Friday, November 28, 2025

Neo Destiny Review - Grass

Neo Destiny is a set entirely defined by gimmicks. Most of the cards from the set don't stick the landing, due to being designed more for flavor than for function, but they are pretty fun to look at. It reminds me of the Team Rocket set that it pays homage to.

The Grass-type cards consist of a mix of Kanto and Johto species. They had once again completed the Pokédex at this point, so they were free to experiment with the 251 species that existed at the time.

 


Dark Crobat is easily the best Dark Pokémon of the WotC era. Every time it's put into play it does 20 damage to any target with Surprise Bite instantly. Dark Crobat decks usually seek to play out Dark Golbat, then Dark Crobat, then use a card like Super Scoop Up to recycle them for another 30 damage.

A single Dark Golbat/Crobat combo can take out any of the tier-defining Babies, but these cards would still see play even if the format didn't go out of its way to make space for them.

Grade: 10/10

This Venonat is probably the worst overall Venonat card, but that's not saying much. 40 HP is terrible and it doesn't have some redeeming quality like Stun Spore or a free retreat cost.

Ultimately, this is the kind of Basic that would discourage you from even trying out the Evolution cards. But it can inflict guaranteed poison, so it narrowly avoids the lowest possible score.

Grade: 2/10

Light Venomoth isn't great. Synchronize does do considerable damage under the right conditions and the free retreat is certainly nice, but both of its attacks ultimately too dependent on the board state to be a consistent card.

Retrieving a Pokémon from the discard pile is nice, but it has questionable value as an attack. The best thing you can say about it is that it technically counters a few Fighting-types.

Grade: 3/10

This card is an embarrassment to the whole Scyther race. It doesn't have the free retreat that defined earlier Scyther cards, and doesn't have the Colorless attack costs you'd prefer to see on a pre-evolution for Scizor.

You can't even accelerate either of its attacks with Double Colorless Energy. This card is basically just an admission that the designers were terrified of accidentally creating another Jungle Scyther situation. I'm pretty sure it was made bad on purpose.

Grade: 3/10

This Ledyba is bad even by the already low standards of evolving bugs. It can't attack on the first turn and is too frail. The one and only thing it really has going for it is that it has free retreat.

But keep in mind that free retreat was a defining feature of ALL Ledyba cards released at the time, with this being the worst one.

Grade: 2/10

Light Ledian isn't terrible, surprisingly. Flash Touch is a different take on Baton Pass, allowing Ledian to switch in an ally and make them immune to status ailments while they're in play. Situationally useful.

Meanwhile Comet Punch is actually a pretty solid attack, assuming you can accelerate it with a Double Colorless Energy. It's technically stronger than Jungle Scyther's Slash, but the reliance on coin flips does hurt it, as does evolving from the frail Ledyba.

Grade: 6/10

Dark Ariados has remarkable attacks, but is mostly let down by the low HP that Dark Pokémon were known for. Entangle is a fun way to trap and debilitate any 'mon you want to target.

Meanwhile Poison Bind could prevent retreat and inflict poison in a single hit. This card is honestly a half-decent assassin, so it's a shame that the HP and retreat cost bring it so far below the score it otherwise deserves.

Grade: 6/10

Sunkern is a worthy attempt, at least. The idea behind Sunbathe is solid, allowing it to shrug off every damage counter on it and become a beautiful Sunflora. But it sucks for your only good attack to require a coin flip.

Everything else about the card is at bare minimum level or lower, with the clunky retreat cost being especially egregious.

Grade: 2/10

Light Sunflora wants to be an accelerator for your Grass deck, but there's startlingly little use for it since Meganium exists. The acceleration provided by Meganium is so powerful that it's worth going for the Stage 2 line, especially since it doesn't use up your one attack per turn to accelerate energy.

This isn't a terrible card, but it won't have a consistent home in any format as long as it's competing with Meganium for deck space.

Grade: 5/10

Pineco is a pretty by-the-numbers Basic, but the Colorless cost makes this the better fit for the Metal-type Forretress from Neo Discovery. You will have to attach a Double Colorless Energy if you want to attack with it, but doing 20 damage on turn 1 is a rare trait for Grass-types.

Aside from that, its HP could be a bit higher and its retreat cost could be a bit lower, but at least it gets the job done.

Grade: 4/10

Dark Forettress wants to combine Armor Up with Explosion to potentially survive its own Explosion, but that's too gimmicky and unreliable for practical application. The Pineco that could only do damage by exploding was funny, but we didn't need a Stage 1 version of that effect.

Still, it is a rare way to do 60 damage on turn 2. I can't bring myself to completely dismiss that.

Grade: 4/10

Heracross is a victim of the Neo block's poor balancing for non-evolving Basics. It doesn't even compare favorably to Jungle Pinsir and is nowhere near the standard set by Jungle Scyther.

If you're not playing in some sort of Draft/Sealed environment, then this card is unlikely to ever see the light of day.

Grade: 3/10

Shining Celebi raises more questions than it answers. Healing Water is trash and should never be used. There's no sense in attaching several Water Energy cards to this when you could just use a Gold Berry.

Miracle Leaf is much more interesting. If the opponent has several energy cards attached, you could take your time ripping them down with status ailments. But its competitive performance has historically been poor.

Grade: 5/10



While Dark Crobat was the only Grass card that became a competitive staple, there were at least a few noble attempts at redeeming Johto species in this set. Several cards stand out as being almost good enough to bring to a serious match.

But as is often the case with gimmick-first sets, a lot of the burden is shifted to the quality of the gimmick itself. In this case, all three gimmicks had serious flaws, which holds the set back from its full potential.

Sunday, November 23, 2025

Neo Destiny - Light, Dark, and Shining

Neo Destiny introduced a new classification for Pokémon cards (Light), expanded on another relatively new class (Shining), and brought back an older classification (Dark). So today I'm going to briefly explain the upsides and downsides of each of these archetypes.


Dark - A Fan-Favorite Archetype


The oldest of these classifications is the Dark Pokémon, not to be confused with Darkness-type Pokémon. The original concept behind these cards is that they were raised by Team Rocket and represent Pokémon that were only raised for battle.

They have low HP, probably because they weren't treated well, but usually have powerful attacks or Pokémon Powers to compensate.

These cards need to be extremely powerful to be worth using, though, since the miserable HP stats are really hard to overcome. Examples include Dark Crobat, who does damage just by entering play, and the older Dark Vileplume, who shuts off all Trainer Cards.

They seem to have noticed the issues with the Dark archetype eventually, as evidenced by Rocket's Hideout, a card from Neo Revelation that raises the HP of all Dark Pokémon in play by a flat 20.

There were surprisingly few cards to support the archetype in the WotC era, though. So it was rare to play a whole deck themed around the archetype. Instead, the individual cards would see play if they just happened to be powerful enough on their own merits.

Dark Pokémon would eventually get another shot in the EX Team Rocket Returns expansion, which abandoned their low HP gimmick and instead associated them with the Darkness-type.

This was a clever way to revisit the old archetype and support an underrepresented type at the same time. While these cards are ultimately completely unrelated to the ones from the WotC era, they deserve a mention any time the mechanic is brought up.




Light - A Failed Experiment


Light Pokémon were more about offering supportive effects, like healing and searching. The general theme uniting them was that they had helpful personalities, so the effects of the cards were meant to reflect that.

This might involve a simultaneous effect that benefits both players, to show off how fair they were, or it might involve attacks where the attacker would "hold back" under certain conditions, such as Light Arcanine's Gentle Flames.

As you can imagine, "being fair" and "holding back" didn't appeal very much to competitive players. This mechanic never saw the light of day again after this brief experiment.



Shining - A Gimmick Among Gimmicks


In order to represent the new shiny Pokémon mechanic from the mainline series, the Shining cards were created. (Even though "shiny" was only considered a fan-made term for a very long time.)

Neo Revelation kicked off this mechanic with Shining Magikarp and Shining Gyarados. They set the standard for the mechanic moving forward.

A Shining Pokémon is always a Basic, regardless of what the species should normally be, and has expensive multicolored attack costs. You can only include a single copy of each Shining Pokémon in your deck.

Miracle Energy, from Neo Destiny, seems to have been designed to help get around the extreme energy costs. It grants two energy that count as every type, but only for a single turn. Unfortunately, committing more deck space to a gimmick like this only made the mechanic even more unplayable.

Their compromise was to make this Special Energy work with both the Shining and the Light cards...but we've already established that the Light cards weren't actually very good.

Some of the Shining cards were decently playable, though, like Shining Raichu. Thundersquall is a powerful attack for the cost, and Water and Lightning were both solid types.

But a Shining Pokémon would usually be an addition to your deck, not the main strategy. It's unwise to commit too much thought and deck space to a card that you can only run a single copy of.

This mechanic may have had potential, but it ultimately never received the support it would have needed to flourish. I do think that's just as well, though, since these were clearly meant to be collectibles rather than serious game pieces.






The Success Stories


While these archetypes didn't all land on their feet, there were a few cards that deserve a brief pause to appreciate them. The obvious standout for the Dark mechanic is Dark Vileplume, largely because it was one of the most powerful floodgates ever printed.

Entire decks were focused around locking the opponent out of the game, and this card was likely one of the driving forces behind the gradual move towards having powerful support effects on 'mons, since cards like Cleffa can play under the lock.

Dark Weezing is probably the second-most prominent of the first wave (excluding Dark Golbat, who only became relevant because of another card we'll soon discuss).

This is a good example of the archetype actually achieving what it sets out to do. Mass Explosion is so unbelievably powerful that it justifies the low HP of Dark Weezing. This is a good representation of what Dark cards were supposed to do.

Dark Crobat was pretty solidly the best of the Dark cards released in Neo Destiny and instantly gave rise to an entire playstyle.

The general flow of the deck is that it spams Dark Golbat and Dark Crobat in order to do damage over and over with their oppressive Surprise Bite and Sneak Attack.

This deck greatly benefitted from the prevalence of Babies, since the combination of Sneak Attack and Surprise Bite just happens to do exactly 30 damage.

While I'm always quick to talk trash about the Light cards, Light Dragonite was actually a modest success. It has high HP, an above-rate attack, and a meta-relevant power that lets it shut off the effects of Special Energy cards.

It's especially damaging to Darkness and Metal decks, since all of their energy came from Special Energy cards. This allowed it to see play as a surprisingly debilitating counter-pick.

Note that it doesn't share the "fairness" that ruins many other Light cards.

Light Golduck is the one other card that stands out amidst the mostly mediocre Light cards. With the prevalence of Special Energy, Core Blast can actually do massive damage as early as the second turn.

The opponent only has to attach a single Special Energy in order to be taking 50 damage from Core Blast. Even if they play around it, that just means you're forcing suboptimal plays with a card that's already at a reasonable power level without this upside.

Not all good Dark cards were Grass-types. Dark Gengar is an incredible card for decks focused on sleep, since it forces the opponent to flip two coins to wake up instead of one. This can turn sleep into a self-contained lockdown strategy, and it isn't even the best thing about the card.

The true value of Dark Gengar comes from Pull In, which allows it to grab a Baby from the bench and smack it to take a prize right away. There are entire decks focused around abusing this interaction.





Closing Thoughts


Of these three gimmicks, only the Light mechanic was completely abandoned, and for good reason. Phrases like "do less damage" and "your opponent may draw a card" don't exactly sell packs. The Pokémon Trading Card Game is, at its core, a PvP competitive game. There's no inherent merit in an "everyone wins" playstyle and they failed to justify the mechanic in their designs.

The Dark mechanic, as previously mentioned, was ultimately redesigned from the ground up and rereleased in a future set. This redesign abandoned everything that didn't work and leaned into everything that did work, while adding support for the underrepresented Darkness type.

As for Shining Pokémon, the concept of "once-per-deck" restrictions would live on in several mechanics, such as the Radiant, Gold Star, and Prism Star cards. The expensive attacks would briefly live on in the upcoming Crystal mechanic, but would once again be poorly executed and abandoned.

Still, every failed experiment is just a step towards the next success, so we shouldn't dwell too long on mechanics that didn't work. These temporary failures and setbacks have an important place in the game's history, and the designers usually do a good job of capitalizing on the parts that worked as time goes on.

Neo Revelation Review - Trainer Cards

While Neo Revelation didn't release many Trainers, the ones it did release have a respectable track record. The metagame wouldn't feel drastically different if you removed these cards, with one possible exception, but 4 of the 5 do see competitive play.

We also finally see the emergence of Rocket's Hideout, the long-awaited solution to the "Dark Pokémon are too frail" problem, although it probably should've been released several sets earlier.


Balloon Berry may look like it would just be another copy of Switch, but the nice thing about it is that it can be left in play until you need it. So while Professor Oak would normally discard every Switch in your hand, it misses this one.

It's also compatible with Traveling Salesman from the e-Card series, for what it's worth, since it's a Tool Card. It is mostly a worse Switch, though, since there are several ways to block a standard retreat that don't work against Switch.

Grade: 7/10
Healing Field is a good card to use as your "default option" when you don't have a particular Stadium in mind for your deck, since it has a generally useful effect. It's good for every deck to have a Stadium, if only to counter opposing Stadium cards.

It's a clean fit in stall decks and in some hyper-aggressive decks that score KOs too fast for the opponent to benefit from your Healing Field.

Grade: 8/10
Old Rod is a very flavorful card, but not a very reliable card. It has a 25% chance of recovering a Pokémon, a 25% chance of recovering a Trainer, and a miserable 50% chance of doing nothing.

I hate to give Recycle any credit, but honestly I'd rather use Recycle than rely on this. And it's obviously no match for actual staples like Item Finder or Nightly Garbage Run.

Grade: 3/10

Pokémon Breeder Fields is a fair enough card, but the reliance on coin flips is really aggravating. It only has a 25% chance of whiffing, but that's still bad enough to consider using Pokémon Trader instead.

Still, you can make a real case for including this card in an Evolution-heavy deck. It's just a shame that such a genuinely viable effect had these unnecessary coin flips stapled onto it.

Grade: 7/10

Rocket's Hideout weirdly released one set before the next wave of Dark Pokémon. Not sure what thought process led to that. Regardless, this deck is an auto-include in decks that revolve heavily around Dark cards, since it patches up their low HP.

As an added bonus, it's unlikely to benefit your opponent due to the smaller card pool associated with it.

Grade: 9/10



It's a little weird that the most powerful Trainer from the set doesn't actually benefit any cards from Neo Revelation, but oh well. It is what it is.

If we're being generous then we can say it was here to give players a hint about the next set...but it was probably excluded from Neo Destiny on purpose, in order to force players to buy both sets if they wanted to make the most of the new wave of Dark Pokémon.

Neo Revelation Review - Metal

Neo Revelation only introduces two Metal-type cards and neither one has a large presence in any format. That's not to say they're bad cards, though.

It's just that your low supply of Metal Energy cards should probably be attached to a Steelix or even a Chansey before wasting it on either of these. Although Magneton at least has a niche.


Magneton is mostly used as a decent support option in Dark Magneton decks. It's honestly a respectable card, but it is unfortunate that it can only shuffle energy around on members of its own family.

Plasma may seem pointless at first, but then you realize that its purpose isn't to charge this card but instead to attach energy so that you can move it around the board freely. It's also very bulky for a Stage 1, even if it's no Steelix.

Grade: 7/10

Skarmory clearly wasn't given much thought. It doesn't have any unique properties, but I guess it gets the job done as a single-stage Metal-type. But just like with the other Skarmory, you're better off finding room in your deck for Steelix.

The low damage output is especially off-putting. It takes forever to actually knock anything out with these attacks.

Grade: 5/10



It's a little sad that the most iconic decks for Metal Energy don't even always run Metal-type Pokémon, but that's just how things worked out. Metal Energy really thrives when attached to an impressive tank, and most of the Metal-types didn't really fit the bill.

Or perhaps it's just that cards like Steelix and Chansey left very little room for competition, since their massive HP values completely overwhelmed the competition.

Neo Revelation Review - Darkness

While the Darkness-type was dominant upon its introduction, Neo Revelation did very little to contribute to the type's legacy. What we ultimately get are two clear downgrades to existing cards and a respectable Stage 1.

Still, none of these cards are terrible in a vacuum. The real issue is that they share their names with preexisting options that they have to compete with. That's just what happens when you only have five species to work with.


Murkrow is a little lame. If you can attach 2 Darkness Energy to it and fill your bench with extra copies of Murkrow, then in theory you could be doing an average of 45 damage per turn.

But Neo Genesis Sneasel can do way more than that with way less setup. As a result, I can only really call this a funny little meme deck.

Grade: 2/10

This Sneasel is obviously and violently outclassed by Neo Genesis Sneasel. It isn't even close. That being said, it does have some merit in Sealed formats and Point-Buy formats, where Neo Genesis Sneasel may not always be an option.

With 60 HP and a free retreat cost, it's at least comparable to the legendary beasts as a pivot. It just loses several points from sharing a name with one of the most powerful cards ever printed.

Grade: 4/10

Houndoom's Black Fang would already have an average output of 45 damage just based on its energy requirements, but you can use Porygon2 and more copies of Darkness Energy to crank that damage up higher and higher.

As a result, Houndoom can actually hit very high damage numbers pretty quickly. Dark Flame is an interesting move for setting up, since it lets you keep Darkness Energy cards in play even if they were discarded.

Grade: 8/10



The Darkness-type will continue to mostly be the "Sneasel and Friends" type for the foreseeable future, but at least there's one solid option for every Darkness-type species now.

Still, I'm not going to pretend that Houndoom is as in-demand as the more powerful Neo Genesis Sneasel or the more popular Tyranitar and Umbreon. Houndoom and Murkrow have always occupied a strange space where they're neither the most powerful nor the most popular Darkness-types.

Neo Revelation Review - Colorless

It honestly feels like they were just crossing names off the list when it came to Neo Revelation, in a mad dash to finish up the Johto Dex.

The Colorless cards mostly just fulfill the expectations for their assigned species. This isn't necessarily a bad approach to card design, but these kinds of by-the-numbers cards don't really get my imagination revved up.


Farfetch'd is a bad card. It has stats befitting an evolving Basic, but will only ever be stuck as Farfetch'd. Leek Jab can do solid damage, but it's not worth the terrible stats.

TCG Pocket enthusiasts will recognize the art, though, since it was reused for a much stronger card in the mobile game. So at least the art eventually ended up on a viable card.

Grade: 3/10

Blissey actually only has the same HP as its pre-evolution, thanks to the completely overpowered Base Chansey. Still, it does see some play as a dedicated recovery card. By evolving into Blissey to take advantage of Softboiled, then devolving back, you gain even more longevity.

It should be noted that Chansey decks won't always find room for Blissey, but this was probably the best they could do since the Basic was so broken.

Grade: 8/10

Porygon2's Energy Converter looks incredibly tame by modern standards, but there weren't a lot of ways to fix your energy at the time. As a result, it sees some niche play as a way to support multitype decks.

But frankly, any deck that needs Porygon2 to function is probably just running bad cards or a bad combination of cards. I'm not trying to downplay the value of Porygon2, but don't expect it to bandage up your deck if the real problem is poor deckbuilding.

Grade: 7/10

This Aipom doesn't have a consistent place in the metagame. Grab may seem interesting if hate cards like Focus Band and Gold Berry, but you don't even get to send the card you're targeting to the discard pile.

If it did damage and discarded the card instead of shuffling it, then maybe it could have been a niche pick in aggro decks. Instead, it only really acts as a subpar pivot at best.

Grade: 2/10

This Snubbull is just a lesser version of the Granbull card it evolves into, but even that Granbull was already a pretty underwhelming card. None of its stats are especially bad for an evolving Basic, but I have to judge cards like this based on whether or not they have any value in a deck.

And the reality is that an average Basic with a bad Evolution has no real value in most decks.

Grade: 3/10

Delibird certainly looks like a card you'd only use if you lost a bet, but it does have some niche utility. If you use it on the opening turn, before your opponent has taken any damage, then it has no chance of healing them.

This actually makes its average damage output on the first turn pretty impressive, but keep in mind that this is a Neo format. In other words, there's probably a Baby in play to make this risky attack even riskier.

Grade: 2/10

Stantler was clearly designed to be forgettable pack filler. Terrorize is just a nerfed version of Amnesia and Overhead Toss was shamelessly stolen from Giovanni's Pinsir. Neither one of its attacks gives you impressive value for the energy cost.

The stats are about what you expect for a non-evolving Basic, but it never had a chance with attacks this mediocre.

Grade: 2/10

Ho-oh is a pretty powerful card. Rainbow Burn's energy requirements may sound harsh, but it's shockingly easy to get to 70+ damage. Take note that it really doesn't benefit from Double Colorless Energy. Instead, focus on cards like Porygon2 and Pluspower to increase the deck's consistency.

You do have to purposely build your deck around Ho-oh to make it work, but this is a rare case where the card in question is actually kind of worth it.

Grade: 8/10



Blissey, Delibird, and Ho-oh do deserve a little credit for being somewhat creative. But even Delibird and Ho-oh are just taking concepts from the games and reimagining them for the card game.

I do understand that this was the prominent design philosophy of the time, but when you compare Neo Revelation to a more creative set like Neo Genesis or Gym Heroes, the difference is night and day.

Neo Revelation Review - Psychic

Neo Revelation's Psychic-types are uncharacteristically dull for the type. They're mostly generic attackers or half-baked walls that wouldn't even get the average 10-year-old excited.

Even the Unown cards from this set are noticeably less interesting than the other Unown cards. It's honestly a pretty poor showing, especially for a group that contains both a box legendary and a mythical.


Starmie's Core Stream is obviously the move that's supposed to attract players to the card. Potentially doing 20 damage to the opponent's entire team is honestly pretty tempting.

Unfortunately, it's a lot more unwieldy in practice than you might expect. It has a high energy cost and you only have partial control over it, since you need the right board state to get the most out of it. There might be a deck that would love to use this as a secondary attacker, but it hasn't found a permanent home yet.

Grade: 3/10
Smoochum completes the initial wave of Babies, but it's massively underwhelming compared to all of the other Baby cards in the Neo era. To be fair, removing a Special Energy is a perfectly serviceable effect.

But if you're using this card, it should be because you ran out of copies of every other Baby in the format. As a result, it ultimately can't receive a very high score, despite being an objectively solid card.

Grade: 4/10

Misdreavus feels like an intentional redesign of Base Haunter. Sadly, it needs extensive team support to pull off the two-turn combo that the card is going for. If the opponent can retreat or switch, they can turn off the combo easily.

Take note that the card doesn't actually care how the opponent fell asleep, as long as Night Eyes was technically used on the previous turn. There are a few cards from the Team Rocket set (Drowzee and Sleep!) that can help to set up the combo, if you're desperate.

Grade: 5/10
Unown B offers some mild defensive support to the Unown archetype, but it can only move damage counters to itself. If it could have charged up an Unown A that could've been a really cool combo, but sadly it's just an Unown version of Fossil Slowbro.

The Unown decks already struggle to do what they want to do, so you really don't have a lot of room for this do-nothing card.

Grade: 2/10

Unown K is another weirdly specific defensive card for the Unown deck. The Unown cards already have cheap attacks, so it's not like they were really afraid of Energy Removal to begin with.

You're probably better off just running Ecogym if you care that much, but honestly even that would be a wasted card slot.

Grade: 1/10

Unown Y may look like a joke, but it actually does have some utility. By spamming Yield and Super Energy Removal, you can keep the opponent from playing the game for several turns. This makes it a decent option in control decks centered around Fossil Slowpoke.

While it doesn't fit incredibly well in Unown decks, the synergy with Super Potion and Super Energy Removal keeps it somewhat viable.

Grade: 6/10

Lugia's big dramatic entrance into the Psychic-type is pretty solid. The cool thing about Aerowing is that you only need to flip a coin if you want to. This makes it essentially function as a flat upgrade over the similar Dive Bomb that Fossil Moltres was stuck with.

It also only needs Colorless energy to attack, so you can slot this into any deck that needs to one-shot a Promo Mewtwo or Fossil Muk. And 90 HP on a Basic is always nice.

Grade: 7/10

Celebi isn't terrible, but it's only really good at being a minor nuisance. It has a 50/50 chance of denying your opponent the prize when it's knocked out, so it could maybe be used in a deck that needs to buy a few turns.

The obvious problem is that you can already buy several turns in the Neo formats with any random Baby. Its underwhelming attack does ignore resistance, though, for whatever that might be worth to you.

Grade: 4/10



As you can imagine, these cards don't sweep any of the Neo formats off their feet. There are a few fringe playables here, but that's insulting for a type that was once famous for cards like Base Alakazam, Promo Mewtwo, and Jungle Mr. Mime.

Then again, Psychic would go on to be one of the most dominant types in the TCG in the future, thanks to fan favorites like Mewtwo EX and Gardevoir. So maybe it's okay for the type to lay low every now and then.