Card Reviews
Rocket's Zapdos

~August 31, 2001~
Just too good! No weakness! Resistence! 70 HP! Electric! Energy Removal Repell.
ADVANTAGES
This card is just too good. Wizards of the Cost (WOTC) should have never added this card. This card is just pure all power. Well the two attacks that zappy has makes it excellent card to play with. First plasma helps it get one electric energy from your discard pile, and attach it to it. Making it strong against all energy removal form.
Now the second attack is what made zappy a famous card, Electroburn. But amateurs say "Hey Scizor, Electroburn costs 3 electric and one colorless." But wait a minute, plasma helps power it up fast. You can power up it up with only 1 electric energy and would do 70 damage on the third turn. A total of 110 damage.
The last advantage is how this card was created. 70 HP, 2 retreat cost, and resistence to fighting. That makes this card can take the wave and take the jabs from Hitmochan or Gligar.
DISADVANTAGES
Now time for the sad part of this card. The problem with this card is that since you are likely to attach only one eletric energy to zappy, this makes him do 40 damage to itself when using it's Electroburn, which can really hurt.
Another disadvantage about this card that it's Plasma may not seem like a disadvantage, but it is. The plasma + electroburn can kill everything, including yourself and your own Pokémon. How you ask. First if you plasma enough times, you will have a lot of energy attached to zappy. So when you use Electroburn, you kill yourself. Well since this card has alot of energy attached, there won't be energy for your Pokémon, since they are all in the discard pile, and you can't energy retrival, energy charge, or NGR it. So all your opponent has to do is just has to gust all of your other Pokémon. Then when you bring up zappy, they bring up Chansey. That will likely make you use Electroburn, killing you and only hurting Chansey by half. So you just lost 2 prizes because of that.
COMBOS
Now this card has a lot of cool combos that I've seen over the net. But i'll just talk about the most common one. Here is one combo that I've seen. Attach electric energy to zappy. Plasma. Then next turn you Super one of the electric to get rid of your opponent's 2 energies. Then you plasma. No harm, no foul. Very good and common combo used.
Another cool combo that is used time and time again. This combo solves the problem of you killing yourself with Electroburn. Well people solved this problem by using 1 simple card, it's shiny, it's an energy. Huh? Well you've gussed it, it's Metal Energy. People on the net like to call this combo as Armor Zapdos, or Metal Zapdos because this combo is used over and over again. So this is the scenario. You have 3 electric energy attached to zappy. Attach 1 metal energy to zappy. This will make zappy do only 10 damage to itself, which isn't bad at all. How does this work? Well it's kind of complicated to explain, but I'll try to explain it the most easiest way. Accodring to the Metal Energy, it says it reduces all damage by 10. So zappy would only do 10 damage to itself, and only 60 damage to your opponent. But who cares. Your still alive.
RATING
1-Huh? 3-Dead 5- Okay 7-Tournament Level 10-Broken
Well this was a really tuff decision, but I've give this card a 10. This card is very good! This card will defitantely be in tournaments. This card just is the card that is perfect. Just very good.