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Secluded Springs: First Impressions

By Pokémon Zone
Last Updated:

Secluded Springs goes further into Johto, the region highlighted by Wisdom of Sea and Sky, while also introducing Pokémon from Hoenn on a wider scale. With a dozen cards revealed so far, our writers will be reviewing some of them in anticipation of the release.

Here's the scale we're using:

: Unplayable pack filler (Rhydon)

: Niche tech or good for surprise factor (Shiny Gyarados)

: Solid tech or glue card (Naganadel)

: Very strong, is either a staple card or has potential to win a game on its own (Flareon ex)

: Meta-defining (Darkrai ex, Sabrina, Sylveon ex...)

Raikou ex

Raikou ex joins the impressive roster of basic type Pokémon with the signature ability of the Legendary Beasts, Legendary Pulse, as the primary selling point. Consistent with other electric type ex Pokémon, Raikou sports a less than stellar 130 HP, and the total of 70 damage split between the opponent’s active and one of their benched Pokémon (60 and 10 respectively), is not especially noteworthy. Raikou ex is competing with the likes of Tapu Koko ex and needs to prove it is on par with the lightning quick island guardian which can both retreat for cheaper and has a higher total damage potential. Although Raikou ex can take advantage of Zeraora and Elemental Switch to come online faster, the same is true of any electric card, which is why I hesitate to let Pokémon like Zeraora or Oricorio (electric) define Raikou’s long term place in the meta.

Nonetheless, Sylveon ex has proven the value of drawing cards faster, and Raikou ex can match Sylveon’s output after two turns, which is why the jury is still out on Raikou ex’s true value. Additionally, the damage to the bench does open up opportunities for Cyrus, potentially crippling decks like Charizard ex of Shining Revelry who bet the game on evolving fragile basics.

Ollie's Rating:


Seemingly given lesser stats compared to other members of the trio, Raikou ex holds 130 HP and has an attack that costs two energies to do 60 damage and an extra 10 to one of the benched Pokémon of an opponent. This gives it decent sniping ability as a basic Pokémon, allowing for set-ups involving Cyrus. It shows its role as a supporting attacker, similar to how Pheromosa is used in a Buzzwole deck. The two energy retreat costs make it necessary to use Leaf (retreat) or Lyra (switch) to move back to the bench for another Pokémon to close the battle.

Frost22's Rating:


Stat-wise, Raikou ex doesn't bring anything new to the pool, being yet another Basic Pokémon ex failing to meet the 140HP threshold, and an unimpressive attack barely qualifying for a Pokémon ex. Now, how good is Legendary Pulse in Lightning decks? The recent success of "Electric good stuff" deck with Oricorio, Zeraora, Pichu, Pikachu ex and Arceus ex could be the opportunity for Raikou ex to find a home. However, this deck relies a lot on the opening hand, with Pichu and Zeraora being the most critical Pokémon to get on turn 1, and Raikou ex conflicts with this "Energy turbo" plan. Pokémon ex in this deck are played for their high firepower, which Raikou ex fails to deliver. Its 2 retreat cost also makes it a hard sell in most decks, characterized by their low retreat cost that enables them to swiftly retreat to adapt to the situation: never a competitive Lightning deck has run Leaf.

Legendary Pulse is an amazing ability, and Raikou ex provides an extra card when Pichu provides an extra energy on turn 1, but the apparent lack of home at this moment for Raikou ex makes me not so hot.

Bombo's Rating:

Entei ex

Much like Raikou ex, Entei ex’s shared ability, Legendary Pulse, will define its future—the all eggs in one basket approach of Entei’s attack is at odds with the need to stay in the active to accrue cards, as Entei’s passable 140 HP lacks staying power. Looking at Entei ex, I see two possible routes: primary attacker or utility. In the first, Entei ex serves as main damage dealer, likely mandating Magby to kickstart it while remaining in the active and attempting to reach the four (fire) energy necessary to hit for 120 damage. Options for such a deck are limited as there will be little energy to spare, but Silvally or Blacephelon could have potential. The other option seems much more promising—relying on the merit of the ability, Entei ex will deal a serviceable 60 damage for two energy, only adding an additional two energy given the steep investment seems worth it.

As an intype equivalent to Sylveon ex and basic Pokémon to boot, Entei ex could bring immense value to strong fire Pokémon like Charizard ex of Shining Revelry, or Flareon ex. Flareon ex in particular seems less hindered by Entei ex’s inconvenient two retreat cost, able to recycle that expense through its own ability and begin hitting for 130 damage more consistently thanks to the increase in draw power. I was eager to dismiss Entei ex at first, but the strength of Legendary Pulse leaves me bewildered as to the fact that all three Legendary Beasts were given it.

Ollie's Rating:


If we don't account for the generic Ho-Oh ex, it's been since Moltres ex that hasn't had a Basic Pokémon ex, which is already huge by itself. Fire-type decks have long been all about getting a powerful stage 2 into the game as soon as possible (both Charizard ex, Infernape ex, Incineroar ex...) and in that sense, having a Pokémon capable to draw multiple times per game –including the critical turn 1– is a huge boost in consistency for their game plan. For how long have we complained that these fire Pokémon had no natural partners? Entei ex might finally take the spot: unlike Sylveon ex, it doesn't need to evolve; unlike Turtonator, it doesn't rely on a supporter to do something; and it's much more useful and powerful than a generic card like Heatmor.

The biggest drawback of Entei ex is its weak baseline Blazing Beatdown attack, dealing only 60 damage for 2 Energy, and its retreat cost forcing to run Leaf and/or Lyra, which prevents me from going all in on the rating.

Bombo's Rating:


My favourite beast shares stats similar to Suicune ex, with 140 HP and an attack costing two energies. The damage from the attack is boosted if Entei ex has two extra energies to 120 (60 + 60). Energy can be supplied by using Magby or Moltres ex as energy engines, or Elemental Switch to move energy from the bench to Entei ex in the active spot. The latter process can be expedited through Legendary Pulse as discussed earlier.

Like Suicune ex, the damage it unleashes would require Red to knock out Arceus ex and Darkrai ex in one hit. Its weakness to may not allow it to see play as much in my eyes. However, if facing one of the current meta decks, it may challenge Buzzwole ex for its spot next season. Others, such as Giratina ex and Espeon ex, will have supporters to boost damage to knock Entei out easily.

Frost22's Rating:

Suicune ex

Unlike its sibling Pokémon, Suicune ex looks to hit for impressive numbers at affordable prices and can succeed separate from the power of Legendary Pulse, though unsurprisingly that ability is the elevating factor in Suicune ex’s potential. Considering the logistics of stacking your own bench, as well as the near certainty that your opponent will have at least one benched Pokémon, it stands to reason that Suicune will typically be hitting for 60 to 100 damage, though players will undoubtedly begin holding off on completely filling their bench as Suicune makes itself known. Greninja is the infamous poster child of water Pokémon in Pokémon TCG Pocket, and there is little doubt that it will once again ride a powerful Pokémon’s wave to great success.

Other options include Wisdom of Sea and Sky’s Gyarados, Primarina ex, and Silvally, though all will need to adapt to fill the bench efficiently, and cards like Arceus ex have shown the sweet spot to be six to seven basic Pokémon. As it stands, many standout water Pokémon—such as Palkia ex—suffer from an over reliance on Misty which Suicune ex does not share; Suicune ex could cater to such Pokémon by providing Misty quickly, but I think it’s preferable to avoid such an inconsistent card anyways. As new sets come along, a larger roster of strong basic water Pokémon could give rise to a basic Pokémon deck in the style of current electric decks with Suicune ex at the helm, but as it stands, powerful as it may be, Suicune ex has few, though potent, options.

Ollie's Rating:


The superstar of the set, Suicune ex, boasts 140 HP with an attack costing two energies. The damage done depends on the number of benched Pokémon present in play, with complete benches on both sides allowing Suicune ex to hit for 120 damage (20 x 6). In the current meta game, this number only works on Arceus ex and Darkrai ex when boosted by Red.

It seems to prey on the fact that all decks require a benched Pokémon to prevent a loss after their active Pokémon gets knocked out. This also allows players to set up their own bench to do 60 damage consistently, while their opponent reluctantly does the same in hopes of being able to knock it out early.

Current meta Pokémon like Giratina ex, Buzzwole ex, and Espeon ex will need support from damage boosting supporters or other Pokémon to knock out Suicune ex in two turns, which is achievable as seen from their presence in tournaments.

Frost22's Rating:


Suicune ex, the poster Pokémon for Pokémon Crystal and star of Secluded Springs as well, is undoubtedly the strongest of the 3 Legendary dogs in this set, at least in its design space. Water Pokémon, particularly Basic Pokémon ex, have been very contrived in design, likely due to Misty high roll being a thing, and we've hardly seen a pure Water deck do well since the 4 Palkia days. Suicune ex gives Water a draw engine, an entirely new concept in a typing that benefits a lot from getting to power cards fast (Rare Candy + Greninja, Misty...), but also a mighty efficient Crystal Waltz attack that doesn't rely on Misty, coming on turn 4 –even turn 3 with Mantyke– and consistently dealing around 80 damage for just 2 Energy. Combine it with Water Shuriken, and Suicune ex can easily take the game by itself, with Legendary Pulse continuously producing card advantage. Incidentally, and unlike the two previous types in general, Water decks have less urge in rushing the game, which makes it all the more powerful. I'm confident that Suicune ex can single-handedly brings Water type back on the map, after a very long drought, although its weakness to the popular type doesn't give it the best field to come back.

Bombo's Rating:

Mantyke

Looking back at my initial review of Baby Pokémon, I am ready to admit that I was wrong about the impact they would have on the meta game. That being said, Mantyke will play a major role similar to Pichu and Magby (i.e energy engine from Turn 1) for a type that has a lot of support through the likes of Irida, Misty, Fisher, among many others. People say that the previous Water-type ex Pokémon, such as Gyarados ex and Palkia ex, could return thanks to Mantyke.

Frost22's Rating:


Even if Mantyke gets off to a slow start when Secluded Springs launches, Magby and Pichu have proven to be incredibly effective despite their frailness. Mega Gyarados ex is on the horizon, and Mantyke is without a doubt the first choice for a ramping method. Returning to the current meta, Mantyke’s value to Suicune ex is questionable given how reasonable Suicune ex’s attack cost is, and it is much too fragile considering Suicune ex’s success depends on a healthy bench. Palkia ex or Gyarados ex could make a comeback, though as with all of the high attack cost Pokémon, I believe they still rely far too much on Misty. While I am not expecting water to be revolutionized by Mantyke on release, the type as a whole will gain a good deal of standing even if Mantyke falls short of bringing any deck into top deck status. Beyond supplying energy to Water Pokémon, Mantyke also opens up an avenue for water energy in decks that wouldn’t typically run it, and therefore opportunities for Irida to make a splash.

Ollie's Rating:


While Pichu and Magby brought something new to the type they're working for, Mantyke is a weaker Manaphy that has the benefit to be usable on turn 1 and retreating for 0. Considering how long Water has been out of the meta, Energy acceleration doesn't seem to be their venue to win, so i'm not super hot on Mantyke for the time being. Its virtue of being a turn 1 Energy acceleration engine still makes it a card full of potential, and making Suicune ex live on turn 3 + filling up a bench spot to boost Crystal Waltz could be enough on its own to make it a top tier card.

Bombo's Rating:

Latios and Latias

As always, Latias and Latios shine best as a pair, though these iterations are rather lacking. Latias has little relevance outside of the early game due to its disappointing attack, and it also needs Latios on the bench to be worth your time, a problematic requirement. Latios could succeed granted a psychic equivalent to Pichu or Magby existed, but none such Pokémon exists to date, so the act of discarding all energy seems unreasonably expensive.

The most promising lead to a successful Latias Latios deck is in my opinion, Giratina ex, which can act as a battery when combined with Dawn. I would aim to incorporate Sylveon ex as well, as the demanding number of Pokémon which need to quickly be available could be remedied through an increase in draw power. Besides Giratina ex, I would consider Gardevoir or Dawn Wings Necrozma to get around Latios’ burdensome energy needs. These two favorites are unfortunately unlikely to make it off the ground when facing any sort of serious resistance.

Ollie's Rating:


It's the second time that a Legendary team gets gimmick cards, as with the Lake Guardians, and it might be even worse this time. Although bulkier and more immediately usable, Latios's "big attack" fails to reach the critical 140 damage threshold, and Latias doesn't do anything to accelerate it, instead being nothing more than a conditional Farfetch'd. It could be played as a fun deck, but will most likely remain warm in the binder.

Bombo's Rating:

Milotic

Transitioning to a personal favorite of mine, Milotic is a must have for the card’s beautiful art, though its value in battling is a different question. I am pleased to see Feebas has an appropriate attack which places it on the bench, though its mere 30 HP is very unfortunate. On that note, as Feebas has only 30 HP, Milotic’s ability provides almost no value to itself since Feebas is more likely to die outright and healing 10 or 20 damage is a waste of the 60 damage Milotic can heal. Suicune ex is an obvious pairing, though with Irida easily available, and competition like Greninja, Milotic is not likely to become a popular Suicune ex archetype. Primarina ex will also likely pass on Milotic thanks to Lillie’s existence, though if one wanted to commit to a deck centered around healing, Lillie and Milotic combining to heal 120 or 140 (if attacking with Sparkling Aria) damage in one turn is a tempting idea.

Milotic itself has good stats and a decent attack, but the competitive nature of the current meta means that more is required to rise to the top, and the stage 1 package and water type requirements are rather restrictive.

Ollie's Rating:

Travelling Merchant

As Secluded Springs’ only current representative for its offering of trainer cards, Traveling Merchant is slightly disappointing. There are niche things you can do with this card, like using it as a method to rapidly go through a deck, but the price is the bringing along quite a few tool cards, something most decks won’t be too keen to do. Any new Pokémon reliant on tools, as well as past ones, will welcome Traveling Merchant, but the majority of decks use one or two tool cards if at all, won’t have room for more, and will not benefit from this card. I think this Supporter elevates itself above 1 star thanks to its great future potential, and the unseen possibilities, though neither guarantee such things will actually come about.

Ollie's Rating:


For Travelling Merchant to be worth it, you need to play at least 5 Pokémon Tools. This is pretty much unheard of, except in Skarmory and all-in Pachirisu ex decks, largely things of the past. The acceptable minimum of Pokémon and Tools to run, plus Travelling Merchant, drastically reduces the number of Supporters you can play; cards that are much more powerful than Tools in a nutshell. The use case for it is being shipped in the same expansion, in the form of Slowking: discarding Tools buffs its attack to a potential 100 damage for just a single Energy; attach a Rocky Helmet to it and that's a potential 120 damage output on turn 3. Unfortunately, Silvally has a much better value offer in the same range, capitalizing on the superior Supporter type, not requiring to discard them and even being able to attack on turn 3 itself when played with Babies. Travelling Merchant could be good with more Tool-matter type of effect; until then, it's gonna gather dust.

Bombo's Rating:

Zoroark

Zoroark finally makes an appearance in Pokémon TCG Pocket! The brief picture I’ve seen leaves me optimistic, though not confident in Zoroark’s success. Firstly, Zoroark needs to be the one finishing off an opponent's Pokemon, and it needs to be paired with Pokémon that can move out of its way, or Pokémon that can’t, must be accommodated. The retreat on this Pokémon will make or break it; free retreat is highly unlikely but would be fantastic, while one retreat is viable and any higher could pose a significant problem. Zoroark’s 100 HP gives a good outline for the game plan; the opponent’s Pokémon is weakened, then Zoroark emerges for a quick cleanup kill with its solid 70 damage attack before either using its invincibility to get off a free attack, or pivoting back to the first Pokémon to set up the combo once again.

Any competent player will understand that if Zoroark is left in the active while vulnerable once, there likely won’t be another chance after that, so be aware that they will be gunning to take Zoroark out. The best option to pair with Zoroark is foremost, Darkrai ex, and beyond that, Crobat ex, Weavile ex, and maybe even Weezing of Genetic Apex. My favorite idea for a Zoroark deck is Silvally and Darkrai ex which would take advantage of Silvally’s consistently strong damage output and Darkrai’s chip damage to ensure Zoroark is able to get kills, as well as allowing for excellent point mapping thanks to Silvally.

Ollie's Rating:


Although a fan-favorite, i doubt that Zoroark will shine in competitive play. In fact, I completely fail to see its value offer: Silvally is a much better stage 1, and Nihilego a much more convenient Pom Pom Oricorio killer. Night Daze deals an acceptable amount of damage, but hardly enough to reliably proc Illusive Trickery, even with Darkrai ex's Nightmare Aura. If a Baby accelerates energy into Zoroark, there could be a niche; until then, unless Zorua is somehow very above the rate, I don't see how Zoroark, its unimpressive bulk, vanilla attack and gust-sensitive ability can perform.

Bombo's Rating:


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