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Lucarin @ItsLucarin Saturday, September 23, 2023

Raging Surf Set Review

It’s that time again everybody! I’m a little late on this one, but welcome to my Gym Leader Challenge focused Set Review for Raging Surf! Additionally, this time we’ll be adding in the GLC relevant cards from the Tera Mewtwo ex and Tera Skeledirge ex Starter Set ex decks that release with the set in Japan. Many, if not all of these cards will be a part of our November 3rd set, Paradox Rift. Ever since the first reveals for this set came out, I’ve been excited for some cards, and as such I’m excited to finally go over it with all of you! As always, this review will consist of things that I deem relevant in the GLC format, whether it be archetype-defining, a new “best” copy of a Pokémon, or a gimmick strategy that one of you might like to try out. Lastly, I’d like to give a heartfelt o7 to our Grass Gym Leaders; Raging Surf decided you deserve no new cards in this set review. With that out of the way, let’s begin:

Fire

Magmar – Fire – HP80

Basic Pokémon

[R] Collect: Draw a card.

[R][C] Steady Firebreathing: 30 damage.

Weakness: Water (x2)

Resistance: none

Retreat: 2

Magmortar – Fire – HP140

Stage 1 – Evolves from Magmar

[R] Flare: 40 damage.

[R][R][C] Volcanic Heat: 170 damage. During your next turn, this Pokémon can’t attack.

Weakness: Water (x2)

Resistance: none

Retreat: 3

To start off, we’ve got cards from the Tera Skeledirge ex Starter Deck that will likely just be a part of our Paradox Rift main set in November, unless they get cut for a set at a later date. To start, this is probably our best Magmar, simply due to the fact that it’s an okay starter with Collect as an attack, allowing you to draw a card. Additionally, this is probably the best Magmortar, at least from damage alone. Many Magmortar just don’t hit for enough damage, or they’re limited by needing Electivire on the Bench which doesn’t work in GLC. However, Magmortar enjoyers finally have a playable card for their Pokémon in the format, and swinging for 170 ain’t that bad either. It’s also Heavy Ball searchable, which most Fire decks want to run anyways in order to search out the Magcargo line or Charizard primarily, alongside lines like Inferno Fandango Emboar.

Heat Rotom – Fire – HP90

Basic Pokémon

[R][R] Heat Tackle: 100 damage. This Pokémon does 40 damage to itself.

Weakness: Water (x2)

Resistance: none

Retreat: 1

Pretty garbage attacker in the typical Gym Leader Challenge Format, but pretty sensational in the Little Cup GLC sub-format. For those of you who may not know, Little Cup GLC is a format that follows all the same deck building rules as GLC, except it’s only Basic Pokémon that have 90HP or less. Here at Cardboard Warriors, we’ve also made the executive decision that if any tournaments are hosted under our name, Lost Origin’s Sableye is banned in addition to the typical GLC banlist. It’s a pretty niche format, but it’s a lot of fun and its meta is much different than normal GLC. Cards like this are perfect for Little Cup, as you’re able to most likely threaten a KO with a simple Welder, Blacksmith, or attachment for turn + Magma Basin.

Water

Remoraid – Water – HP70

Basic Pokémon

[C] Sprinkle Water: 20 damage.

Weakness: Lightning (x2)

Resistance: none

Retreat: 1

Starting off Water pretty weak, but I do mention even the slightest of changes. This could be a genuine consideration for the best Remoraid for Water, solely due to its 70HP stat. Many water type basics have 60 HP, and against spread decks, most notably Lost Circle, 60HP Basics are just 2 prize cards for the likes of Sableye. Additionally, switching to this Remoraid allows you to switch to the 70HP basic Sobble, effectively giving your board of basics 20 more HP that Sableye has to go through. It makes a Sobble start significantly weaker, but if Water Gym Leaders deem their basic HP to be a valuable commodity, then by all means make the switch to this Remoraid come November.

Octillery – Water – HP110

Stage 1 – Evolves from Remoraid

Ability: Suction Draw

Once during your turn, when you play this card from your hand to evolve 1 of your Pokémon, you may draw 3 cards.

[W][C] Smoke Bomb: 60 damage. During your opponent’s next turn, if the Defending Pokémon tries to attack, your opponent flips a coin. If tails, that attack fails.

Weakness: Lightning (x2)

Resistance: none

Retreat: 2

Genuinely don’t know why I’m giving this Octillery real estate, but here we are. Consider this if you are a huge fan of Scoop Up Net in Water, which you already should be running to recur your Shady Dealings Drizzile and Inteleon. If you think drawing until 5 every turn is too niche (stop it) and not relevant enough (please discard some cards), and you’d prefer to use this version of our octopus (please don’t), then by all means do so. However, not being Level Ball searchable is a huge detriment. Truthfully, had this been printed on a Pokémon that didn’t see play in Water and made its HP 90, this unironically might’ve been a playable card. Alas, The Pokémon Company doesn’t seem to understand that there are plenty of other fish (or octopi) in the sea.

Mantyke – Water – HP30

Basic Pokémon

[.] Fluffy Healing: Heal 120 damage from 1 of your Benched Pokémon.

Weakness: Lightning (x2)

Resistance: none

Retreat: 0

Now let’s revert the whole “giving our board of Basics more HP” notion and instead slam this 30HP baby in there! Mantyke’s first international appearance since 2007’s Diamond and Pearl is quite the card, although I don’t think it’s something Water necessarily needed. It doesn’t evolve into anything since it's a Baby Pokémon (Mantine are considered Basic Pokémon as well in the TCG), so it will always be this 30HP bench sitter. However, it does have free retreat, making it a phenomenal pivot. This card could potentially be a major inclusion in a tanky Water list like Jumbo Behaviour, allowing you to give away a tiny little guy in order to heal your Wailord or Cetitan to a manageable level in order to continue tanking and offsetting the prize trade. The deck runs plenty of healing cards already, but if the hand isn’t there and you’ve got no other way to heal on a crucial turn, this Mantyke could be the play.

Palkia – Water – HP130

Basic Pokémon

[C][C] Teleportation Burst: 30 damage. You may switch this Pokémon with 1 of your Benched Pokémon.

[W][C][C] Prize Count: 80+ damage. If you have more Prize cards remaining than your opponent, this attack does 80 more damage.

Weakness: Lightning (x2)

Resistance: None

Retreat: 2

A comeback Palkia, huh? Honestly, not a bad card, but I don’t know how much Water was drowning for this. Hitting 160 on a Basic is a great number, especially for 3 energy, but when we’ve got the likes of CRZ Kyogre and Hydro Pump attackers like Lapras, this card definitely gets lost out at sea. Potentially if there were ever a Water build that specifically aimed to use Double Colorless Energy efficient attackers this card could be great, however I’m unaware of any such deck at the time of writing this review.

Dondozo – Water – HP160

Basic Pokémon

[C] Replenishing Gulp: Look at the top 5 cards of your deck, choose any number of Basic Energy cards you find there, and attach them to this Pokémon. Shuffle the other cards into your deck.

[W][C][C][C][C] Hydro Splash: 180 damage.

Weakness: Lightning (x2)

Resistance: None

Retreat: 4

Stand down, Wishiwashi, there’s bigger fish in the sea! Well, sort of. Yes, this Dondozo has 20 less HP than our Scatter Wishiwashi, but it also swings for so much more. For 5 (most likely Basic Water) Energy, you can swing for a hefty 180 damage on a Basic. Combine this with tools such as Cape of Toughness, Pot Helmet, or this set’s Gorgeous Mantle (we’ll get to that eventually, God save us all), and you’ll have a formidable attacker who practically one-shots most of the format. It’s also Heavy Ball searchable *wink*.

Lightning

Chinchou – Lightning – HP60

Basic Pokémon

[C] Illuminate: Look at the top card of your deck. You may put it back on top of your deck or put it at the bottom of your deck.

[L][C] Tiny Charge: 20 damage.

Weakness: Fighting (x2)

Resistance: none

Retreat: 1

This might not be a better Chinchou, but in my opinion it’s definitely up for contention. We have a Thunder Wave Chinchou that, for one colorless Energy can flip a coin, and if heads, your opponent’s active is Paralyzed. Pretty standard, especially amongst tiny Lightning Basics, but I’m just a huge fan of the information this card’s first attack provides. Being able to see your top deck, and decide whether or not that’s the next card you want to draw is pretty nice. Ideally, you’d never ever attack with either Chinchou, but sometimes variance hits you and those games happen. For me, I’d rather this little guy be in my active spot than a coin flipping paralyzer, in hopes of potentially getting out of a bad hand the next turn.

Lanturn – Lightning – HP120

Stage 1 – Evolves from Chinchou

[C][C] Lightning Ball: 50 damage.

[L][L][C] Aqua Spark: 80+ damage. If this Pokémon has any [W] Energy attached, this attack does 120 more damage.

Weakness: Fighting (x2)

Resistance: none

Retreat: 2

HOOOOO BOOOOYYYY, am I excited about this one. Step aside, Electivire, there’s a new big-body-KOing Stage 1 in Lightning and its name is Lanturn. Assuming we’re playing Mahone Lightning, you can easily swap this card in the spot for Electivire and find better success. It hits for 200 damage so long as you have a rainbow energy of sorts attached to it, and nowadays 200 damage seems like an ever more important number to hit (Gorgeous Mantle is looming…). Yes it has less HP than the Electivire, and there are certain circumstances where you don’t have a rainbow energy to attach to it - whereas Electivire gets off fine with Speed Energy - but for the most part this is just a strict upgrade. I suppose you also lose donk potential with Electabuzz’s Haymaker attack, but I think the pros far outweigh the cons here. If you’re like me and have cheaped out with your Mahone Lightning build and play Unit Energy, you might be strongly encouraged to head to TCG Player and order the deck-relevant Blend Energy instead, as it has Water and Metal in its typings, unlike Unit.

Plusle – Lightning – HP70

Basic Pokémon

[C][C] Damage Plus: 10+ damage. This attack does 10 more damage for each damage counter on your opponent’s Active Pokémon.

Weakness: Fighting (x2)

Resistance: none

Retreat: 1

Minun – Lightning – HP70

Basic Pokémon

Ability: Buddy Pulse

If you have Plusle in play, whenever your opponent attaches an Energy from their hand to 1 of their Pokémon, put 2 damage counters on that Pokémon. You can’t apply more than 1 Buddy Pulse Ability at a time.

[L] Speed Ball: 20 damage.

Weakness: Fighting (x2)

Resistance: none

Retreat: 1

Spread Lightning gets a new attacker of sorts? It isn’t phenomenal, but if you’re a Plusle and Minun enjoyer, this set’s duo might be right up your alley. Minun punishes Rain Dance decks that accelerate Energy from hand by pinging them for 20 damage each time they do it, and Plusle capitalizes on that damage and swings for more because of it. It’s definitely a flavor choice, as I think Spread Lightning has much better options, but it’s coming soon to a pack (or envelope, your pick) near you, if it suits your fancy.

Psychic

Gimmighoul – Metal – HP50

Basic Pokémon

[C] Call for Family: Search your deck for a Basic Pokémon and put it onto your Bench. Then, shuffle your deck.

[C][C] Corkscrew Punch: 20 damage.

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 1

There is yet to be a Ghouldengo printed for Psychic, but if that day every comes (and I hope it will, as under current printing precedents, he’ll never be playable in Metal as Gimmighoul is a strict Ghost type in the games), this will likely be the contender of choice for us Ghouldengo enjoyers. 

Exeggcute – Psychic – HP60

Basic Pokémon

[P] Hypnosis: Your opponent’s Active Pokémon is now Asleep.

[P][C] Rolling Tackle: 30 damage.

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 2

This Exeggcute is the best one Psychic has going for it, minus its 2 Retreat Cost. Guaranteed Sleep is nice on a Basic that then evolves into-

Exeggutor – Psychic – HP130

Stage 1 – Evolves from Exeggcute

[P][C] Hypnoblast: 30 damage. Your opponent’s Active Pokémon is now Asleep.

[P][P][C] Psychic Loop: 160 damage. Put 2 Energy attached to this Pokémon into your hand.

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 2

-this guy! He does 160 damage and puts 2 Energy attached to it back into your hand, which has perfect synergy with the next card we’ll talk about. All the cards in this type minus the Gimmighoul are part of the Tera Mewtwo ex Starter Deck, so it makes sense that they’ll synergize well.

Xatu – Psychic – HP100

Stage 1 – Evolves from Natu

Ability: Akashic Sense

Once during your turn, you may attach a Basic Psychic Energy from your hand to 1 of your Benched Pokémon. If you do, draw 2 cards.

[P][C][C] Super Psy: 80 damage.

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 1

Ho-ly bonkers, this card is crazy good. Psychic builds will now have to fight amongst themselves on whether they’d rather accelerate Energy from the hand and draw cards off of it, or recur energy with the ability of Psychic Recharge Malamar (or try your darndest to run both and not brick). This is a phenomenal card, reminiscent of Shadow Rider Calyrex VMAX in the Standard Format, who when printed many claimed was the single best card in a vacuum (oh how the mighty have fallen). That just goes to show how nuts this ability is, and with cards like Professor’s Letter, Fog Crystal, and Klara, as well as the revealed cards from Ancient Roar & Future Flash Earthen Vessel and Tulip, this card will never not have energies in your hand in order to accelerate and draw you cards as an added bonus.

Fighting

Groudon – Fighting – HP130

Basic Pokémon

[C] Overflowing Power: Attach a Basic Fighting Energy from your hand to 1 of your Pokémon.

[F][F][C] Magma Purge: 60x damage. You may discard up to 4 Energy from your Pokémon. This attack does 60 damage for each card discarded in this way.

Weakness: Grass (x2)

Resistance: none

Retreat: 3

MAY THE HOENN TRUMPETS BLARE, BECAUSE THE GOD OF THE EARTH WHO DECIDES TO FIGHT A GIANT ORCA WHO’S GOD OF THE OCEAN WHILE STANDING ON A PEBBLE FINALLY HAS A GOOD CARD. If you didn’t already know, I’m a huge Hoenn and Gen 3 fan, so seeing this card makes me all sorts of giddy and I will most definitely be making a deck with it (especially because its Illustration Rare is so sick). To start, if he begins the game in your Active, he’s actually an accelerator with his first attack, which can sometimes be very crucial for energy-acceleration Fighting builds. But the best part is his second attack, that for 2 Fighting and a Colorless (aka a Fighting or Fire Basic because we’re playing this with Coalossal), allows you to discard up to 4 Energy from ANY of your Pokémon. Then, for each Energy card you discarded, you do 60 damage to your opponent’s Active. Flood the board with Energy, put a Gorgeous Mantle (*Spiderman 2099 theme blares*) on this thing, and proceed to hit for numbers that Fighting very much likes. Considering the Energy can constantly be recurred with Coalossal on board, it is phenomenal synergy.

Klawf – Fighting – HP120

Basic Pokémon

[C][C] Hysterical Scissors: 30+ damage. If this Pokémon is affected by a Special Condition, this attack does 160 more damage.

[F][F] Boiled Press: 80 damage. This Pokémon is now Burned.

Weakness: Grass (x2)

Resistance: None

Retreat: 3

This thing is garbage, BUT as a Clavell-search and Double Colorless Energy compatible attacker, it is good enough for me to mention it, especially with the help of a little ol’ card. Slap a Gorgeous Mantle (I’m really running out of bits to say about how terrifying that card is gonna be) on this bad boy, give it 220 HP, and then HEAL IT with none other than Spicy Seasoned Curry! This little (and absolutely horrible) combo allows you to swing for 190 DAMAGE on a Basic for only a Double Colorless Energy (and the inclusion of one of the worst heal cards ever printed in the game’s history). In all honesty though, this could be a funny inclusion in Earthquake builds, which would allow this guy to be damaged, already, healed by Curry, and then swing for 190. Just a thought… but not necessarily the best one.

Darkness

Gastly – Darkness – HP50

Basic Pokémon

[C] Allure: Draw a card.

[D][C] Will-O-Wisp: 20 damage.

Weakness: Fighting (x2)

Resistance: None

Retreat: 1

Gengar – Darkness – HP130

Stage 2 – Evolves from Haunter

Ability: Night Gate

Once during your turn, you may switch your Active Pokémon with 1 of your Benched Pokémon.

[D][C] Nightmare: 100 damage. Your opponent’s Active Pokémon is now Asleep.

Weakness: Fighting (x2)

Resistance: None

Retreat: 1

Gengar’s Poison typing is finally recognized in a non-Rulebox form ever since the type was moved from the Psychic type to the Darkness type during the Sword & Shield era. In regards to the Gastly, you really couldn’t have asked for a much better introductory Basic to evolve from. Allure is great, it has 1 retreat, and while we may see a free retreat Gastly for Darkness somewhere down the line, I doubt it will have an attack like Allure.

The Gengar however is interesting. At first look, you’d think to yourself “Why would I use this?”, and initially I agreed with you. Stand In Zoroark serves an almost identical purpose as a Stage 1 at face value, and is also a phenomenal attacker with Mind Jack. However, it was the conversation surrounding this card and Assaulting Hunt Weavile from Paldea Evolved that got me intrigued. See, this 2-line combo allows you to effectively have a Boss’s Orders every turn, which at least on paper sounds phenomenal with the likes of Guzzlord in the deck. I’m scared it might end up being too bricky of a concept, but the pressure this boardstate applies sounds appalling. Especially with Gorgeous Mantle (I can’t keep up at this point), being able to gust around the equipped Pokémon and instead take out tiny support Pokémon with Red Banquet, it sounds a little too good to be true in my opinion. Not to mention the Guzzlord himself can equip Mantle if he’s going to target small support Pokémon all game.

Metal

Jirachi – Metal – HP70

Basic Pokémon

Ability: Stellar Veil

Attacks from your opponent’s Basic Pokémon can’t put damage counters on your Benched Pokémon.

[C] Charge Energy: Search your deck for up to 2 basic Energy cards, reveal them, and put them into your hand. Then, shuffle your deck.

Weakness: Fire (x2)

Resistance: Grass (-30)

Retreat: 1

Have you been Lost Mined on turn 2/3 just a little too many times in your life? Are you willing to sacrifice one of the best pivots in the format in order to get revenge over your long-time grudge against Lost Circle’s Sableye? Then look no further, Metal players! This Jirachi is the answer to Standard format’s prayers, and if Lost Circle becomes too prevalent of a type in the meta-game it just might be our savior as well. Of course, Lost Circle can handle this with the likes of Hex Maniac and Silent Lab, but slam a Metal Goggles on this thing and suddenly they also need a form of tool removal (although that may become a much more likely thing all around in a format with Gorgeous Mantle). This could realistically win the match-up all on its own for Metal players, especially if we can recycle it again even if it gets knocked out. However, to do that for just a singular relevant match-up is up to each and every Metal Gym Leader to decide.

Honedge – Metal – HP60

Basic Pokémon

[M] Cut Up: 20 damage.

Weakness: Fire (x2)

Resistance: Grass (-30)

Retreat: 1

New best Honedge. It attacks for 1 energy and does 20 damage, keeps its HP and retreat, I mean it’s just objectively better. Rest of the line sucks. No need to keep you guys longer, so onto the next card.

Orthworm – Metal – HP140

Basic Pokémon

[M] Hit and Draw: 20 damage. Draw 2 cards.

[M][C][C] Sudden Rush: 90+ damage. If there’s 3 or less cards remaining in your deck, this attack does 150 more damage.

Weakness: Fire (x2)

Resistance: Grass (-30)

Retreat: 3

To start I’d just like to say that I absolutely adore the art on this little guy. Now, this could hypothetically be an attacker in some turbo, double colorless-compatible, Pokestop build, similar to Excadrill for Fighting Type’s Lofi list (by @xstrawberry13). It hits for 240, which is just a nuts number, but you’d have to build your deck around making sure you don’t deck out. Realistically, this card will be sitting in the bulk-bin unless Pokestop Enthusiast @accoblubber has anything to say about it.

Colorless

Cyclizar – Colorless – HP120

Basic Pokémon

[C] Ram: 30 damage.

[C][C][C] Buddy Driving: 70+ damage. If you played a Supporter card from your hand during this turn, this attack does 70 more damage.

Weakness: Fighting (x2)

Resistance: none

Retreat: 1

Colorless isn’t necessarily in the need of another attacker, much less one for 3 energy, but for you Cyclizar lovers who don’t like the Touring Cyclizar from Scarlet & Violet or for those of you who just want to hit a little higher without a discard downside, here is an alternative for you to consider! Using a Supporter every turn isn’t the worst thing for the deck, and ideally you’d have options between Cyclizar and other attackers so that you aren’t forced to attack with it without having a Supporter for turn.

Trainers & Energy

Gorgeous Mantle – Trainer

Tool

If the Pokémon this card is attached to does not have a Rule Box, it gets +100 HP and when it is Knocked Out, your opponent takes 1 more Prize card for it. (Pokémon ex, Pokémon V have Rule Boxes.)

You may attach any number of Pokémon Tools to your Pokémon during your turn. You may attach only 1 Pokémon Tool to each Pokémon, and it stays attached.

Why do I hear boss music? No seriously, this Tool turns every Pokémon into a boss monster, and it’s crazy that we’re getting a card like this in 2023. One of my favorite cards ever printed in the history of the Pokémon TCG is Expert Belt from Arceus. It felt like such a balanced card in that meta-game, allowing you to tack on a bit more HP and more damage for the cost of becoming a multi-prizer. This card aims to do the same… but it’s kinda crazy. I understand that cards like this are printed with the Standard metagame in mind, and for that I understand where this card is coming from. I still don’t think it does enough in that metagame currently to change it dramatically, so instead we GLC players have to deal with this monstrosity. +100 HP on any of your Pokémon is a dramatic increase in their longevity and ability to trade prizes favorably, and this card will change the way GLC is played forever or until some sort of card comes out to powercreep it, or it gets banned. Regardless of the outcome, this is surely a card that will impact the metagame come November, and for those of you serious about competing in GLC tournaments such as our Webcam Series at Cardboard Warriors, I’d suggest getting accustomed to playing around this card and deckbuilding with it in mind, because it will be VERY meta-relevant.

Technical Machine Blindside – Trainer

Tool

Attach this card to 1 of your Pokémon in play. That Pokémon may use this card’s attack instead of its own. Discard this card at the end of your turn.

[C][C][C] Blindside: This attack does 100 damage to 1 of your opponent’s Pokémon with any damage counters on it. (Don’t apply Weakness and Resistance for Benched Pokémon.)

You may attach any number of Pokémon Tools to your Pokémon during your turn. You may attach only 1 Pokémon Tool to each Pokémon, and it stays attached.

As a spread enjoyer, with a spread deck built in just about every type, I LOVE this card. I’m especially excited by its interaction with cards like Ancient Trait ΔPlus Articuno & Natu, allowing you to KO weak bench sitters for multiple prize-cards. It really gives spread decks just that little extra tool to deal with certain threats when we don’t have a gust in hand. It by no means is the most broken of the TMs revealed to us, but it is the best one in this Japanese set, so we’ll keep it at that for now *wink*.

Rika – Trainer

Supporter

Look at the top 4 cards of your deck and put 2 of them into your hand. Then, shuffle the other cards and put them on the bottom of your deck.

You may play only 1 Supporter card during your turn.

God… we were so close to greatness. I just love Rika so much and wish she was better. Imagine a world where this card allowed you to draw 4, then choose 2 cards and shuffle those cards to the bottom of your deck. It would’ve been a phenomenal supporter! Instead, it’s realistically just a draw 2 but with the information of 4 cards. Unfortunate, but there’s definitely some synergy here with cards like the old BW/XY Fossil Pokémon, such as Plume Fossil for Archen. Who knows, as a Fossil enjoyer myself maybe I’ll make a deck surrounding this card. If so, it’s nice that it’ll be thematic since Rika is a Ground type Trainer, and we’d most likely be playing a Fighting list (and the Fighting type incorporates Ground types)

Parasol Lady – Trainer

Supporter

Shuffle your hand into your deck and draw 4 cards. If you go second and it’s your first turn, draw until you have 8 cards instead.

You may play only 1 Supporter card during your turn.

I actually really like this card. It’s really similar to Lillie, as they both have additional, stronger effects if used during the second turn of the game. However, unlike Lillie, Parasol Lady allows you to shuffle your hand in and draw. This could be really beneficial even outside of the first turn of the game as it allows you to potentially see 4 new cards and unbrick your hand, whereas with Lillie you’re limited to however many spots left you have in your hand (if any). I think this will become a Peonia vs. Gladion situation, where it really does come down to personal preference, but especially since Item based lists where we were already playing Lillie, I see Lillie reigning supreme in Item based lists since you have so many Item cards you can burn in order to see more cards. However, some decks might run both for the sake of redundancy and increasing the potential of a strong Turn 1 going second.

Medical Energy – Special Energy

As long as this card is attached to a Pokémon, it provides [C] Energy.

When you attach this card from your hand to 1 of your Pokémon, heal 30 damage from that Pokémon.

Usually cards like this are pretty niche; either they make it in, or they don’t. However, with a potential tankier metagame on the horizon, Medical Energy could be interesting, especially in Porygon-Z Colorless builds that get to take advantage of all the “attach from your hand” effects certain Special Energy have, which Archeops does not. I haven’t run any numbers on what the 30 heal on say a Gorgeous Mantle’d Unfazed Fat Snorlax would really do, but don’t count this card out because there’s likely something there, however niche it may be.

Final Thoughts

Thanks again for reading another set review, and hopefully including the cards from the Starter Decks is more inclusive (even if it does make the article title that much longer). I’m excited but scared for the metagame come November, as not only Gorgeous Mantle but also other cards already revealed in Japan’s Ancient Roar & Future Flash seem to have incredibly high power ceilings that can really shake up this format, and potentially in a bad way. Still, we’ll have to see how it goes, and ultimately I believe in the community to do their best to handle problematic cards within civil discussion and assessing the facts. I know I personally will be tinkering with all the cards, as these cards reviewed today only consist of half of our Paradox Rift set in November, so you have many more cards to look forward to in the coming weeks! As always, thank you to Pokebeach for providing a concentrated place to find all of these translations, and a special thanks to JustInBasil, Arantxa T., Toine L., and Bangiras for the translations themselves. Until next time, my Cardboard Warriors