Hot off the presses, Destined Rivals has just released this weekend! Here’s a quick look at some of the set’s highlights for the Gym Leader Challenge format!
Another Basic Bench Barrier Pokémon arrives, and for a type that definitely could enjoy seeing it! Unfortunately at 80 HP, so unable to be found by Buddy-Buddy Poffin, but useful nonetheless, given Grass’s penchant for important (and sometimes pretty small - this Shaymin is a big HP-wise as Cherrim BST 008) bench-sitting support Pokémon.
Reminiscent of the recent Decidueye (SFA 005), doing good damage for a low energy cost and needing more energy in hand is something that has been successful in Water, and low-to-the-ground Grass attackers have been popular historically in “Elusive Feather”-style builds, so this could definitely find a niche. In combination with Cotton Lift Eldegoss from Evolving Skies (EVS 016), finding the energy to discard isn’t too much of an ask.
In comparison to Lurantis, Hydrapple charges a much higher fee to get the job done. Possibly not really worthwhile, but worth a mention here as the first GLC-legal Hydrapple for anyone who’s a fan. 170 HP isn’t anything to sniff at either, and there are definitely worse attacks than 140-for-three. If you can make the first attack work though, all power to you!
A hotly-debated side-grade to the existing Roast Reveal Salazzle (UNB 31) - instead of drawing three cards at the cost of discarding a Basic Fire Energy, Rapidash draws only one card, but at no cost. Potentially nicer than gambling away your attachment for turn, and still exactly enough to deliver you a card stacked on top of your deck with Magcargo’s Smooth Over (CES 24).
An interesting option for Fire, and our first reminder this article that Trainers’ Pokémon have different names to their normal, unowned variants. A conditional free-retreater and potential powerful attacker feels like a good amount of flexibility to have - just remember that Lava Burst counts the number of cards you discard, not the number of Energy, so you can’t double your damage output with Burn Brightly Charizard (PGO 010) doubling your Energies. Hitting up to 350 damage, Ethan’s Magcargo could be a strong wall breaker when you really need to answer your opponent’s biggest threats, especially those wearing a Luxurious Cape (PAR 166)!
Amazing Raikou is back, and looking more balanced than ever! The power of this attack has been thoroughly demonstrated to the ban list and back, but on a Stage 2 rather than a Basic Pokémon, this feels much fairer - but definitely still powerful enough to want to build around. Especially with a well-placed damage modifier to secure a KO on the Active or Burning Energy (BKT 151) to make back-to-back attacks a breeze, be careful what you bench when playing against Blaziken!
As well as being the proud owner of the chonkiest Staryu ever (70 HP), Misty also has an interesting submission to the lineup of low-maintenance Water attackers. Easily looped with just Scoop Up Net (RCL 165), 140 damage for only one Energy, as early as the second turn of the game (or the first, to be pedantic - Wally, Salvatore) can easily KO most non-Stage-2 targets while you get your board set up. A fast threat - and a nice artwork too!
An interesting safety net for “Rain Dance”-style decks, but looking for a space on an already crowded Bench. Between Water’s amazing support lineup of Inteleon and Octillery, plus your rain-dancer(s), and some choice attackers, you’ll have to choose your cuts carefully to fit this guy in too. Returning Energy to your hand is a well-proven bonus in Rain Dance decks though, with Kyogre (CRZ 036) as by far the most popular example.
Evolutionary Advantage Clamperl (CES 41) also means you could have this insurance policy online as early as turn-one-going-second. An interesting prospect - we’ll have to see if it takes off.
P.S. - If you’re not playing the Clamperl with Evolutionary Advantage, this set’s Clamperl is the optimal choice, and comes with yet another excellent Illustration Rare version!
A Rain Dance attacker with its own on-board Rain Dance - what’s not to like? Having a safeguard against your opponent targeting down your rain-dancer is a unique ability, never before seen. Again, this is compatible with Evolutionary Advantage for the small chance to get going even faster and its damage scaling definitely isn’t bad.
Putting so much energy on a 90 HP (Level-Ball-compatible) Pokémon feels like a risky investment though, and since they both evolve from Clamperl, if you want Huntail’s insurance, Archie’s the only one who can sell it to you.
An attached Wishful Baton (BUS 128) or Energy Pouch (FCO 97) can also help alleviate the risks of loading up on Energy early, just watch out for a well-timed Field Blower!
Competing with Elekid (PAR 059) for the spot of seeding early damage for free in Lightning spread strategies, Ethan’s Pichu can only target the Active, but draws a card while it does, which is a pretty solid side-grade!
Team Rocket’s Ampharos earns the title of the first Ampharos that you don’t have to evolve your Dynamotor Flaaffy (EVS 055) in order to play, so for Ampharos enthusiasts, it’s a big win! In terms of power, though, it’s probably not so great. As a Stage 2 Evolution Pokémon itself, it might be too late to punish your opponent for evolving by the time it’s in play. That’s not to say there’s no hope for it though - a single use of Technical Machine: Devolution (PAR 177) with this guy in play could have your opponent making some tough decisions about which Pokémon to evolve back up again, especially if you’re playing spread. Time will have to tell if Team Rocket’s Ampharos is good enough to make the cut, or just one moving part too many.
Rotom and its many flavours only get one mention here, but still bear considering. Dealing damage per Tool card you have in play takes a little building around, but can be a pretty fun strategy to try out, and Lightning definitely has the most other similar attackers out of the types of Rotom represented.
(and Carbink, if you really want)
The only really important part of Steven’s Claydol is the 220 next to the Clay Blast attack. Add in a Muscle Band (or similar) and you’ve created an ok answer to everybody’s favourite massive whale (and most other things too). Now that the newest Wailord doesn’t go down to Mimikyu’s Copycat, maybe this could be an answer?
If you’re a Claydol fan though, and can’t bear the thought of your beloved prescient spinning top going down, its smaller, rougher, rock-in-arms can boost it up to an effective 150 HP to maybe fire off two attacks in a row.
I’d be hard-pressed not to at least mention something with a free attack or free Retreat Cost, and this has both! I’m not so in-the-loop on the latest control happenings, but making your opponent discard things at random and/or punishing dropping to a low hand size while you get set up doesn’t sound that bad to me. Maybe you’ll hit something important? You never know unless you try.
There sure are a lot of theoretically-interesting Annihilape cards, it’s just a shame it’s a Fighting-type Stage 2. Not to guarantee it’ll be bad, but in general Fighting has a hard time getting set up as-is, never mind getting Pokémon evolved.
280 damage is good, especially to answer the biggest things out there, but having to find a way of dropping to 130 HP to do it feels like a dubious plan… Might have a niche in an Earthquake deck.
Fighting Stage 2, see above - except this one doesn’t have to attack to get value, and has access to the Ascension attack on its Stage 1 to speed up its evolution. I’ve heard whispers of fitting Team Rocket’s Tyranitar into classic Hitmonbros lists to promote for added value after Hitmonchan’s Hit and Run, or when one of your Pokémon gets KO’d (remember - you promote before Pokémon Checkup happens, so you still get the damage ticks going into your turn). At 180 HP, it stands a fair chance at surviving a hit too, to spread even more passive damage!
I think one of the biggest anticipated boosts to an archetype this set, Team Rocket’s Arbok has the effect of Chimecho’s Bell of Silence attack (CIN 43) as its Ability, helping to keep your opponent’s evolving Pokémon small and their attackers with Abilities off the board while you spread damage. Although Spinning Tail costs [DDD], Team Rocket’s Energy makes this attack much more affordable.
Here to confuse people, Team Rocket’s Nidoqueen is not called “Nidoqueen”, so it doesn’t let Nidoking (MEW 034) attack for free. Even though the admiration is not mutual, with Nidoking in play, Team Rocket’s Nidoqueen swings an impressive 180 damage for only one Energy. Mix in Phantom Transformation Zoroark (EVS 103) to help mitigate the bad prizes that come with playing several Stage 2s and go wild!
An all-round “not bad” card, Team Rocket’s Murkrow almost didn’t make the list, but the flexibility of finding a Supporter and annoying your opponent by telling them not to use the attack they want to use is enough utility to be worth the consideration. Compatibility with Team Rocket’s Energy could make this guy useful in the Darkness spread deck mentioned above, or just as a one-off inclusion for consistency, plus a little chip damage on the side.
Another bonus to Darkness spread strategies, Team Rocket’s Sneasel does 20 damage per damage counter on one of your opponent’s Benched Pokémon - effectively tripling the damage on a single target, so counters can stack up into KOs after only a few turns of spread. Just beware it can’t hit the Active though, so be careful.
My personal pet pick from the set, this is the fastest-scaling “Hydro Pump”-style attack in Darkness, and you can find it with Buddy-Buddy Poffin. I’m going to be combining this with Dark Squall Hydreigon (DAA 110) to try and hit for big KOs. You can even pass energy back to it with Morpeko’s Energizer Wheel (PAR 121), since they have different names. As with Gorebyss before though, definitely take care not to overinvest your energy into tiny scaling attackers like this without a backup plan like Wishful Baton (BUS 128)!
Nothing useful really - or nothing at all in Dragon’s case. The Metal Pokémon are mostly taken up by Steven’s Metagross ex for Standard, and the Colourless Pokémon leave a lot to be desired.
Not a card of major importance, but Sacred Ash’s reprint here erratas the text to say “up to 5” rather than requiring exactly five Pokémon (or as many as possible, if you had less in the discard pile) to be shuffled back. This means it’s now a strict upgrade to Super Rod in decks with no Basic Energy.
Not widely useful, but in the right deck this could be worthwhile. As long as you can do something useful with the damage counters if they land on your Active Pokémon - Munkidori (TWM 095), Spiritomb (UNB 112), come to mind - this could be an interesting inclusion.
A direct counter to the immediate past-president of the BDIF Club, Team Rocket’s Watchtower could still be useful if you expect to see a lot of Colourless decks, but it’s definitely a committed meta-call to make. Maybe worthwhile if you have a horrendous Colourless matchup?
Included here for completeness, Team Rocket’s Energy basically provides [DD] for all intents and purposes in GLC, since it’s pretty much only significant for the Darkness Pokémon mentioned above. A strong card, and another double Energy, but with significant restrictions.
Thanks for sticking around and reading the whole review! This is actually my first time jumping in to write one of these, so hopefully you found it interesting, and I didn’t miss anything major. I restrained myself from mentioning it for the most part, but a lot of these cards have super nice Illustration Rares too.
Whichever of these cards you end up playing (or playing against) - have fun playing GLC!