illus. Kagemaru Himeno "Light Vaporeon" from Neo Destiny
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Pokemon Card of the Day #3148: Counterattack Claws (Neo Destiny)
Counterattack Claws was another new Tool in Neo Destiny, and it brought another potential coin flip. If the Pokemon this was attached to was your Active Pokemon and was damaged by an opponent's attack, you flipped a coin. A heads flip put 2 damage counters on the Defending Pokemon, then Counterattack Claws got discarded. You were using something for a 50% chance to get a bit of chip damage, and there was some argument for sing this in a few decks that commonly fell just short of KO numbers. Kingdra liked it against common Fire-types, for example. It was almost never better than just using Gold Berry or Focus Band for their stronger overall impacts, as a flip for an entire free turn was bigger than a flip for 20 damage and a big heal could also buy a turn pretty often. It was still decent enough when it worked in the right spot, but the one chance then discard thing was hard to overcome.
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A few of my Favorite Mareeps (in no particular order) #2
Neo Destiny 75/105 ~ Kagemaru Himeno
Best Quality: da big city, baaabyyyy!
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Trance Artifact D-712251681251919
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Neo Destiny Espeon & Blaine's Arcanine
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illus. Naoyo Kimura "Light Wigglytuff" from Neo Destiny
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Pokemon Card of the Day #3175: Shining Raichu (Neo Destiny)
Shining Raichu was a bit of an Energy hog, requiring multiple of 2 different types of Energy. It also didn't do a great amount of damage to the opponent's Active Pokemon, which made it look rather poor. Then you started looking at it more, and that Bench damage was really notable in an era with Baby Pokemon everywhere. If you were planning to use Shining Raichu's types, there was at least some argument for trying this out just based on that. It was going to require an already good Lightning/Water deck to pull this off, as you couldn't just build around something that was limited to 1 copy per deck in this era.
70 HP was a solid number on a Basic Pokemon, being able to a hit from all but the strongest Pokemon. The Fighting Weakness was a bit annoying, mostly since it let Tyrogue get you down to 10 HP from full health. The Retreat Cost here was just 1, so switching to something else wasn't a problem.
Thundersquall was the only attack here. It required 2 Water and 2 Lightning Energy, which meant several turns of powering this up while the rest of the team tried to keep up in the meantime. It also did 40 damage, which was low for the cost. The perk here was that you also got to choose 1 of the opponent's Benched Pokemon, and the attack did 10 damage to that Pokemon for each Water Energy attached to Shining Raichu. If you could get 3 Water Energy attached (either by using a 5th Energy or using Rainbow for a Lightning requirement), you could KO a Baby while also getting a solid hit in on whatever was Active. It was this that made Thundersquall able to make huge progress at once.
Shining Raichu didn't make much of an impact, as it needed a ton of Energy and running a Lightning/Water mix was otherwise not the greatest. You could probably make some kind of fun deck with Lanturn and Shining Raichu and do decently with it, at least. Shining Raichu itself was still impressive for the admittedly low standards of Shining Pokemon, as if it did get all that Energy in place it could potentially rip things apart, especially if the opponent's Pokemon were weakened already. It was just so hard to fit it into an otherwise good deck that you'd rarely get to use it.
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Random: Pokémon TCG Neo Destiny Empty Booster
Pretty amazed I didn't throw this away.. An empty booster from the Pokémon Trading Card Game Neo Destiny expansion, likely from around March-April 2002! This could very well be the final booster pack I purchased before quitting. Togetic is one of my favourite gen 2 Pokémon!
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