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.
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
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
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
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.
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
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
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
Everything else about the card is at bare minimum level or lower, with the clunky retreat cost being especially egregious.
Grade: 2/10
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
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
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
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
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.













No comments:
Post a Comment