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Lucarin @ItsLucarin Tuesday, July 25, 2023

Ruler of the Black Flame Set Review

It’s that time again everybody! Last night, the Japanese set Ruler of the Black Flame (which will be a part of our August 11th Obsidian Flames set) was finally revealed. If you’re like me, you were highly anticipating this set reveal for the last few days/weeks, and I’m so 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. Without further ado, let’s begin.

Grass

Oddish – Grass – HP50

Basic Pokémon

[C] Feelin’ Fine: Draw a card.

[G] Stampede: 10 damage.

Weakness: Fire (x2)

Resistance: None

Retreat: 1

Honestly, what a solid start. The first card of the set is this newly revealed Oddish! I think most people think that this is by far the best Oddish we have out there for our Grass Control Gym Leaders. Its attack “Feelin’ Fine” allows you to draw a card, making it at the very least a solid starter if nothing else, as control aims to get all of its pieces into hand. Every other Oddish does practically nothing for the deck in the active, so consider this another win, Grass Control.

Gloom – Grass – HP80

Stage 1 – Evolves from Oddish

[C] Tempting Aroma: Switch in 1 of your opponent’s Benched Pokémon to the Active Spot.

[G] Leaf Step: 20 damage.

Weakness: Fire (x2)

Resistance: None

Retreat: 2

Now this is a much more controversial spot, but I think this Gloom is pretty good. Sure, it's an attack, but considering the only other Gloom we have is either 151’s or Irresistible Aroma, this might be worth it. A well-timed gust can spell defeat for some decks as you continue to set up your control board state, and for only 1 energy, this is one of those super dire lines of play that may end up making the cut in many people’s Grass Control lists. Not as good as our Oddish before, but solid and worth thinking about.

Bellossom – Grass – HP130

Stage 2 – Evolves from Gloom

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

[G] Powerful Dance: 90x damage. Flip a coin for each Energy attached to this Pokémon. This attack does 90 damage for each heads.

Weakness: Fire (x2)

Resistance: None

Retreat: 1

We memed about it in the chat, so I’ll bring it up. E-hem cough- “Attention all GLC players. Coin-Flip Grass is a Real and Legitimate Deck. I repeat, Coin-Flip Grass is a Real and Legitimate Deck. Thank you for your time.”
Okay but in all seriousness, this is a CRAZY attack, if you’re lucky. Grass has the ever so loved Jungle Totem Venusaur, who doubles all Basic Grass energy attached to your Pokémon. That means with 3 energy attached you have 6 coin-flips to try and get as much damage as possible. There are also other cards that work similarly, such as Powerful Needles Maractus, who has the same attack but for 60x damage. Yes, the Bellossom is a Stage 2, but I did say meme decks were allowed, right? ;)

Trevenant – Grass – HP140

Stage 1 – Evolves from Phantump

Ability: Forest Spirit

As long as this Pokémon is in the Active Spot, put 1 damage counter on your opponent’s Active Pokémon during Pokémon Checkup.

[C][C][C] Lock Up: 100 damage. During your opponent’s next turn, the Defending Pokémon can’t retreat.

Weakness: Fire (x2)

Resistance: none

Retreat: 3

Grass Spread got their equivalent of Detention Gas Weezing? Truthfully, I don’t know how relevant this will be, but it is an addition to an already existing archetype and thus worthy of being in the article. Most Grass Spread decks really want to take advantage of looping Apple Drop Flapple to spread damage counters to their desired targets, but perhaps if you’re wanting to go a more control-oriented route of Grass Spread, this card will fulfill your needs.

Scovillain – Grass – HP110

Stage 1 – Evolves from Capsakid

Ability: Double Type

This Pokémon is both [G] and [R].

[G][C][C] Spicy Headbutt: 110 damage. This attack’s damage isn’t affected by Resistance.

Weakness: Fire (x2)

Resistance: none

Retreat: 2

You ever wanna hit a Metal Pokémon for weakness in a Grass deck? Well now you can! Truthfully, this card is kinda garbage, only hitting for 110 (thankfully with no resistance applied) on a Stage 1. Still, I know some of you Grass Gym Leaders absolutely despise the Metal matchup, so consider this if you’re in a Heavy-Metal meta (see what I did there?).

Fire

Charmeleon – Fire – HP90

Stage 1 – Evolves from Charmander

[R][R] Heat Tackle: 70 damage. This Pokémon does 20 damage to itself.

Weakness: Water (x2)

Resistance: none

Retreat: 2

Well hello 90HP Charmeleon, I never thought I’d see one of you, much less a good one. I think this is probably the best all around Charmeleon for our Fire Gym Leaders. It’s got a solid attack for 2 fire energy, it’s level ball searchable, and it doesn’t end up being a detriment to you like the Burning Fighter Charmeleon. Ultimately, an addition to Fire that is welcomed with open arms, but it isn’t the only one…

Ninetales – Fire – HP120

Stage 1 – Evolves from Vulpix

[R} Will-o-Wisp: 20 damage.

[R][R] Nine-Taled Dance: Put 9 damage counters on 1 of your opponent’s Pokémon. During your next turn, this Pokémon can’t attack.

Weakness: Water (x2)

Resistance: none

Retreat: 1

Did somebody say Fire Spread/Snipe? Genuinely think this card might be worth looking into. Its second attack, “Nine-Taled Dance”, puts 9 damage counters on 1 of your opponent’s Pokémon. This is perfect for sniping out pesky Bench Barrier mons like Mew, Mr. Mime, and Manaphy, as they all have less than 90HP and only block damage, not damage counters. As Fire Spread seems to get more and more tools, consider it in the back of your mind or even during testing, I’m sure someone will enjoy this card.

Entei – Fire – HP130

Basic Pokémon

Ability: Pressure

As long as this Pokémon is your Active Pokémon, your opponent’s Active Pokémon’s attacks do 20 less damage (before applying Weakness and Resistance).

[C][C][C] Blaze Ball: 60+ damage. This attack does 20 more damage for each [R] Energy attached to this Pokémon.

Weakness: Water (x2)

Resistance: none

Retreat: 1

Now this is a good one. Fire Gym Leaders rejoice, you finally got a Basic that isn’t a pain in the butt to manage and can hit for good numbers. Now, unfortunately it is on an Entei, which already had a usable card in Fire up to this point. However, we can look past that and enjoy its phenomenal Blaze Ball attack, which does a base of 60 damage, and 20 more for every Fire energy attached. Combine this with PGO’s Burn Brightly Charizard, and maybe even Inferno Fandango Emboar, and you’ve got a Basic Fire attacker that can be looped for days, hitting for major numbers unprecedented in Fire type Basics. Additionally, it’s got a great ability in Pressure, making it so that as long as it is in the Active, your opponent’s attacks do 20 less damage. A Pseudo Bench Barrier, if you will, but more relevant, it means this guy effectively has 150 HP, and that’s before any tools are added.

Water

Seismitoad – Water – HP170

Stage 2 – Evolves from Palpitoad

Ability: Quaking Area

As long as this Pokémon is in the Active Spot, your opponent’s Active Pokémon’s attacks cost [C] more.

[W][W] Echoed Voice: 120 damage. During your next turn, this Pokémon’s Echoed Voice attack does 100 more damage (before applying Weakness and Resistance).

Weakness: Lightning (x2)

Resistance: none

Retreat: 3

Holy- is that a wild playable Seismitoad? Truthfully, I never thought I’d see the day. At a formidable 170HP, this Seismitoad’s got a control-styled ability in Quaking Area, that as long as it is in the Active Spot, your opponent’s attacks cost [C] more. Pretty good if you ask me, as it can potentially make it rather difficult to get an attack into this thing, and if your opponent does manage, they’re gonna have to waste more resources to get it done. That difficulty in attacking Seismitoad only benefits its attack, Echoed Voice, which does 120 damage during the first turn, but then a whopping 220 damage every turn following it. Strap a Pot Helmet on this thing, and watch it tank heavy damage, KO-ing a ton of things for only 2 Water energy, all while simultaneously infuriating your opponent with its Ability.

Beartic – Water – HP150

Stage 1 – Evolves from Cubchoo

[W] Icicle Punch: 30 damage.

[W][W][C] Frost Purge: 170 damage. Flip a coin. If tails, discard all Energy from this Pokémon.

Weakness: Metal (x2)

Resistance: none

Retreat: 3

ALSO a playable Beartic? Water Gym Leaders who enjoy these Pokémon are eating good (in a set called Obsidian Flames, mind you). Beartic does a whopping 170 damage for 2 water and 1 colorless, and then on a coin-flip, discards it all. Discarding it all may seem like a detriment at first, but Water has great tools to recover Water energy from the discard, such as Nessa, Beacon Starmie, and the more universal Superior Energy Retrieval. This card is absolutely fine to include for any Beartic enjoyer, and I hope to see some of it soon!

Finizen – Water – HP50

Basic Pokémon

[W] Brave Evolution: Switch this Pokémon with 1 of your Benched Pokémon. Then, search your deck for a card that evolves from this Pokémon and play it on this Pokémon to evolve it. Then, shuffle your deck.

[W] Razor Fin: 10 damage.

Weakness: Lightning (x2)

Resistance: none

Retreat: 2

Paladin – Water – HP150

Stage 1 – Evolves from Finizen

[W] Jet Punch: 30 damage. This attack also does 30 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon).

[W][W] Justice Kick: 210 Damage. If this Pokémon didn’t move from the Bench to the Active Spot this turn, this attack does nothing.

Weakness: Lightning (x2)

Resistance: none

Retreat: 2

Oh boy, here we go. For starters, there’s nothing “Brave” about Finizen’s “Brave Evolution” attack. It’s literally an Acension, except it switches itself to the Bench! I don’t know, would’ve called it “Cowardly Evolution” if you asked me. Still, it is a phenomenal attack that searches out its ridiculous evolution, Palafin.

Palafin knows only 1 thing: Go in. And by “Go in”, I mean “Go into the active and smack your opponent for 210 damage for only 2 Water energy”. This thing is absolutely nuts, being yet another Stage 1 for Water that can hit out of this world numbers. I wouldn’t be surprised if this guy brought about a whole switch-in archetype surrounding itself, but even just splashing (hah) this into any Water deck is fine and I’m sure it’d do great. With our free retreat Staryu from BREAKpoint and the flexibility of Shady Dealings Drizzile/Inteleon, this card can consistently find itself in the active spot, that’s for sure.

Lightning

Thundurus – Lightning – HP110

Basic Pokémon

Ability: Bad Weather

As long as this Pokémon is your Active Pokémon, prevent all damage done to your Benched Pokémon by your opponent’s attacks.

[L][L] Gigantabolt: 140 damage. This Pokémon also does 90 damage to itself.

Weakness: Fighting (x2)

Resistance: none

Retreat: 2

Honestly, a welcome addition to the team, Thundurus. This bad boy’s ability gives you a Bench Barrier so long as it's in the Active, allowing you to protect your precious Dynamotor engines in Flaaffy and Eelektrik. Additionally, it’s got a pretty low maintenance attack in Gigantabolt. For only 2 Lightning energy, you can do 140 damage. Add in the Muscle Band most Lightning Lists play, and you’re taking KOs on some Stage 2s with a Basic. Now yes, it does 90 damage to itself as a result, allowing your opponent to simply look at it the wrong way to KO it, but I think with only 110 Base HP, it was unlikely this thing was gonna stay alive for long.

Bellibolt – Lightning – HP140

Stage 1 – Evolves from Tadbulb

Ability: Insulator

Prevent all damage done to this Pokémon by the attacks of your opponent’s [L] Pokémon.

[L][C][C] Thunder Edge: 100 damage. This attack’s damage isn’t affected by any effects on your opponent’s Active Pokémon.

Weakness: Fighting (x2)

Resistance: none

Retreat: 1

Do you live in a Mahone-Lightning infested metagame? Are you tired of getting Amazing Shot 3 times by Turbo Raikou? Well look no further, Lightning’s new addition Bellibolt has got you covered! Realistically this card is a meme, but is a solid tech card into Lightning (as Lightning) if that’s what you’re worried about. Leave this guy in the active and watch your opponent fish for the few outs they have. Just don’t be too greedy, you do get smoked by a single Hex Maniac afterall.

Psychic

Cleffa – Psychic – HP30

Basic Pokémon

[.] Grasping Draw: Draw cards until you have 7 cards in your hand.

Weakness: Metal (x2)

Resistance: none

Retreat: 0

One of Pokémon TCG history’s notoriously best Active sitters returns with a nerfed version of cards long past. Still, this card is great. It has free retreat, making it a pivot, and its 0 energy cost attack Grasping Draw allows it to be the almost perfect starter for a lot of Psychic decks. Psychic has a lot of cards that contest the Active spot in the early turns, most notably Wobbuffet, but I think that especially in a Psychic Control list, this card could provide some much wanted consistency as an additional/alternate starter.

Togekiss – Psychic – HP150

Stage 2 – Evolves from Togetic

Ability: Precious Gift

Once during your turn (after your attack), you may draw cards until you have 8 cards in your hand.

[C][C] Power Cyclone: 110 damage Move an Energy from this Pokémon to 1 of your Benched Pokémon.

Weakness: Metal (x2)

Resistance: none

Retreat: 0

Can someone tell me why TPCi absolutely loves the Psychic type? Yes, yes, this is not AS good as say Mystical Fire Delphox, as the draw happens AFTER your attack. However, it’s a great way of replenishing the hand, and on a pivot ‘mon with free retreat no less. You could in theory disrupt your opponent with Marnie, Iono, N, or Let Loose Marshadow, play your hand out, take a KO with one of your attackers, and then draw till 8, leaving you with a hand (hopefully) full of options for the next turn and your opponent tries their best to make do with what you left them. And trust me, Psychic can do this a lot more often than you’d originally think.

Espeon – Psychic – HP110

Stage 1 – Evolves from Eevee

[P] Psychic Assault: 30+ damage. This attack does 10 more damage for each damage counter on your opponent’s Active Pokémon.

[P][C] Psy Bolt: 60 damage. Flip a coin. If heads, your opponent’s Active Pokémon is now Paralyzed.

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 1

As a Psychic spread and Espeon enjoyer, I’m just sad. That’s the only reason that this is here. TPCi give us tera-typed Eevees or something please, I beg you.

Claydol – Psychic – HP120

Stage 1 – Evolves from Baltoy

[P] Kaboom Doll: Put damage counters on your opponent’s Active Pokémon until its remaining HP is 10. Then, this Pokémon does 120 damage to itself.

[P] Mind Bend: 30 damage. Your opponent’s Active Pokémon is now Confused.

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 1

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 1

Speaking of Psychic Spread, this Claydol is interesting. It’s sort of like Gourgeist, in that it brings the opponent’s active down to 10 HP. However unlike Gourgeist, this one knocks itself out while Gourgeist would leave itself at 10. Pretty much an inferior version of the card, but it is only 1 energy as opposed to 2, and you could in theory stop this thing from KOing itself with a card like Bodybuilding Dumbbells or Protection Cube.

Houndstone – Psychic – HP140

Stage 1 – Evolves from Greavard

[C][C] Rear Kick: 30 damage.

[P][C][C] Struggle to the Death: 80+ damage. If your opponent has exactly 2 or 4 Prize cards remaining, this attack does 120 more damage.

Weakness: Darkness (x2)

Resistance: Fighting (-30)

Retreat: 3

Who’s a good boy? That’s right! Houndstone is! Anyone who knows me and my (still work-in-progress) discard Houndstone deck knows I love this guy. But man, maybe the discard Houndstone from Scarlet & Violet is gonna have to take a backseat. This good boy’s Struggle to the Death attack can hit up to 200 damage if your opponent has 2 or 4 prize cards remaining, which can be discounted with Dimension Valley! A perfect attacker to weave in either before or after Blacephalon’s Fireworks Bomb, and hitting for numbers that Psychic often struggles to hit. As Pokémon keep getting beefier and beefier, having options to hit upwards of 200 damage is great. Yes, this card can be played around if your opponent expects it, so take that for what you will. Still, I think that a remaining prize oriented deck with Houndstone, Mewtwo, and Blacephalon could at the very least be very explosive and very fun.

Fighting

Bonsly – Fighting – HP30

Basic Pokémon

[.] Beep Beep Cry: 10 damage. Your opponent’s Active Pokémon is now Confused.

Weakness: Grass (x2)

Resistance: none

Retreat: 0

Free pivot… free attack… man these Baby Pokémon are no joke! For the first Bonsly in 16 years, this one is a keeper for sure. Fighting doesn’t really have many Free Retreat Pokémon, much less on a Basic, and much less on a Basic with a free attack. A deck like Hitmonbros would absolutely love this card, as it acts as a pivot while you try to weave in your Hitmons turn after turn to get the Hitmoncombo off. Very nice card, and glad to see Baby Pokémon overall get some love.

Lycanroc – Fighting – HP130

Stage 1 – Evolves from Rockruff

[F] Finishing Fang: 90 damage. If your opponent’s Active Pokémon has no damage counters on it before this attack does damage, this attack does nothing.

[F][C][C] Slashing Claw: 100 damage.

Weakness: Grass (x2)

Resistance: none

Retreat: 2

Well, I guess Fighting Spread got a new attacker of sorts? It isn’t great, nor is the archetype great, but I thought I’d bring it up. Man that deck really needs some love…

Darkness

Clodsire – Darkness – HP140

Stage 1 – Evolves from Pooper

[D] Splattering Poison: Both Active Pokémon are now Poisoned.

[D][C][C] Venoshock: 80+ damage. If your opponent’s Active Pokémon is Poisoned, this attack does 120 more damage.

Weakness: Fighting (x2)

Resistance: None

Retreat: 3

Remember how I just talked about how important it keeps becoming to hit upwards of 200 damage? Well this Clodsire is the tool needed in Poison Dark decks. Combine this with cards like Poisonous Puddle Garbodor, and you can always keep your opponent’s active Poisoned, which means you can always swing for 200 damage (210 after Checkup due to Poison)! I love Clodsire and am glad to see that it got a playable card so early on into Scarlet & Violet. If only some other mons were as lucky…

Umbreon – Darkness – HP110

Stage 1 – Evolves from Eevee

[D] Feint Attack: This attack does 50 damage to 1 of your opponent’s Pokémon. This attack’s damage isn’t affected by Weakness or Resistance, or by any effects on your opponent’s Active Pokémon.

[D][C][C] Pitch-Black Blade: 140 damage. During your next turn, this Pokémon can’t attack.

Weakness: Grass (x2)

Resistance: None

Retreat: 1

As a Dark Snipe enthusiast, Umbreon fan, and Phantom Transformation Zoroark believer, I feel obligated to bring this card up. You can send this Umbreon into the discard, and use Zoroark’s ability to switch into the Umbreon! It isn’t great, but if you really want to run Umbreon this is probably your best bet. I know I’ll be tinkering with it in my builds, since I already run the Phantom Transformation Zoroark, so what’s 1 more target for a Pokémon I love.

Metal

Mawile – Metal – 90HP

Basic Pokémon

Ability: Special Eater

When you play this Pokémon from your hand onto your Bench during your turn, you may discard a Special Energy from your opponent’s Active Pokémon.

[M][C][C] Sharp Fang: 90 Damage

Weakness: Fire (x2)

Resistance: Grass (-30)

Retreat: 1

Do you hate Colorless like the majority of us at CBW? Has it been ruining your local meta game? Or do you just hate Special Energy in general? Well look no further, because Mawile gets rid of all those pesky Special Energies (only 1 at a time). Slam this thing down, Scoop-Up Net this thing and slam it down again and discard 2 energies off of your opponent’s active. If you aren’t netting a KO that turn, or are rather running a disruption Metal list (I’d love to see it by the way), this card could be a vital addition to saving your game.

Kingambit – Metal – HP180

Stage 2 – Evolves from Bisharp

[M] Execute: If your opponent’s Active Pokémon has 4 or more damage counters on it, it is Knocked Out.

[M][C][C] Massive Rend: 140 damage.

Weakness: Fire (x2)

Resistance: Grass (-30)

Retreat: 1

Aggro Metal just got a rather interesting card. It already wanted to run Bisharp, but now this beefy Kingambit has merit as well. Sometimes you get to the point in Aggro Metal where you aren’t taking the KOs for whatever reason, and are leaving them super low. This Kingambit is great at cleaning up those stray KOs, and doesn’t do bad damage with its Massive Rend attack. Add Galarian Perrserker’s Steely Spirit Ability, and you’ll be doing 160 damage on a Double Colorless Energy compatible mon.

Varoom – Metal – HP60

Basic Pokémon

[M] Spinning Draw: 10 damage. Draw a card.

Weakness: Fire (x2)

Resistance: Grass (-30)

Retreat: 1

Well, I’m a little glad I didn’t buy the Varoom promo now. This Varoom is by far the best Varoom we’ve got. If the Oddish above was a good inclusion, this one is like 3 times better. It’s got more HP, it evolves into a core card for many Metal decks in Rumbling Engine Revavroom, and it ACTUALLY DOES DAMAGE WHILE DRAWING A CARD? Yeah sure it’s a measly 10 damage but as someone who has put a ton of games into Metal, you’d be surprised how often that 10 matters.

Colorless

Oinkologne – Colorless – HP130

Basic Pokémon

[C][C] Pick and Choose: Flip 3 coins. Put a number of cards up to the number of heads from your discard pile into your hand.

[C][C][C] Perfume Press: 70 damage. Your opponent’s Active Pokémon is now Confused.

Weakness: Fighting (x2)

Resistance: None

Retreat: 2

Colorless Control just got an interesting addition. Sure, it’s a coinflip, but so is Cyllene and yet we all play her as well. And unlike Cyllene, Oinkologne’s “Pick and Choose” attack adds them straight to your hand, so given you aren’t disrupted the next turn, you’ll have access to many of your most important control tools. Take note that you can totally use Cyllene and Oinkologne in the same turn, getting insane recycling as a result.

Trainers

Patrol Cap – Trainer

Pokémon Tool

As long as the Pokémon this card is attached to is in the Active Spot, cards in your deck can’t be discarded by effects of your opponent’s attacks, Abilities, Item cards, Pokémon Tools, or Supporter cards.

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.

Are you an avid control hater? Well, now you just got a splashable tool to add to all of your decks which will force your control opponent to dig for their Field Blower or Faba, or move the Pokémon this tool is attached to to the Bench. If you want this tool to always be active, you can even add Shopping Center, just to further let your Control opponent know just how much you despise their deck. 

Revenge Punch – Trainer

Pokémon Tool

When the Pokémon this card is attached to is Knocked Out by damage from an attack of your opponent’s Pokémon, put 4 damage counters on the Attacking 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.

It seems that Lost Zone Psychic might’ve just gotten another Spell Tag for their damage counter needs. Unfortunately it’s not as flexible as Spell Tag’s “damage counters however you’d like”, but it’s still a nice addition if Lost Zone Psychic Gym Leaders can manage to find the deck space for it.

Ryme – Trainer

Supporter

Draw 3 cards. Switch out your opponent’s Active Pokémon to the Bench. (Your opponent chooses the new Active Pokémon.)

You may play only 1 Supporter card during your turn.

All of the supporters from this set are rather niche, but Ryme is probably the most flexible of them. A draw 3 supporter with the effect of Repel. Pretty good if your deck wants to continuously gust things out of the active either to remove Active-only abilities (Wobbuffet. Galarian Weezing), or to put vulnerable targets in the front (or the back, if your name is FST Heatmor). Not phenomenal, but worth the inclusion in today’s set review.

Town Department Store – Trainer

Stadium

Once during each player’s turn, that player may search their deck for a Pokémon Tool card, reveal it, and put it into their hand. Then, that player shuffles their deck.

You may play only 1 Stadium card during your turn. Put it next to the Active Spot, and discard it if another Stadium comes into play. A Stadium with the same name can’t be played.

This could be interesting. Obviously if you know me you must be thinking that I’m going to mention Metal… which I will, briefly. This stadium allows you to kinda freely pick and choose your tools as you need them. Problem with it in Metal is that the Stadium slots are heavily contested. However, I think Garbodor could make good use of this Stadium. Being able to find a tool frequently to activate Garbodor’s Garbotoxin ability is very good for the deck, and this just becomes one of many outs the deck has to do so.

Final Thoughts

Thank you again for reading my review of the Japanese Pokémon set Ruler of the Black Flame, which will be a part of our Obsidian Flames set coming August 11th! I’m really excited for some of these cards, and interested to see about others.Let me know what you think about the cards I’ve brought up and if it inspires you to make a deck! As always a huge community-wide thanks to Pokébeach for being a nice, collective place for finding all of these translations, and to JustinBasil, Arantxa T., Bangiras, and Toine Lay for the translations; You all do God’s work for the community, I swear it. Lastly a huge and special thanks to Wheatr and the Cardboard Warriors community for having me on and doing more of these. I love doing these set reviews, and I feel a bit melancholic knowing we won’t be getting another set review in quite some time. Still, when it does come, you’ll be sure to hear from me. So until next time, have a good one.