A Closer Look: Emerging Powers by Gliscor

dmaster

Aspiring Trainer
Elite Member
Advanced Member
Member
Moderator Gliscor has detailed everything you need to know about the newest Pokémon TCG expansion set Emerging Powers in his latest article below. It will detail everything you need to know competitively about this set, while showing what cards you should trade for at your upcoming prereleases. Don't forget if you want to submit your own articles to be featured here, go to the Article Submission forum and post it there with the kind of high quality and detail that you see here in the portal!

90955949.png

Hello, readers. This is A Closer Look: Emerging Powers, an article created to inform you, the reader, all about the upcoming set Black & White Emerging Powers. Emerging Powers, or EP for short, is a 98-card set consisting of 87 regular Pokémon cards, seven Trainer cards, and two FA Legend cards. The cards that make up this set are cards that were not released in Black and White back in May are cards from the Battle Strength Deck, cards from the Black and White Boys and Girls Starter Kit, and other assorted Black and White Promo cards. This set also contains other English-exclusive cards, which could be released in the future in Japan. If that is the case, this is one of the few times where non-Japanese cards are printed outside of Japan first.

One thing that makes Emerging Powers more "different" than the other sets are actually in the reverse holo cards, excluding the FA Legend cards. All reverse holo cards have their type symbol on them, where Trainer cards have Poké Balls on them. For example, here is a reverse holo Great Ball and a reverse holo Gothitelle. Their "symbols" are a part of the foil.

Speaking of how cards look, Emerging Powers also has beautiful card artwork. I, for one, love the Joltik artwork.

By looking at the set list, Emerging Powers does not prove to be a stellar set. However, there are several cards that shine above all of the other cards in this set. In this section of the article, we'll be covering the "better" cards of Emerging Powers, or the hyped cards, and why they deserve a mention. Note that there is no order to this list.

1. Beartic (30/98)
30-beartic.gif

It's been hyped somewhat late, but can Beartic live up to its hype? What gives Beartic its shine is its first attack, Sheer Cold, where for three Energy (two with DCE), you do 50 damage, and prevent the Defending Pokémon from attacking during your opponent's next turn. In short, Beartic can prevent your opponent from attacking, thus locking him or her. This strategy, however, can be played around by Retreating the Defending Pokémon back to the Bench. Low-retreaters such as Yanmega Prime can Retreat out of the attack lock to another Yanmega Prime, and the new Yanmega Prime will be able to attack. Other ways to play around this is to use Switch, or play Dodrio from HS-Undaunted to help Retreat your Pokémon. This completely stops Beartic, who is now really doing only 50 damage for a rather high Energy cost. Players have also considered using Vileplume from Undaunted with Beartic, to prevent Item cards from being played. This way, your opponent cannot play Switch anymore, and must resort to retreating. If your opponent can't retreat out of Sheer Cold's effect and consistently attack it, Beartic and its 130 HP will dominate in that match.

2. Gothitelle (47/98)
47-gothitelle.gif

Although Gothitelle might not be the best card of the set, the Astral Body Pokémon comes with one of the coolest Abilities in the game: Magic Room. Similar to certain Poké-Bodies in past releases, Magic Room prevents your opponent from playing any Item cards (Trainer cards in any set released before Black & White), while the Ability still allows you to play your own Item cards. However, there's a catch to this Ability, and it's that Gothitelle must be your Active Pokémon in order to prevent your opponent from playing any Item cards. Because of this, Gothitelle can work both for and against you. In this format, where Item cards play a big role in setting up and getting KOs, by being able to lock them, it makes it harder for your opponent to get KOs on your Pokémon due to the inability to play cards such as PlusPower or Pokémon Catcher, and can also nerf your opponent's recovery and setup since he or she cannot play Pokémon Communication, Rare Candy, or Junk Arm. Since you are still able to play your own Item cards, you'll begin to get a slight advantage over your opponent as you can still setup, recover, and get easier KOs.

However, as stated before, Gothitelle must be the Active Pokémon in order for this Ability to come into effect. This means Gothitelle must be targeted by most, if not all of the attacks being used, limiting its effectiveness. On top of that, Gothitelle is not the best attacker either. Gothitelle's Madkinesis attack requires three Colorless Energy to be used, and does 30 damage plus 20 more damage for each Psychic Energy attached to Gothitelle. This isn't a good attack. Since most Pokémon in the metagame have 110 HP or higher, you must attach four Psychic Energy to Gothitelle just to reach 110 damage, and it will take five Psychic Energy just to KO the bulkier Pokémon such as Reshiram. This also means recovering a Gothitelle after is was KO'ed is sluggish, as you must reattach all of those Energy cards. There are ways to attach Psychic Energy quickly on to Gothitelle, however, and that's by using either Shaymin and Jirachi or by using Electrode Prime. However, both of them are inconsistent, as Shaymin and Jirachi depend on coin flips while Electrode Prime gives your opponent a prize card, and is dependent on the top seven cards of your deck. So, while Gothitelle does have a neat Ability, due to having to be Active in order to lock Items, Gothitelle is at the moment a double-edged sword.

3. Crushing Hammer
92-crushing-hammer.gif

Any player that has been playing for several years now may have noticed that Crushing Hammer is a reprint of Energy Removal 2, except with a different name (thus, Energy Removal 2 is unusable in Modified Tournaments). While Crushing Hammer is flippy, the result of a lucky coin flip is the ability to discard one of your opponent's Energy cards in play. Although there are several cards that depend on very little Energy to attack (for example, Donphan Prime and Yanmega Prime), Crushing Hammer can slow down setups and recoveries on Pokémon that require multiple Energy to attack, such as Zekrom. However, as stated before, the sole problem with this card is that some Pokémon require little-to-no Energy to attack, and cards such as Typhlosion and Emboar can shrug off Crushing Hammer's effects. Overall, expect to see some Crushing Hammer being played, but not too much.

4. Max Potion
94-max-potion.gif

Whereas Crushing Hammer is a poor card to use on your opponent's low-Energy attackers, Max Potion is somewhat of the opposite, being a great card to use on your low-Energy attackers. Max Potion essentially acts as Blissful Nurse from Blissey Prime, except that the effects are only on one Pokémon. By discarding all Energy cards from the Pokémon you use Max Potion on, Max Potion lets you remove all damage counters from that Pokémon. Competitive players can see how effective this card is, as two of the most popular cards in the format, Donphan Prime and Yanmega Prime, require very few Energy to attack. Once you use Max Potion on that Pokémon, you can already start attacking with that same Pokémon during the same turn. In any deck that runs Yanmega, or some decks that run Donphan, there might be a copy or two of Max Potion in that deck.

5. Pokémon Catcher
95-pokemon-catcher.gif

Aw man. This is the card everyone's been waiting for, and just because of this card alone, Emerging Powers isn't a terrible set. Pokémon Reversal and Luxray GL Lv.X, two cards that have a very similar ability as Pokémon Catcher, and two cards that were heavily played, aren't nearly as good as Pokémon Catcher. Pokémon Catcher's effect is very straightforward: you simply switch your opponent's Active Pokémon with one of his or her Benched Pokémon. Unlike Pokémon Reversal, you don't have to flip a coin to switch the Pokémon, and unlike Luxray GL Lv.X, you don't have to Level Up Pokémon Catcher. This makes Catcher an insane card, as you can get cheap prize cards off of any low-HP Pokémon sitting on your opponent's Bench. Catcher also kills any Pokémon that are in the deck just to sit on your opponent's Bench that isn’t meant to attack (a tech card). These cards include Magnezone, a card that takes a lot of time to setup and Typhlosion or Emboar, two cards that are important for Reshiram's recovery. So many decks will be impacted by this card, as it the matchup against these decks thanks to Pokémon Catcher is greatly improved. In just about every deck that does not have Vileplume in it, expect three Pokémon Catcher, but expect more to be played since this card can be reused thanks to Junk Arm. Also expect a higher Switch count in decks that do run Bench-sitting techs.

6. Tornadus
98-tornadus.gif

Available as both an FA Legend and regular Holo card, Tornadus has received a small amount of hype. Coming in with 110 HP, a Lightning weakness, and a Fighting resistance, players have looked at Tornadus to be a check for Donphan decks. Tornadus resists Donphan thanks to its Resistance, forcing Donphan to three-hit KO this genie without the use of PlusPowers, while Tornadus can two-hit KO Donphan. So all-in-all, Tornadus acts as a tech against Donphan. Players have decided that Tornadus could be a solid play in decks such as Zekrom, where it is much easier to put into the deck. It covers Zekrom's Weakness while being able to charge it up thanks to Hurricane's effect.

Overall, with only six cards that have been hyped, a few of which can be easily countered, as stated before, Emerging Powers is not a great set from a competitive standpoint. While collectors will enjoy getting this set with its beautiful artwork and cool reverse holo cards, competitive players would be better off buying singles to get the cards that they like. However, this doesn't mean Emerging Powers won't affect the metagame, as with the release of Pokémon Catcher, expect decks to run more copies of Switch, or decks with high-retreat Bench sitters to lose some popularity.
 
Awesome article Gliscor!
It's pretty helpful to those like me who don't keep up with competitive TCG. Now I can look back at this whenever people start talking about the new set, and I can actually know sort of what I'm talking about.
 
This is a really helpful article since I am getting into the TCG after a long break.

Nice job Gliscor.
 
Great article! I was thinking of writing one like this, but I haven't kept up with the format in a few months. I'll know what to trade for in my prerelease :3

I really like Gothitelle, I used an Ampharos HS/ Slowbro HS deck in league a while ago. Gothitelle is similar but better, for obvious reasons.
 
I feel you missed A LOT in this article. First let's start with Gothitelle. If you can get it out active by turn 2, some decks just outright lose. These decks are often the more aggressive Stage 2 decks. It doesn't matter that it can't hit for big early: It will make these decks simply unable to do anything at all. Another thing you missed about it is its interactions with Jirachi and Mismagius UD. Mismagius is a far better card than Shaymin in this case as you can continuously use it. Often, a good SSU/Seeker on Jirachi can get another Gothitelle into the fight. With Shaymin, you're wasting another bench space per time you want to move energies. I would go as far as saying that even energy switch is better than Shaymin in this case. Even so, Gothitelle should be played as a speed deck. As you said, it just can't win once big dudes come out on your opponent's board. It doesn't matter that it can't hit big: if it gets out turn 2, you are set up to win.

Next is Energy Removal 2. This card is just BAD right now. Let's list some decks that are popular right now: Stage 1, Megazone, Magneboar, Tyram, etc. In general, most decks right now either play 1 energy or energy acceleration. In very few situations is ER2 better than Lost Remover. Lost Remover hurts the energies that you really want to get rid of without a flip. ER2 is mostly a waste of a flip that doesn't really hurt anything. I'd expect to see these cards played from the back tables exclusively unless some new decks come out.

With Max Potion, you appeared to forget an obvious combo with it: Reuniclus. Currently, one of the top Japanese decks is Reuniclus Gothitelle. Goth stops Goods (Japanese Items) while Reuniclus and Max Potion prevent Goth from getting taken out of active position. In general, I'd rather play Blissey on low energy Pokemon as it covers more weight, although that is debatable. While Blissey doesn't enjoy the benefits of Junk Arm, it can help save multiple prizes from having 3 Yanmega in play with near-fetal damage.

I think the true power of Catcher comes in its disruption possibilities. Historically, cards that limit the effectiveness of your opponent's cards have been very strong. What do I mean by this? Let's say I'm playing Megazone. Well I know that 90% of decks run Catcher, so when I play Collector, I am going to want to play 2 Magnemite just to be able to have the chance to get a Magnezone in play next turn. If I don't, I probably won't get Magnezone in play this game. This decision is made as the result of a single card! Next, let's say I have a 1-1 tech that just hoses your deck. Now you get to kill the basic without me having a chance of getting the stage 1 out. THAT is good... Sure Catcher can take free prizes, but it really limits the way your opponent plays the game. Catcher also forces bench-sitter decks to use 2 Switch (with Junk Arm in general). I've won games by playing reversal on my opponent's Emboar and then sniping around it. Now I don't have to flip for reversal? GG.

Finally we have Tornadus. I am still unable to see why people value this card so highly. The only use I see it is in Stage 1 that already plays DCE (I don't consider Zekrom a deck). It doesn't actually wall Donphan as those decks almost always play switch, junk arm, and more efficient attackers against Tornadus. It certainly two shots Donphan, but I just can't see it as a good Donphan counter.


Also, what is this?

Catcher also kills any Pokémon that are in the deck just to sit on your opponent's Bench that isn’t meant to attack (a tech card).

That isn't what a tech card is. You're going to end up confusing newer players with this comment. Those types of pokemon are called bench sitters... not tech cards. A tech card is often known as a hate card. Tech cards are played to improve your matchups against other decks (usually specific decks). If I play a 3-1-3 Magnezone, that is generally a bench sitter... not a tech. If I play a stage 1 toolbox deck and I put in Lanturn Prime, that is a tech card. It attacks, so it isn't a bench sitter. In my Megazone deck, I played a 1-0-1 Kingdra tech. It was a bench sitter, but it helped my matchup against certain decks (primarily TyRam and mirror). That card was both a bench sitter and a tech card.


This was a decent article, but I'd recommend you go into more detail. You were correct on many of your points, but you seemed to stop short of some obvious things to talk about. I think we can both agree that this set was very underwhelming.
 
Very good. I was going to write an article similar to this though :(. Still great job.
 
lol at the posts above me
onvm they were deleted

One thing I notice about gliscor's article is that in the part about Tornadus, he says it "resists Donphan thanks to its Resistance." I thought that was a kinda poor choice of words, but great article otherwise, Gliscor!
 
You could have mentioned that Pokémon Catcher is, basically, Gust of Wind with a different name (at least for nostalgia's sake) like you did for Crushing Hammer.
 
Back
Top