Hello everybody, PikaPoster here, and welcome to the last post in the Ultra Prism Deck Tech series. Today we will be reviewing the Stadiums and Energy from SM – Ultra Prism.
Stadiums used to be a very large part of the TCG, even having a special name, the Stadium War. This was where you played your stadium repeatedly over your opponent’s one, so as to disable them. Some decks would use Stadiums even if they didn’t need them, just to win the Stadium war. Now that Field Blower is a thing, however, stadiums have become a lot less mandatory, and most decks only run 2 or 3.
This card is insane. It allows you to pull back 2 metal energies every single turn with no cost whatsoever. This turns Dusk Mane Necrozma/Magnezone from meh to meta. It also is one of the key cards for Alolan Dugtrio. One slight issue is the fact that it only works on metal energy, but with all of the great new metal cards in the format, all is forgiven. It would be cool to have a card that maybe pulled back a single energy of any type, though. I rate this card 4/5, as it is outstanding, but only for one type.
In most decks, and I say most, because Wishiwashi stall, energy is essential to win the game. This is simply because it is used to power up your Pokémon’s attacks. However, some energy, known as special energy, has a secondary effect more like a Pokémon tool than anything else.
These cards are pretty nice, as they can work as any of three different energy types. I like the LPM one in particular, as it works well with many Psychic Metal comboes. GRW is okay, but not amazing. I think these cards are decent, but definitely clunky.
Super Boost Energy
This card could have been good in Gardevoir, but the Metal types have come out of hiding and Gardy is not as good as it once was. It’s sort of a meh card, but a cool idea.
Sorry for the extra late release! I thought I had published this, but looking through my posts revealed otherwise. Here is the very last post in the Ultra Prism Deck Tech series. Bai!