Card of the Day – Call Energy

Call Energy Majestic Dawn MD 92Call Energy is hands down one of the best cards in the Pokémon Trading Card Game. Often underappreciated, it is one of the sole reasons we can attribute any sort of consistency to many of the major decks out there. I think that every deck NEEDS to play 3 to 4 copies of the card, with extremely few exceptions.

The reason Call Energy is so good is that it allows you to search out Pokémon during the first turn of the game, when you are not allowed to play Trainers or Supporters. Normally you would want to play a card such as Roseanne’s Research to get your basic Pokémon out, but this is not possible if you “win” the coin flip. Getting your Pokémon out this first turn is of utmost importance because it gives you a chance to evolve or Level Up these Pokémon during your next turn.

If you were not able to get these Pokémon out during that first turn, you would have to play a Roseanne’s Research the next turn and then wait a whole other turn to evolve or Level Up. This basically puts you behind a whole turn, which can easily be the determining factor in whether you win or lose.

Its good to use Call Energy in conjunction with Roseanne’s Research, just to have more than one way to get your Pokémon in play. There also seems to be a real need at least at the moment to have these multiple sources of basic Pokémon fetching when you have tech cards such as Uxie LA and Unown G GE which you have to get into play much of the time.

Call Energy is also nice because of the simple fact that it is an Energy. You don’t have to really clear out space to fit it in; just play it as part of your grand total number of Energy.

Another nifty, yet sometimes overlooked feature of Call Energy is that you can use its effect even when you’re Paralyzed, Asleep, or Confused. I know that I have used this fact to my benefit many times in the past.

Again, I can’t stress enough how important it is to play at least 3, if not 4 (if you can fit it), of this Pokémon card in every deck. It helps with consistency, can help prevent turn 1 benching (think Machamp or Kingdra Knocking Out your lone Pokémon), and it’s an Energy too.

The only time you may not want to use Call Energy would be in something like turn 1 Kingdra or Machamp. In all other cases, especially Stage 2 set up decks, you need it. Even in Kingdra or Machamp I would still heavily consider using it.

I know this may be an obvious point to some people, but I still see people using decks without Call Energy, and I feel they are just making themselves more reliant on luck than they need to be.

Thanks for reading! Let me know your thoughts on the card, and I should have a new contest sometime next week (with Arceus cards as prizes!).

-Adam

Reader Interactions

29 replies

  1. kwisdumb

    One of the best cards in the format, for all the reasons mentioned.

    I don’t think you should play less than 4 though.

  2. kwisdumb

    One of the best cards in the format, for all the reasons mentioned.

    I don’t think you should play less than 4 though.

  3. Graham Poteet

    Agreed.

    Call Energy is one of the Top Five cards in the format.
    Maximizes consistency.
    Provides energy (although colorless)
    Multiple uses (energy/effect)
    Relatively Splashable

    What’s not to like?

  4. Graham Poteet

    Agreed.

    Call Energy is one of the Top Five cards in the format.
    Maximizes consistency.
    Provides energy (although colorless)
    Multiple uses (energy/effect)
    Relatively Splashable

    What’s not to like?

  5. Randy Branch

    My favourite card (in the format).

    I agree with kwisdumb, you may as well play four almost always, although there may be a time where 3, 2 or even 1 has a place in a deck. Most decks need the correct ratio of energy colours and basic energy, which Call Energy may be substituted for. Call Energy also helps out a deck like Kingdra against Mime MT and Dusknoir SF #1.

    Off Topic: I like the shortened posts on the front page. Much easier to scroll down to topics posted a few days ago.

  6. Eelis Peltola

    I’d rather not play Call in Kingdra, because it IS 4 extra cards in the deck. Maybe if you have a lot of donk decks and Mr. Mime in your area’s metagame, since you can just discard the energies with the attack or by retreating.

    I like the fact that it isn’t an attack, since you can use it even if you couldn’t attack because of Mr. Mime or something like that.

  7. Randy Branch

    My favourite card (in the format).

    I agree with kwisdumb, you may as well play four almost always, although there may be a time where 3, 2 or even 1 has a place in a deck. Most decks need the correct ratio of energy colours and basic energy, which Call Energy may be substituted for. Call Energy also helps out a deck like Kingdra against Mime MT and Dusknoir SF #1.

    Off Topic: I like the shortened posts on the front page. Much easier to scroll down to topics posted a few days ago.

  8. Adam Capriola

    @WDIF: I’m glad you like the adjustment to the front page. I thought it would be good if just the latest post was shown full and then excerpts for the rest. I was able to get a thumbnail pic into the excerpts which makes them look a little more professional, that’s really what tipped me towards making the change.

  9. Eelis Peltola

    I’d rather not play Call in Kingdra, because it IS 4 extra cards in the deck. Maybe if you have a lot of donk decks and Mr. Mime in your area’s metagame, since you can just discard the energies with the attack or by retreating.

    I like the fact that it isn’t an attack, since you can use it even if you couldn’t attack because of Mr. Mime or something like that.

  10. Adam Capriola

    @WDIF: I’m glad you like the adjustment to the front page. I thought it would be good if just the latest post was shown full and then excerpts for the rest. I was able to get a thumbnail pic into the excerpts which makes them look a little more professional, that’s really what tipped me towards making the change.

  11. Joshua Pikka

    It is a great card, that should be in most decks.

    But maybe not as good as you think it is. Its only really useful turn 1, and theres a good chance that you will not get it turn 1 even with 4 copies of it in your deck. And then theres the fact that it takes away from the regular energy that you can use. Like if you are running a machamp deck and its turn 3 and you need to attach an energy and all you have is a call. Then that does you no good because machamp needs a fighting energy to attack.

    But all in all its a card that with a little luck it lets stage 2 decks compete in a fast world of basics.

  12. Joshua Pikka

    It is a great card, that should be in most decks.

    But maybe not as good as you think it is. Its only really useful turn 1, and theres a good chance that you will not get it turn 1 even with 4 copies of it in your deck. And then theres the fact that it takes away from the regular energy that you can use. Like if you are running a machamp deck and its turn 3 and you need to attach an energy and all you have is a call. Then that does you no good because machamp needs a fighting energy to attack.

    But all in all its a card that with a little luck it lets stage 2 decks compete in a fast world of basics.

  13. Rishwyn singh

    its a good card imo. decks like beedrill dont play coz u have weedle ge doin call for fly which is good enough.kingdra is to mainly outspeed ur opppents n machamp should play 3 at least.

  14. Rishwyn singh

    its a good card imo. decks like beedrill dont play coz u have weedle ge doin call for fly which is good enough.kingdra is to mainly outspeed ur opppents n machamp should play 3 at least.

  15. vergel

    too true. if i dont see 4 call, its the very first thing i criticize about a deck.

    if you can fit 3 you can fit 4 IMO. 4 or 0, and the only deck i have 0 in is beedrill (weedle has a search attack and it has no use for C), and kingdra (water). even machamp, gengar, and probably jumpluff i would include 4 call. just to provide consistency t1.

  16. vergel

    too true. if i dont see 4 call, its the very first thing i criticize about a deck.

    if you can fit 3 you can fit 4 IMO. 4 or 0, and the only deck i have 0 in is beedrill (weedle has a search attack and it has no use for C), and kingdra (water). even machamp, gengar, and probably jumpluff i would include 4 call. just to provide consistency t1.

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