The Colorless cards of Neo Destiny feel suspiciously "safe" considering their inspirations. You would think a set with so many different gimmicks would be the perfect place to print some splashy unorthodox Colorless card, but they were probably wary of doing that at this point.
The game was still recovering from the trauma of cards like Jungle Wigglytuff and Erika's Jigglypuff, so it was a logical choice to play it safe for a while.
Jigglypuff isn't awful, but it's a step behind Jungle Jigglypuff. The most annoying thing about this card is that it needs a Double Colorless Energy just to do anything on the first turn.
If we're being honest, this is one of the worst Jigglypuff cards ever printed. Don't use it if you have other options with the same name, but the decent HP and low retreat cost are at least valid specs.
Grade: 3/10
Dark Wigglytuff's biggest problem is that Jungle Wigglytuff already existed. The whole gimmick of Dark cards is that they're supposed to be frail with better attacks, but you were never going to get a better attack than Do the Wave.
As a result, it really feels like this card never had a fair chance. It's not bad, but it is squarely outclassed by other options. Dark Song would've been a crazy stall move on something with more HP.
Grade: 4/10
Light Wigglytuff obviously isn't worth using in any format where Jungle Wigglytuff is legal, and has no role in any other format because Dark Dragonair is better at doing what it wants to do.
Evolution Song puts it in direct competition with Dark Dragonair's Evolutionary Light, but obviously comes up short. Meanwhile Body Slam is only a mediocre move at best here. The low retreat cost is nice, though.
Grade: 3/10
Chansey is far, far below the standard set by Base Chansey. But then again, Base Chansey isn't legal in Rocket-On and usually has a point value assigned to it in Point-Buy or Hall of Fame formats. It's hard for anything to measure up to THAT card.
And this really isn't a bad Basic when judged on its own merits. It's a rare example of a bulky Basic that can put out 20+ damage on the first turn, provided you have a Double Colorless Energy.
Grade: 8/10
Porygon is fine on paper. Yes, it's awkward relying on Double Colorless Energy just to attack. That's always awkward. But the really damning thing about this card is that it's uncharacteristically boring.
Porygon cards can often find some quirky niche due to their type-changing attacks, but this is a purely offensive Porygon. Attacking for damage isn't really what this evolutionary line excels at.
Grade: 3/10
Dark Porygon2 marks a pivotal moment for Porygon2 cards. Porygon2 cards would go on to be known for their various support abilities, generating card advantage and stabilizing engines.
Retrieving a Stadium wasn't absurdly powerful, but was a welcome effect in the decks that needed it. This was also the moment that they finally realized the Porygon line should be allowed to do something other than type manipulation.
Grade: 8/10
This Dratini isn't great. It's essentially like a worse version of the original Doduo in every way. Unfortunately, you don't have amazing options when it comes to Dratini cards in the old sets.
The short version is that you'll only ever play Dratini to your bench and pray you don't open the game with it, so it almost doesn't matter which one you choose. But they're all pretty bad.
Grade: 2/10
Light Dragonair is a solid enough Stage 1. This wouldn't be worth including in a deck as a final form, but it's a reasonable stopgap between Dratini and Light Dragonite. The energy costs are annoying since Light Dragonite discourages you from attaching Double Colorless Energy to this line.
So the real question is whether or not it evolves into anything worthwhile. And thankfully, it does.
Grade: 6/10
Light Dragonite is a stellar anti-meta card with fantastic damage output and bulk. Miraculous Wind puts opponents relying on the new Darkness Energy and Metal Energy in a tough spot, while also preventing acceleration via Double Colorless Energy.
It's kind of a double-edged sword in that regard, though. You'll want to build your deck around it, prioritizing Basic Energy cards wherever you can.
Grade: 8/10
Shining Noctowl is capable of some top-tier annoyance if it ever gets charged up, since Flashing Eyes is almost guaranteed to inconvenience the opponent. But that alone isn't enough to warrant inclusion in most decks.
After all, it's still a frail card that can't evolve and takes too much effort to get going. If you're going to use a Base Electrode or Rainbow Energy to get a powerful attack going, there are scarier options out there.
Grade: 4/10
Togepi isn't stellar, but at least it can protect itself somewhat with Charm. Spike Ball Tackle can technically do solid damage on the first turn, but I'd hate to waste my first turn and a DCE on taking recoil damage when I could be resetting my hand with Cleffa.
It feels more thematically appropriate than the one that randomly inflicts poison, for what it's worth, but it really doesn't belong in any serious deck.
Grade: 2/10
Wow. I sure do love when my cards let the opponent draw cards. If your strategy completely revolves around a specific Tool Card, then maybe you could get some niche use out of this.
And Sweet Kiss does hit very hard for the cost, which is cute. The real saving grace here is the free retreat cost, since you can at least swap out this terrible card for something less terrible.
Grade: 3/10
Girafarig misses out on the Psychic resistance that its many contemporaries have, and has little else to show for it. This is an extremely by-the-numbers Basic and was clearly designed to be a boring pack filler card.
In order for a non-evolving Basic to see competitive play, it has to do at least one thing that no other card can do. Girafarig doesn't do anything even remotely unique.
Grade: 3/10
Dark Ursaring kind of sucks. Battle Frenzy may trick you into thinking it's worth it, and Provoke certainly does try to set up a scary one-two combo. But the reality is that you're doing an average of 10 damage to every 'mon in play. And that includes itself.
With 60 HP, a clunky retreat cost, and underwhelming attacks, this doesn't feel anywhere near as intimidating as a bear probably should.
Grade: 1/10
The obvious standout here is Light Dragonite, but even that isn't going to stand up to the best decks out there. These cards mostly came and went, forgotten within months of being printed.
Still, I think this is the lesser of two evils, if our other option was for the game to experience another upheaval at the hands of some broken Colorless staples again.