritomb, Arceus. That means these two cards could see play for the season after this one and maybe the one after that! So, get your hands on some and try it out for yourself. See what happens!