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Caleb Gedemer

Shedding Light On... Forbidden Light — Gedemer's Set Review

Forbidden Light is legal for tournaments soon, time to see what cards are good from the set!

05/10/2018 by Caleb Gedemer

Set reviews are fun, and there are a lot of great new cards in Forbidden Light to go over. Zoroark-GX has been dominating events since its release; will this set finally change that? I hope this review is at best a way for you to acquaint yourself with the strongest card in our new set, and at worst just a way to pick which cards you should buy (reprints will not be included)! Let’s check out the best cards that this set has to offer…

Table of contents

Booms

Alolan Exeggutor (Forbidden Light FLI 2)

Alolan Exeggutor (FLI; 2)  – Grass – 160 HP

Stage 1 – Evolves from Exeggcute

[G] Tropical Shake: 20+ damage. This attack does 20 more damage for each type of basic Energy card in your discard pile. You can’t add more than 100 damage in this way.

Weakness: Fire ×2

Resistance: none

Retreat Cost: 3

Originally: This guy is enticingly fun, perhaps even with Zoroark-GX to boost your damage output, but with a cap of 120 damage before other modifiers, this Alolan Exeggutor is never going to see relevant success.

Revised: I tried this out with Zoroark-GX for fun. It’s quite strong and might become a top tier deck. Alolan Exeggutor is an amazing counter to Lycanroc-GX and gives you an advantage in mirror matches since your opponent will likely have nothing that can one-shot it. 120 damage is incredible for a single Energy if you get there.

Froakie (Forbidden Light FLI 22)

Froakie (FLI; 22)  – Water – 70 HP

Basic

[W] Rain Splash: 10 damage.

[W][C] Wave Splash: 20 damage.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 1

70 HP is awesome. This card is going to be included in decks that tech Greninja-GX and I think it might honestly see play in Greninja BREAK decks themselves. Avoiding a two-hit Knockout from Jet Punch is formidable and might warrant this card in a variety of decks.

Frogadier (Forbidden Light FLI 23)

Frogadier (FLI; 23)  – Water – 80 HP

Stage 1 – Evolves from Froakie

Ability: Gale Shuriken

When you play this Pokémon from your hand to evolve 1 of your Pokémon during your turn, you may put 2 damage counters on 1 of your opponent’s Pokémon.

[W] Water Drip: 20 damage.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 1

The frogs are really getting my love and affection this set. Gale Shuriken is just like Golbat from Phantom Forces, and that card saw some nice play in a variety of decks. It has a great effect of doing 20 damage to any Pokemon and I’m sure this deck will see some play, perhaps in Zoroark-GX decks to boost the damage output!

Greninja-GX (Forbidden Light FLI 24)

Greninja GX (FLI; 120)  – Water – 230 HP

Stage 2 – Evolves from Frogadier

Ability: Shuriken Flurry

When you play this Pokémon from your hand to evolve 1 of your Pokémon during your turn, you may put 3 damage counters on 1 of your opponent’s Pokémon.

[W][C][C] Haze Slash: 110 damage. You may shuffle this Pokémon and all cards attached to it into your deck.

[W][C][C] Shadowy Hunter GX: This attack does 130 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 2

This card is gas; Shuriken Flurry is incredibly strong, again boosting the damage of something like Zoroark-GX to new heights; and Haze Slash is an amazingly strong attack too! Most Pokémon aren’t going to take Greninja-GX in one attack so Haze Slash gives you an opportunity to fully heal yourself by going back into the deck and then you can go ahead and reuse Shuriken Flurry later, too! Shadowy Hunter GX is okay, you could use it to finish something off from time-to-time.

Malamar (Forbidden Light FLI 51)

Malamar (FLI; 51)  – Psychic – 90 HP

Stage 1 – Evolves from Inkay

Ability: Psychic Recharge

Once during your turn (before your attack), you may attach a [P] Energy card from your discard pile to 1 of your Benched Pokémon.

[P][P][C] Psychic Sphere: 60 damage.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 2

This is arguably the best card in the set! Eelektrik from many formats ago saw its time in the spotlight with the exact same Ability for Lightning Energy so this card will certainly see play. The Psychic type has a ton of tools to work with as far as attackers go including Ultra Necrozma-GX which I’ll review shortly. Malamar is a great support Pokemon that will greatly improve any Psychic type deck and give birth to a strong, new archetype.

Hoopa (Forbidden Light FLI 54)

Hoopa (FLI; 54)  – Psychic – 80 HP

Basic

[P] Hyperspace Ring: Search your deck for up to 2 Item cards, reveal them, and put them into your hand. Then, shuffle your deck.

[P] Psy Bolt: 10 damage. Flip a coin. If heads, your opponent’s Active Pokémon is now Paralyzed.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

I like this card, but I don’t know where it would fit. Getting two Items from your deck is super cool and can set you up very quickly, and you’ll likely be able to use Hyperspace Ring more than once since Hoopa won’t be one-shot by something like Tapu Lele-GX. We’ll see if it ever sees play as a nice way to open a game and get some stuff going!

Naganadel-GX (Forbidden Light FLI 56)

Naganadel GX (FLI; 56)  – Psychic – 210 HP

Stage 1 – Evolves from Poipole – Ultra Beast

[C] Beast Raid: 20× damage. This attack does 20 damage for each of your Ultra Beasts in play.

[P][C][C] Jet Needle: 110 damage. This attack’s damage isn’t affected by Weakness or Resistance.

[C][C][C] Stinger-GX: Both players shuffle their Prize cards into their decks. Then, each player puts the top 3 cards of their deck face down as their Prize cards. (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

This card is inherently strong, but it needs just a little more support to take it to the top. Perhaps coming sets will include more support for Ultra Beast Pokémon and get this guy the small buff that it needs to kick things off. For now, you could play Naganadel-GX with Buzzwole-GX for the mirror match and to give you a way to deal with more sizable threats. Stinger GX is super cool if you can ever power it up, but it doesn’t seem too practical since your opponent will have the first chance to take Prizes and get back on the board.

Zygarde (Forbidden Light FLI 71)

Zygarde (FLI; 71)  – Fighting – 90 HP

Basic

Ability: Earthen Aura

Damage from this Pokémon’s attacks isn’t affected by Weakness or Resistance.

[F] Peace Maker: 30+ damage. If your opponent has an Ultra Beast in play, this attack does 30 more damage.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 1

This Zygarde is a decent counter to Dawn Wings Necrozma-GX for Fighting decks, or for that matter anything with a Fighting Resistance. The only problem is that your opponent obviously needs to have an Ultra Beast in play, so this card will be dead in a lot of matchups. I’m not sure if it belongs in this category entirely, it’s somewhere in the middle.

Diancie Prism Star (Forbidden Light FLI 74)

Diancie Prism Star (FLI; 74)  – Fighting – 120 HP

Basic

♢ (Prism Star) Rule: You can’t have more than 1 ♢ card with the same name in your deck. If a ♢ card would go to the discard pile, put it in the Lost Zone instead.

Ability: Princess’s Cheers

As long as this Pokémon is on your Bench, your [F] Pokémon’s attacks do 20 more damage to your opponent’s Active Pokémon (before applying Weakness and Resistance).

[F][F][F] Diamond Rain: 90 damage. Heal 30 damage from each of your Benched Pokémon.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 2

Regirock-EX just took some steroids! This card is super good and will be a must-have in every Fighting deck. I’m not sure yet if decks should play this and Regirock-EX, as that’s a huge Bench space commitment, but every bit of damage does make a difference. This is one of the best cards in the set and is going to make Fighting decks even better than they already were.

Rockruff (Forbidden Light FLI 75)

Rockruff (FLI; 75)  – Fighting – 70 HP

Basic

[F][C] Surprise Attack: 50 damage. Flip a coin. If tails, this attack does nothing.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 1

70 HP is always a fine number for Basic Pokémon that are meant to Evolve. While Corner and Tackle have seen their day, I believe that this will be the best Rockruff going forward, with some decks maybe still playing a single copy of the one with Corner. Surprise Attack isn’t anything special, but that HP certainly is. Avoiding Knockouts from two Jet Punch attacks is incredible.

Buzzwole (Forbidden Light FLI 77)

Buzzwole (FLI; 77)  – Fighting – 130 HP

Basic – Ultra Beast

[F] Sledgehammer: 30+ damage. If your opponent has exactly 4 Prize cards remaining, this attack does 90 more damage.

[F][F][C] Swing Around: 80+ damage. Flip 2 coins. This attack does 20 more damage for each heads.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 2

Sledgehammer is busted! You want to lead every game with a Pokémon-EX/GX, give your opponent two Prizes, and then you have a practically free Knockout with a non-EX/GX for just a single Energy! Swing Around is bad but Sledgehammer is all this card needed to be strong. I think this card becomes an instant staple in every deck playing Diancie Prism Star and Strong Energy.

Dialga-GX (Forbidden Light FLI 82)

Dialga-GX – Metal – 180 HP

Basic

[M] Overclock: Draw cards until you have 6 cards in your hand.

[M][C][C] Shred: 80 damage. This attack’s damage isn’t affected by any effects on your opponent’s Active Pokémon.

[M][M][M][C][C] Timeless GX: 150 damage. Take another turn after this one. (Skip the between turns step.) (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Fire ×2

Resistance: Psychic -20

Retreat Cost: 3

Most of you probably remember the Dragon type Dialga-GX which has seen some play in Metal decks. This Metal type Dialga-GX is better depending on your metagame. If you expect Gardevoir-GX, then play this one, but if you don’t, then play the other as this one is weak to Fire and will get smoked by Volcanion-EX decks just like the rest of the build.

Sylveon (Forbidden Light FLI 87)

Sylveon (FLI; 87)  – Fairy – 90 HP

Stage 1 – Evolves from Eevee

[C] Wink Wink: Your opponent reveals their hand. You may discard a Supporter card you find there and use the effect of that card as the effect of this attack.

[Y][C] Magical Shot: 40 damage.

Weakness: Metal ×2

Resistance: Darkness -20

Retreat Cost: 1

I like this in Gardevoir-GX decks for sure as another setup card to Evolve Eevee from Sun & Moon into. Wink Wink can get you set up very well, but the one downside is you could land a bad discard from a Professor Sycamore. If Gardevoir-GX ever starts playing Eevee again, I think you’d play one of these and a single copy of Sylveon-GX, too.

Ultra Necrozma-GX (Forbidden Light FLI 95)

Ultra Necrozma GX (FLI; 95)  – Dragon – 190 HP

Basic – Ultra Beast

[P][M] Photon Geyser: 20+ damage. Discard all basic [P] Energy from this Pokémon. This attack does 80 more damage for each card you discarded in this way.

[P][M] Sky-Scorching Light GX: You can use this attack only if the total of both players’ remaining Prize cards is 6 or less. Put 6 damage counters on each of your opponent’s Pokémon. (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Fairy ×2

Resistance: none

Retreat Cost: 2

This card is incredible, and a huge bump up from the old Rayquaza-EX -- the power creep is real! Photon Geyser can one-shot literally anything, and this card is immediately going to be the perfect partner for Malamar decks. Sky-Scorching Light GX is okay in a pinch to either finish up Knockouts or take down weak HP Pokemon, but that won’t happen very often. This is one of the best cards in the set and even has 190 HP to boot, a hard number to reach!

Beast Ring (Forbidden Light FLI 102)

Beast Ring (FLI; 102)

Trainer – Item

You can play this card only if your opponent has exactly 3 or 4 Prize cards remaining.

Search your deck for up to 2 basic Energy cards and attach them to 1 of your Ultra Beasts. Then, shuffle your deck.

You may play as many Item cards as you like during your turn (before your attack).

Beast Ring, more like Busted Ring! This card is gas, and easily the best card in the set in my opinion. It improves an existing type in Buzzwole-GX naturally and boosts the power ceiling of new cards like Ultra Necrozma-GX. With so many new Ultra Beast cards being released it will be interesting to see how useful this card can be going forward. It is the star of the set and jacks up Buzzwole-GX to new heights that I never imagined. It’s the real deal and it will be cool to see how players can work out ways to play around Beast Ring going forward.

Fossil Excavation Map (Forbidden Light FLI 107)

Fossil Excavation Map (FLI; 107)

Trainer – Item

Choose 1:

Search your deck for an Unidentified Fossil card, reveal it, and put it into your hand. Then, shuffle your deck.

Put an Unidentified Fossil card from your discard pile into your hand.

You may play as many Item cards as you like during your turn (before your attack).

Remember the Rampardos deck that got everyone talking going into North Carolina Regionals in mid-March? It bombed that event, but Fossil Excavation Map is what that deck wanted to be more consistent. Now I’m not saying that the deck is instantly strong now, but I think this card is a good one and will give it a chance to hit the meta running again. I will be testing Rampardos again to make sure that I’m not missing something.

Mysterious Treasure (Forbidden Light FLI 113)

Mysterious Treasure (FLI; 113)

Trainer – Item

Discard a card from your hand. If you do, search your deck for a [P] or [N] Pokémon, reveal it, and put it into your hand. Then, shuffle your deck.

You may play as many Item cards as you like during your turn (before your attack).

Consistency is hard to come by for many decks, but for Malamar it directly benefits from this sweet card. You not only get to discard an Energy to fuel your discard pile full of Energy to attach with your Ability, but you get to snag a Psychic Pokemon just like that. This card is also great in place of a third Tapu Lele-GX in a variety of decks because it allows you to thin dead cards out and remove a bad starter from your deck.

Beast Energy Prism Star (Forbidden Light FLI 117)

Beast Energy Prism Star (FLI; 117)

Special Energy

♢ (Prism Star) Rule: You can’t have more than 1 ♢ card with the same name in your deck. If a ♢ card would go to the discard pile, put it in the Lost Zone instead.

This card provides [C] Energy.

While this card is attached to an Ultra Beast, it provides every type of Energy but provides only 1 Energy at a time. The attacks of the Ultra Beast this card is attached to do 30 more damage to your opponent’s Active Pokémon (before applying Weakness and Resistance).

Another one of the stars of this set, Beast Energy Prism Star improves Buzzwole-GX and gives Ultra Necrozma-GX a way to achieve its attack cost and boost its damage output. This card is obviously limited to just Ultra Beast Pokemon and you can’t play more than one, so I see it as a why-not card in a variety of decks that carry Ultra Beast Pokemon. It’s great!

Busts

Abomasnow (Forbidden Light FLI 4)

Abomasnow (FLI; 4)  – Grass – 130 HP

Stage 1 – Evolves from Snover

Ability: Blessings of the Forest

When you play this Pokémon from your hand to evolve 1 of your Pokémon during your turn, you may attach a [G] Energy card from your discard pile to 1 of your Pokémon.

[G][C][C][C] Hypno Hammer: 80 damage. Your opponent’s Active Pokémon is now Asleep.

Weakness: Fire ×2

Resistance: none

Retreat Cost: 3

This card sucked the first time around in its Water type predecessor, so I don’t expect this one to be any better. The only hope on the horizon lies in pairing this baddy with Tapu Bulu-GX, but I cannot see that performing consistently enough to work. Devolution Spray could get things chugging along; maybe this deserves a bit more thought.

Pheromosa (Forbidden Light FLI 11)

Pheromosa (FLI; 11)  – Grass – 110 HP

Basic – Ultra Beast

[C] High Jump Kick: 20 damage.

[G][G][C] White Ray: 90+ damage. If you have only 1 Prize card remaining, this attack does 90 more damage.

Weakness: Fire ×2

Resistance: none

Retreat Cost: 0

As a non-GX Ultra Beast this card deserves an honorable mention, but not much else. White Ray could finish things off in a Tapu Bulu-GX deck, but I would rather use Nature’s Judgement in every scenario I can think of. High Jump Kick is miserable, so this card will only see play in a Naganadel-GX “Beast Box” sort of deck, if anything.

Alolan Marowak (Forbidden Light FLI 12)

Alolan Marowak (FLI; 12)  – Fire – 120 HP

Stage 1 – Evolves from Cubone

[-] Limbo Limbo: Search your deck for up to 2 basic Energy cards and attach them to your Pokémon in any way you like. Then, shuffle your deck.

[C][C] Alolan Club: 20× damage. This attack does 20 damage for each of your Pokémon in play that has Alolan in its name.

Weakness: Water ×2

Resistance: none

Retreat Cost: 2

The last Energy-accelerating Alolan Marowak busted, so I don’t expect anything more from this one, although it is slightly better. Interestingly enough, you might notice its attack is exactly the same sort of effect as Zoroark-GX and Riotous Beating, although specifically for Alolan Pokemon. Perhaps it could be a decent way to counter Fire-weak Pokemon as a tech in a random deck at some point!

Heatran (Forbidden Light FLI 13)

Heatran (FLI; 13)  – Fire – 130 HP

Basic

[R][C] Guard Press: 30 damage. During your opponent’s next turn, this Pokémon takes 30 less damage from attacks (after applying Weakness and Resistance).

[R][R][C] Boiling Impact: 130 damage. Discard 2 Energy from this Pokémon.

Weakness: Water ×2

Resistance: none

Retreat Cost: 3

Another abysmal non-EX/GX Pokemon that a Volcanion-EX deck could play but won’t. 130 damage can be buffed out considerably with Steam Up but you’d always rather play Volcanion just because its first attack is superior in every aspect.

Delphox (Forbidden Light FLI 17)

Delphox (FLI; 17)  – Fire – 150 HP

Stage 2 – Evolves from Braixen

Ability: Mystical Torch

Once during your turn (before your attack), you may leave your opponent’s Active Pokémon Burned.

[R][R][C][C] Fire Spin: 150 damage. Discard 2 Energy from this Pokémon.

Weakness: Water ×2

Resistance: none

Retreat Cost: 2

I actually think this card is strong conceptually, but not in practical application. Automatic Burn is pretty nice but can’t be pulled off consistently with this card since it does require a Stage 2 being in play. You could use it to bump up Zoroark-GX in the Standard format, pushing Riotous Beating to a guaranteed 170 damage with a Choice Band to a Pokemon-EX/GX but that’s still going to be short of taking down the most relevant high-HP critters out there.

Palkia-GX (Forbidden Light FLI 20)

Palkia GX (FLI; 20)  – Water – 180 HP

Basic

[W] Spatial Control: Move any number of Energy from your Benched Pokémon to this Pokémon.

[C][C][C] Hydro Pressure: 60+ damage. This attack does 20 more damage times the amount of [W] Energy attached to this Pokémon.

[W][W][W][C][C] Zero Vanish GX: 150 damage. Shuffle all Energy from each of your opponent’s Pokémon into their deck. (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 3

Palkia-GX hasn’t seen play as a Dragon Pokemon, and it won’t as a Water type either. Sure, it can crank up some decent damage with Hydro Pressure, but I’m afraid that taking itself to the point of knocking out something like Zoroark-GX is going to be too costly of an investment. Zero Vanish GX has a cool effect but for five Energy it is going to be nearly impossible to power up consistently.

Volcanion Prism Star (Forbidden Light FLI 31)

Volcanion Prism Star (FLI; 31)  – Water – 160 HP

Basic

♢ (Prism Star) Rule: You can’t have more than 1 ♢ card with the same name in your deck. If a ♢ card would go to the discard pile, put it in the Lost Zone instead.

Ability: Jet Geyser

Once during your turn (before your attack), you may discard a [W] Energy card from your hand. If you do, your opponent switches their Active Pokémon with 1 of their Benched Pokémon.

[W][W][W] Sauna Blast: 100 damage. This attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)

Weakness: Lightning ×2

Resistance: none

Retreat Cost: 3

Jet Geyser is the draw to this card, but it isn’t a very big one… By discarding a Water Energy, you get to force your opponent into an “Repel” effect, but that’s not something that’s very strong in the game right now. Most times, that actually ends up helping your opponent out since he or she gets an opportunity to switch into a Pokemon that isn’t cared about as much so that it can soak a hit or two. Sauna Blast has a funny name but for a whopping three Water Energy it’s not going to be used very often.

Magnezone (Forbidden Light FLI 36)

Magnezone (FLI; 36)  – Lightning – 150 HP

Stage 2 – Evolves from Magneton

Ability: Magnetic Circuit

As often as you like during your turn (before your attack), you may attach a [L] Energy card from your hand to 1 of your Pokémon.

[L][L][L][C] Zap Cannon: 130 damage. This Pokémon can’t use Zap Cannon during your next turn.

Weakness: Fighting ×2

Resistance: Metal -20

Retreat Cost: 1

Another Energy-accelerating Magnezone, seriously? This one is basically already in print from BREAKthrough, also. Lightning has feeble support compared to the Metal type Magnezone package and on top of that the older Magnezone has never seen competitive success. This card will not be played competitively.

Xurkitree (Forbidden Light FLI 39)

Xurkitree (FLI; 39)  – Lightning – 120 HP

Basic – Ultra Beast

[L] Dazzle Blast: 20 damage. Your opponent’s Active Pokémon is now Confused.

[L][L][C] Cablegram: 100 damage. If you have exactly 3 Prize cards remaining, your opponent’s Active Pokémon is now Paralyzed.

Weakness: Fighting ×2

Resistance: Metal -20

Retreat Cost: 1

I said I would review all the Ultra Beast Pokemon, so, yeah, here’s Xurkitree… Dazzle Blast is bad, so is Cablegram. Perhaps Lightning type Magnezone players will pack this bad boy for times that they have exactly three Prizes left!

Rotom (Forbidden Light FLI 40)

Rotom (FLI; 40)  – Psychic – 70 HP

Basic

Ability: Roto Motor

If you have 9 or more Pokémon Tool cards in your discard pile, ignore all Energy in the attack cost of each of this Pokémon’s attacks.

[P][P][P] Plasma Slice: 120 damage. This Pokémon can’t attack during your next turn.

Weakness: Darkness ×2

Resistance: Fighting -20

Retreat Cost: 1

Roto Motor has been around for a while and doesn’t have a very practical way to be applied, but a Psychic type of this specific Rotom is more than welcomed to this format. If you have the fortune of getting nine or more Tools in your discard pile you can do 120 damage to one-shot a Buzzwole-GX! This is one of the better “Busts” cards, but not by much. Gourgeist decks already have a Psychic type attacker in Gourgeist itself, so even this poor little Rotom won’t fit in the deck it was designed to be played in. Malamar decks can use Plasma Slice with Psychic Energy, but there are better Pokemon to be played in its place like Dawn Wings Necrozma-GX that can one-shot a Buzzwole-GX on its own and resist damage in return.

Uxie (Forbidden Light FLI 41), Mesprit (Forbidden Light FLI 42), and Azelf (Forbidden Light FLI 43)

Uxie (FLI; 41)  – Psychic – 60 HP

Basic

[P] Memory Skip: 30 damage. Choose 1 of your opponent’s Active Pokémon’s attacks. That Pokémon can’t use that attack during your opponent’s next turn.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

Mesprit – Psychic – 70 HP

Basic

Ability: Silent Waves

If you have Azelf in play, your opponent’s Pokémon in play have no Resistance.

[C][C] Mind Splash: 20+ damage. If Uxie is on your Bench, this attack does 50 more damage.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

Azelf – Psychic – 60 HP

Basic

[C] Psychic Abduction: You can use this attack only if you go second, and only on your first turn. Shuffle 1 of your opponent’s Benched Pokémon and all cards attached to it into their deck.

[C] Hypnoblast: 10 damage. Your opponent’s Active Pokémon is now Asleep.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

These are all super close to being great cards, but with low HP I don’t think they’re very practical to be played. Silent Waves from Mesprit is a neat effect but the Bench space that these buggers are going to take up won’t be worth it. Psychic Abduction from Azelf is decent, but I doubt many players are going to walk into a situation where it gets to be abused effectively.

Meowstic (Forbidden Light FLI 45)

Meowstic – Psychic – 90 HP

Stage 1 – Evolves from Espurr

[P] Teleportation Burst: 20 damage. Switch this Pokémon with 1 of your Benched Pokémon.

[P][C] Psychic: 30+ damage. This attack does 30 more damage times the amount of Energy attached to your opponent’s Active Pokémon.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

Psychic is decent, but not great enough to see play since it takes two Energy. You could use it with Counter Energy but there are better Psychic type Basic Pokemon that you could use instead that are less clunky.

Dragalge (Forbidden Light FLI 53)

Dragalge (FLI; 53)  – Psychic – 120 HP

Stage 1 – Evolves from Skrelp

Ability: Poison Point

If this Pokémon is your Active Pokémon and is damaged by an opponent’s attack (even if this Pokémon is Knocked Out), the Attacking Pokémon is now Poisoned.

[P][C] Twister: 60 damage. Flip 2 coins. For each heads, discard an Energy from your opponent’s Active Pokémon. If both of them are tails, this attack does nothing.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

Not too many players will willingly attack into this miserable card, and if they’re not attacking into it then you’re not going to be doing much else since Twister is dreadfully bad. Dragalge would need more HP and a stronger move to ever see play.

Infernape (Forbidden Light FLI 59)

Infernape (FLI; 59)  – Fighting – 130 HP

Stage 2 – Evolves from Monferno

Ability: Flaming Fighter

Put 6 damage counters instead of 2 on your opponent’s Burned Pokémon between turns.

[F][C] Burst Punch: 50 damage. Your opponent’s Active Pokémon is now Burned.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 1

This dude didn’t see play as a Fire type and it won’t as a Fighting type either. Burst Punch does too little damage to make Infernape a formidable attacker and while Flaming Fighter is a cool Ability, it requires a Burn prerequisite to do things and as a Stage 2 it is going to be hard to stream Infernape and even harder to keep attacking with it to actually Burn your opponent’s Active Pokemon.

Gible (Forbidden Light FLI 60), Gabite (Forbidden Light FLI 61), and Garchomp (Forbidden Light FLI 62)

Gible (FLI; 60)  – Fighting – 50 HP

Basic

[F] Ascension: Search your deck for a card that evolves from this Pokémon and put it onto this Pokémon to evolve it. Then, shuffle your deck.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 1

Gabite – Fighting – 80 HP

Stage 1 – Evolves from Gible

[F] Ascension: Search your deck for a card that evolves from this Pokémon and put it onto this Pokémon to evolve it. Then, shuffle your deck.

[C][C] Slash: 40 damage.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 1

Garchomp – Fighting – 150 HP

Stage 2 – Evolves from Gabite

[C][C] Quick Dive: This attack does 50 damage to 1 of your opponent’s Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)

[F][C][C] Royal Blades: 100+ damage. If you played Cynthia from your hand during this turn, this attack does 100 more damage.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 0

These are all awful cards and didn’t see play as a Dragon type previously so I don’t think they will now either. Carbink BREAK can help power up Garchomp since it’s Fighting type now, but a clunky Energy cost is still going to be its downfall in the end. The deck is also super weak to Parallel City so I just don’t see good things in store for poor Garchomp, ever.

Toxicroak (Forbidden Light FLI 64)

Toxicroak (FLI; 64)  – Fighting – 100 HP

Stage 1 – Evolves from Croagunk

[F] Poison Jab: 30 damage. Your opponent’s Active Pokémon is now Poisoned.

[C][C] Exact Revenge: 50+ damage. If any of your [P] Pokémon were Knocked Out by damage from an opponent’s attack during their last turn, this attack does 70 more damage.

Weakness: Psychic ×2

Resistance: none

Retreat Cost: 2

This card could be decent to counter Zoroark-GX decks for random Psychic type decks. I don’t foresee that being a necessity to make happen so I don’t think this card is very great. I liked the Psychic type Toxicroak for Lucario-GX mirrors where you could take an opposing Lucario-GX out in one hit with Toxicroak if one of your own Lucario-GX was knocked out during your opponent’s last turn but this one is just a little more awkward.

Hawlucha (Forbidden Light FLI 70)

Hawlucha (FLI; 70)  – Fighting – 80 HP

Basic

[F] High Jump Kick: 20 damage.

[C][C][C] Sky Drop: 80- damage. This attack does 20 less damage for each [C] in your opponent’s Active Pokémon’s Retreat Cost.

Weakness: Lightning ×2

Resistance: Fighting -20

Retreat Cost: 1

Sky Drop is super close to being strong against Zoroark-GX, but, alas, Zoroark-GX does not have free Retreat. Sky Drop tops at 140 to a Zoroark-GX with a Choice Band unless your opponent puts a Float Stone on it…

Zygarde (Forbidden Light FLI 72)

Zygarde (FLI; 72)  – Fighting – 130 HP

Basic

[C][C] Glare: 20 damage. Flip a coin. If heads, your opponent’s Active Pokémon is now Paralyzed.

[F][C][C] Calm Strike: 60+ damage. If you have used your GX attack, this attack does 60 more damage.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 2

Calm Strike knocks out a Zoroark-GX in one hit if you used your GX attack but I feel like there are just better Fighting Pokemon that would have made better use of the Energy that you’ll need to attach to this thing.

Zygarde-GX (Forbidden Light FLI 73)

Zygarde GX (FLI; 73)  – Fighting – 200 HP

Basic

[C][C] Cell Connector: 50 damage. Attach 2 [F] Energy cards from your discard pile to this Pokémon.

[F][F][C][C] Land’s Wrath: 130 damage.

[F][F][C][C] Verdict GX: 150 damage. Prevent all damage done to this Pokémon by attacks from Pokémon-GX and Pokémon-EX during your opponent’s next turn. (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Grass ×2

Resistance: none

Retreat Cost: 3

This card is way too overhyped. Cell Connector gives this guy some potential, but I really don’t think it’s enough. Sure, it can sweep a Zoroark-GX deck, but Buzzwole-GX is simply a better card overall. I see it fitting best into a Zoroark-GX deck of its own that can discard Energy with Trade and then attach then with Cell Connector. Land’s Wrath is very costly for Energy and I don’t even like Verdict GX with the “Bonnie loop” that some folks have been talking about. Spending my Supporter for the turn to allow me to use another GX attack just feels bad and seems unrealistically fancy to keep chaining. While you do that, your opponent will be free to use Guzma to just avoid the Zygarde-GX altogether.

Yveltal-GX (Forbidden Light FLI 79)

Yveltal GX (FLI; 79)  – Darkness – 180 HP

Basic

[D] Absorb Vitality: 20 damage. Heal from this Pokémon the same amount of damage you did to your opponent’s Active Pokémon.

[C][C][C] Sonic Evil: 100 damage. This attack’s damage isn’t affected by Weakness or Resistance.

[D] Doom Count GX: If your opponent’s Active Pokémon has exactly 4 damage counters on it, that Pokémon is Knocked Out. (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Lightning ×2

Resistance: Fighting -20

Retreat Cost: 2

Yveltal has finally fallen from grace for good from the looks of it. I can’t think of one good thing about this card, its first two attacks are unplayable and while Doom Count GX might be a nice way to score a Knockout at some point, you’d have to pair it with Tapu Koko to get some Flying Flip attacks off otherwise I think you’re better off using your deck space to build up something that can take one-hit Knockouts.

Guzzlord (Forbidden Light FLI 80)

Guzzlord (FLI; 80)  – Darkness – 160 HP

Basic – Ultra Beast

[D][D][D][D] Lord’s Valley: 160 damage. If you have exactly 2, 4, or 6 Prize cards remaining, discard the top 10 cards of your deck.

Weakness: Fighting ×2

Resistance: Psychic -20

Retreat Cost: 4

Yeah… no… another Beast, another bad review… Lord’s Valley is ridiculously horrible, and its flavor text of discarding your deck is comically horrendous. Avoid this card at all costs.

Empoleon (Forbidden Light FLI 81)

Empoleon (FLI; 81)  – Metal – 160 HP

Stage 2 – Evolves from Prinplup

[M][C] Total Command: 20× damage. This attack does 20 damage for each Benched Pokémon (both yours and your opponent’s).

[M][M][C] Whirlpool: 90 damage. Discard an Energy from your opponent’s Active Pokémon.

Weakness: Fire ×2

Resistance: Psychic -20

Retreat Cost: 2

One Empoleon wasn’t enough everyone! Total Command is a strong attack, but for this Metal type without Aqua Patch support it won’t be using it very consistently. I think the best pairing for the Water type Empoleon was with Zoroark-GX so you could stream things as consistently as possible, but this guy isn’t going to work out very well. You could pair it with Registeel, but even that doesn’t sound great since you’re going to have troubles setting up each game and take a lot of poor matchups along the way to decks that will certainly out speed you.

Florges (Forbidden Light FLI 86)

Florges (FLI; 86)  – Fairy – 120 HP

Stage 2 – Evolves from Floette

Ability: Wondrous Gift

Once during your turn (before your attack), you may flip a coin. If heads, put an Item card from your discard pile on top of your deck.

[Y][Y][C] Mist Guard: 70 damage. Prevent all damage done to this Pokémon by attacks from [N] Pokémon during your opponent’s next turn.

Weakness: Metal ×2

Resistance: Darkness -20

Retreat Cost: 2

This is actually pretty cool, but I would rather use my Rare Candy to get a better Stage 2 Pokemon out like Gardevoir-GX, for instance. You could put this Florges in a Zoroark-GX deck to cycle disruption cards or even Puzzle of Time, but all of that seems redundant and does rely on a coin flip so I don’t think it’s practical to build a deck around.

Dedenne (Forbidden Light FLI 88)

Dedenne (FLI; 88)  – Fairy – 60 HP

Basic

[Y] Find a Friend: Search your deck for a Pokémon, reveal it, and put it into your hand. Then, shuffle your deck.

[C][C] Electrichain: 30+ damage. If you have any [L] Pokémon on your Bench, this attack does 30 more damage.

Weakness: Metal ×2

Resistance: Darkness -20

Retreat Cost: 1

Electrichain can do some formidable damage to Ultra Necrozma-GX, but not enough for a one-hit Knockout, even with Choice Band. It’s so close that you can use Professor Kukui to get there, but I think the set of three cards (Dedenne, Tapu Koko, and Professor Kukui) you need is too much of an investment to warrant the space for this card in a deck just to counter Ultra Necrozma-GX.

Xerneas-GX (Forbidden Light FLI 90)

Xerneas GX (FLI; 90)  – Fairy – 180 HP

Basic

[C] Overrun: 20 damage. This attack does 20 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)

[Y][Y][C] Aurora Horns: 120 damage.

[Y][Y][C] Sanctuary GX: Move all damage counters from each of your Pokémon to your opponent’s Active Pokémon. (You can’t use more than 1 GX attack in a game.)

Pokémon-GX rule: When your Pokémon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Metal ×2

Resistance: Darkness -20

Retreat Cost: 2

This card is really bad and completely outclassed by something like Buzzwole-GX which has better support and does more damage! Sanctuary GX is awful with such a large attack cost and a deck that could play this (Gardevoir-GX) would want to be healing damage off with Max Potion so there shouldn’t be much extra laying around to even score a meaningful Knockout.

Arceus Prism Star (Forbidden Light FLI 96)

Arceus Prism Star (FLI; 96)  – Colorless – 160 HP

Basic

♢ (Prism Star) Rule: You can’t have more than 1 ♢ card with the same name in your deck. If a ♢ card would go to the discard pile, put it in the Lost Zone instead.

Ability: First Law

Prevent all effects of your opponent’s attacks, except damage, done to this Pokémon.

[C] Trinity Star: 30 damage. You can use this attack only if you have [G], [W], and [L] Pokémon on your Bench. Search your deck for up to 3 basic Energy cards and attach them to your Pokémon in any way you like. Then, shuffle your deck.

Weakness: Fighting ×2

Resistance: none

Retreat Cost: 1

Trinity Star is neat, but not strong enough to be a competitive way to power up Pokemon. Its prerequisite of having three different types of Pokemon on your Bench is miserable, as there is no natural synergy between those types right now. The closest fit for this card could be in a Tapu Bulu-GX deck, but you would need to play Octillery to get the Water type checked off. Either way, this seems like a clunky way to accelerate Energy for a deck that already can do that naturally anyways.

Furfrou (Forbidden Light FLI 99)

Furfrou (FLI; 99)  – Colorless – 90 HP

Basic

[C] Return: 20 damage. You may draw cards until you have 5 cards in your hand.

Weakness: Fighting ×2

Resistance: none

Retreat Cost: 1

Return is a neat way to draw cards and refresh your hand while doing a little damage. It might be decent down the road but our Standard format is still so naturally consistent with high Brigette counts and lots of Supporters to use that Furfrou will never have a strong enough impact to be played. It does require an Energy attachment that would likely be better served elsewhere, and with a Weakness to Fighting it will get destroyed by Buzzwole-GX decks.

Noibat (Forbidden Light FLI 100)

Noibat (FLI; 100)  – Colorless – 50 HP

Basic

[C] Ram: 10 damage.

[C][C] Destructive Sound: Your opponent reveals their hand. Discard all Item cards you find there.

Weakness: Lightning ×2

Resistance: Fighting -20

Retreat Cost: 1

This card is cool. I don’t know if it’s practical to use and it could certainly backfire like Ghetsis does occasionally in the Expanded format. Destructive Sound could be useful in a Garbodor deck so that Trashalanche can get a big buff. With 50 HP, this card feels like easy Prizes for your opponent, however, and it won’t be able to use its interesting attack enough times for it to be relevant.

Bonnie (Forbidden Light FLI 103)

Bonnie (FLI; 103)

Trainer – Supporter

You can play this card only if there is any Stadium card in play.

Discard that Stadium card. During this turn, your Zygarde-GX can use its GX attack even if you have used your GX attack.

You may play only 1 Supporter card during your turn (before your attack).

She’s okay, but that’s about it. Zygarde-GX is an alright card but Verdict GX is only okay. Preventing damage from opposing Pokemon is nothing to scoff at by any means whatsoever, but chaining Bonnie each turn to get that effect is going to be tough. In addition, if Verdict GX isn’t taking one-hit Knockouts then Bonnie seems like a terrible waste of a Supporter for your turn.

Crasher Wake (Forbidden Light FLI 104)

Crasher Wake (FLI; 104)

Trainer – Supporter

Discard 2 [W] Energy cards from your hand. If you do, search your deck for up to 2 cards and put them into your hand. Then, shuffle your deck.

You may play only 1 Supporter card during your turn (before your attack).

Immediately you might think that this is a solid way for Greninja BREAK decks to set up more consistently. The only problem though is that finding two Water Energy in your hand can be pretty tough! Once Starmie is down and using Space Beacon you’ll be in business, but until then this card would be better off as another draw Supporter or just another out to one. Greninja BREAK decks often need more than just two cards too, and while that’s a lot to ask for, it can be the bane of the deck’s existence sometimes.

Diantha (Forbidden Light FLI 105)

Diantha (FLI; 105)

Trainer – Supporter

You can play this card only if 1 of your [Y] Pokémon was Knocked Out during your opponent’s last turn.

Put 2 cards from your discard pile into your hand.

You may play only 1 Supporter card during your turn (before your attack).

I don’t like this card at all. Gardevoir-GX and Sylveon-GX are the only strong Fairy type decks out there right now, and while Sylveon-GX can use this card more effectively, Gardevoir-GX playing this card would just be silly. Now for Sylveon-GX, you want to avoid Knockouts so I would never be incredibly enthusiastic about playing this card. There’s a point where you can recover “too many cards” and having access to your discard pile with Puzzle of Time has already been enough for Sylveon-GX decks for a while.

Eneporter (Forbidden Light FLI 106)

Eneporter (FLI; 106)

Trainer – Item

Move a Special Energy from 1 of your opponent’s Pokémon to another of their Pokémon.

You may play as many Item cards as you like during your turn (before your attack).

Enhanced Hammer is simply better than this card. I don’t ever see this card getting play. A funny thing you can do is use it to boost the power of Mewtwo using Psychic...

Lady (Forbidden Light FLI 109)

Lady (FLI; 109)

Trainer – Supporter

Search your deck for up to 4 basic Energy cards, reveal them, and put them into your hand. Then, shuffle your deck.

You may play only 1 Supporter card during your turn (before your attack).

Looks like Cilan needed a bump! Four Basic Energy cards are only good for a deck like Magnezone to have in hand, so aside from that deck, this is probably going to be another one for the bulk box.

Lysandre Prism Star (Forbidden Light FLI 110)

Lysandre Prism Star (FLI; 110)

Trainer – Supporter

♢ (Prism Star) Rule: You can’t have more than 1 ♢ card with the same name in your deck. If a ♢ card would go to the discard pile, put it in the Lost Zone instead.

For each of your [R] Pokémon in play, put a card from your opponent’s discard pile in the Lost Zone.

You may play only 1 Supporter card during your turn (before your attack).

Not every deck plays out of the discard pile, so this card is going to be dead a lot of the time. While it can have strong effect occasionally, I don’t see it being much more than another dud like Cyrus Prism Star was a set ago. The best use I see for this card is to give Fire decks a hard counter to Malamar decks, since you will then be able to put multiple Psychic Energy into your opponent’s Lost Zone and prevent use of Malamar and its Ability in the future.

Lysandre Labs (Forbidden Light FLI 111)

Lysandre Labs (FLI; 111)

Trainer – Stadium

Pokémon Tool cards in play (both yours and your opponent’s) have no effect.

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can’t play this card.

Finally, just what we needed: a counter to Spirit Link cards! Not really, this card is miserable. I would rather play another copy of Field Blower in its place if absolutely needed.

Metal Frying Pan (Forbidden Light FLI 112)

Metal Frying Pan (FLI; 112)

Trainer – Item – Pokémon Tool

Attach a Pokémon Tool to 1 of your Pokémon that doesn’t already have a Pokémon Tool attached to it.

The [M] Pokémon this card is attached to takes 30 less damage from your opponent’s attacks (after applying Weakness and Resistance) and has no Weakness.

You may play as many Item cards as you like during your turn (before your attack).

Field Blower is too common of an inclusion for this card to be particularly strong. The damage reduction is okay, but Tools that don’t have an immediate effect (like when attacking) are never that successful. Weakness removal is super cool, but again, the most common deck hitting Metal Pokemon for Weakness is bound to be playing multiple Field Blower (Volcanion-EX).

Ultra Recon Squad (Forbidden Light FLI 114)

Ultra Recon Squad (FLI; 114)

Trainer – Supporter

Discard up to 2 Ultra Beast cards from your hand. Draw 3 cards for each card you discarded in this way.

You may play only 1 Supporter card during your turn (before your attack).

This is a decent draw Supporter for decks playing Ultra Beast Pokemon. I think Cynthia outclasses it still, so it likely won’t see much play. Perhaps in the future we will see something to support Ultra Beast Pokemon that have been discarded that will give this card some real potential!

Ultra Space (Forbidden Light FLI 115)

Ultra Space (FLI; 115)

Trainer – Stadium

Once during each player’s turn, that player may search their deck for an Ultra Beast card, reveal it, put it into their hand, and shuffle their deck.

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can’t play this card.

“Beast Box” decks could play this, but I think you would rather play Nest Ball in its place since it can get more things? I’m not entirely sure, this card just seems pretty weak and Naganadel-GX is not in a great place to be successful right now anyways.

Unit Energy FDY (Forbidden Light FLI 118)

Unit Energy FDY (FLI; 118)

Special Energy

This card provides [C] Energy.

While this card is attached to a Pokémon, it provides [F], [D], and [Y] Energy but provides only 1 Energy at a time.

I’m trying to think of a deck that could house this card to take advantage of multiple types, but I can’t think of anything… Maybe you have some ideas! Cards like this are inherently “good” but at the moment there just isn’t anything that can abuse it yet.

Conclusion

There we have it, Forbidden Light folks! This set is going to change things, and it won’t be subtle. I feel like I’ve been hyping sets for a while and then seeing those sets underperform, but the release of Beast Ring is too much to ignore, that card is going to change the game. I hope this review helped acquaint you with some of the new cards. Happy testing, and good luck at any upcoming events you attend. Take care, talk to you all soon!

~Caleb

[+21] okko


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