What’s up Some1sPC readers! The new Forbidden Light set is just around the corner and I have my personal review of the entire set for you guys. I will be breaking down the best cards from Forbidden Light and what cards I expect to impact our future competitive Metagame. There are a few new archetypes to go over and it should be the most impactful set in quite some time. Utah Regionals is also this weekend, so I’ll cover my current thoughts on the Metagame and best plays. My last article and this one should give you great coverage for the Expanded format, as we enter the final few events. Lastly, I’ll be going over my under the radar sleeper play for Utah Regionals which is Glaceon Zoroark!

Forbidden Light Thoughts

We have had a few lackluster sets recently and I think that’s going to finally change with the release of Forbidden Light. I expect this to be the most impactful set since Burning Shadows and we should see a real Metagame shift or dominance from decks. Fighting gained the most support from this set and it already had a strong place in the Standard format after winning the Latin America International Championships. I expect some hybrid of Buzzwole to evolve from this set and reach even new heights. The other contender added from this set will be Malamar based decks. Malamar has a great Energy acceleration Ability, which is a reprint of one of the best accelerations to ever come across this game. This along with the great Psychic typing to take out Fighting decks will make it a real threat in the format. Ultra Beast Pokémon are also getting their own support, so they should become relevant through the new engine. HP and damage output is also growing, so it will make older cards feel much weaker as these newer cards start to take over. The best way to have an impact on the format is through buffing the support of archetypes and Forbidden Light does exactly that.

Individual Card Rating and Impact

#24 Greninja-GX – Water – HP230

Stage 2 – Evolves from Frogadier

Ability: Shuriken Fury

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.)

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

Weakness: Grass (x2)

Resistance: none

Retreat: 2


Frogadier Ability: Gale Shuriken

When you play this card 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.


The first card I’m going to go over is Greninja-GX. Greninja comes in with a monstrous 230 HP that has an Ability that has seen success in the trading card game before. A few years ago Golbat and Crobat from Phantom Forces had Abilities that placed two to three damage counters on your opponent’s Pokémon and this helped set up critical knockouts. Greninja GX and Frogadier from this set have the same exact Ability as Golbat/Crobat from Phantom Forces. The opportunity to knock out Pokémon through an Ability opens up multiple prize turns and comeback ability. You can potentially take four to six prizes within a single turn if planned correctly. The best part about these type of Abilities is it can be a great partner for decks that might be lacking the necessary damage output to be successful, a common flaw among decks that struggle to get to the top.

The first attack Haze Slash is interesting because you could potentially recycle your Greninja-GX and Frogadiers to get more damage output later. The flaw in this attack is how often you will be able to get the Energy down and then evolve them again in a single game. It could be somewhat irrelevant in the majority of games, but having the option is very nice and could give you enough damage to pull off the win.

The GX attack is a finishing move that may seem mediocre on paper, but I could see it clutching out some wins when used in combination with the damage counter Abilities. You could pull off a snipe for the game on common Bench targets such as Tapu Lele GX.

Verdict: Greninja-GX and Frogadier make for reliable partners to decks that lack damage output and need that extra support to become playable. At the moment I see Greninja-GX decks sitting around the Tier 2 range, but they have some potential with the correct partner to move up to Tier 1. The current best partner I see for this card would be Zoroark GX, as it adds that consistency to set up multiple stage 1s and 2s while taking advantage of the damage from Greninja-GX. Zoroark GX is a card that lacks the ability to one shot everything in the format and the damage boost from Greninja will help it reach new heights.

#31 Volcanion Prism Star – Water – HP160

Basic Pokémon

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star 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 from your hand. If you do, your opponent switches their Active Pokémon with 1 of their Benched Pokémon.

[W][W][W] Sauna Bomb: 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 (x2)

Resistance: none

Retreat: 3

Volcanion Prism Star is an interesting tech option that could see play down the road, but I don’t see an immediate use for it with the current Water archetypes. The main use of this card is the Jet Geyser ability that allows you to easily force your opponent to switch their Active Pokémon. This can be useful against annoying walls or one prize attackers that limit you from making the optimal play for the turn.

Verdict: I don’t see Volcanion Prism Star seeing any play in the upcoming format and it probably isn’t worth picking up yet. In the future, this card could have potential and that makes it a tech card that you can keep in the back of your head.

#51 Malamar – Psychic – HP90

Stage 1 – Evolves from Inkay

Ability: Psycho Recharge

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

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

Weakness: Psychic (x2)

Resistance: none

Retreat: 2

We get another reprint card from a set in the past with Malamar. Malamar has the same Ability as Eelektrik Noble Victories but for Psychic Energy. Eelektrik is one of the best forms of Ability acceleration to ever come across the Pokémon Trading Card Game and I’m positive that Malamar will have an impact during its time of playability. Accelerating Energy from your discard pile to the Bench allows you to reliably stream attackers and overwhelm your opponent with a better board presence. Being a Stage 1 allows you to set up multiple Malamars quickly and consistently. Malamar also has an amazing typing with Fighting getting another buff in this set. You’ll be able to hit one of the best and most popular decks for Weakness, which will give you favorable matchups. The biggest question surrounding this card will be the best attackers to pair with Malamar. If it ends up disappointing, this would be the biggest reason and not so much the card itself.

Verdict: Malamar is a fantastic card that is based off a very successful card in Eelektrik Noble Victories. I expect it to see an immediate play and it easily has potential to be a Tier 1 deck. My concern with this card would be finding the best partner, as the options are sort of limited. My current partner in mind would be the new Ultra Necrozma-GX, but I’m not completely sure if Necrozma is good enough to stabilize this deck as Tier 1. Another important thing to note about Malamar decks is that the support is very strong, as you get to use cards like Lunala Prism Star which was one of my favorites from Ultra Prism.

#54 Hoopa – Psychic – HP80

Basic Pokémon

[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 (x2)

Resistance: none

Retreat: 1

Hoopa is another interesting tech card that has a unique attack. The attack can search up to any two Item cards from your deck and this opens up an endless amount of possibilities. Search card attacks are very strong and this has a chance to be useful in a deck that could take advantage of it.

Verdict: Just another nice tech card to bring up, but I don’t see an immediate use for in the upcoming format. I could see people coming up with combinations with Psychic archetypes getting better or using it to search for overpowered Trainers such as Beast Ring.

#56 Naganadel-GX – Psychic – HP210
Stage 1 (Ultra Beast) – Evolves from Poipole

[C] Beast Ride: 20x damage. This attack does 20 damage for each Ultra Beast you have 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: Each player shuffles their Prize cards into their deck. 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.) 

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

Weakness: Psychic (x2)
Resistance: none

Naganadel-GX is an efficient Psychic attacker that can do a good amount of damage for a single Energy. It’s similar to cards like Golisopod GX and Lucario GX, as for a single Energy it packs a powerful punch assuming you set up its condition of getting multiple Ultra Beast in play. Without the strong Psychic typing, I think this card would fall short of being playable but with the rise of powerful Fighting cards, it could be enough

Verdict: I’m unsure about this card and think it will probably fall short of being successful, because of the cost of setting up its attack properly. We have seen efficient attackers like Lucario GX and Golisopod GX partner up with Zoroark GX to be successful so maybe this is another GX Pokémon to see that type of playability.


#73 Zygarde-GX – Fighting – HP200

Basic Pokémon

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

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

[F][F][C][C] Judgment 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.)

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

Weakness: Grass (x2)

Resistance: None

Retreat: 3

Zygarde-GX seems like an incredible card to use in the upcoming format. It has so much support that’s hard to see it failing to have an impact since it’s a 200 HP Basic Pokémon that has a great typing in a Zoroark format with amazing Fighting support. The first attack does a base of 50 damage before the Fighting multipliers and it accelerates two Energy. After using a Double Colorless Energy Turn 1, you can power up the rest of your attacks on that very same turn! The rest of its attacks may seem weak, but that’s not the case with supporting cards like Strong Energy, Diancie Prism Star, and Choice Band. You can basically hit just about every relevant number in the game and start doing it by Turn 2. The other great supporting card that Zygarde-GX gains is Bonnie, which allows you to use the GX attack again. GX attacks are already so overpowered that they’re forced to be limited to one use. Being able to use it more than once makes for an overpowered mechanic. Bonnie isn’t that difficult to search out either with cards like Tapu Lele GX’s Wonder Tag. The final thing to note is it doesn’t share that Psychic Weakness with Buzzwole GX, which makes it a great partner

Verdict: I love this card and see a ton of potential with it. It has all the support in the world and is in a great spot in the format. Figuring out how to play the most optimal Fighting deck will certainly be the biggest question around this card. I could see decks being focused around Zygarde or just utilizing it as a great tech card. The card is strong enough to be stand-alone and teching it in will make any Fighting deck better. Absolutely a Tier 1 card and it will be interesting to watch how it performs in the upcoming months.

#74 Diancie Prism Star – Fighting – HP120

Basic Pokémon

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star 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 Fighting 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 (x2)

Resistance: none

Retreat: 2

The amazing Fighting support continues with Diancie Prism Star. This card is a buffed Regirock EX that already saw play in the majority of Fighting decks. Diancie gives an additional 20 damage to your Fighting Pokémon and doesn’t give up the two prize liability that Regirock EX does. It even has less retreat, which makes it realistic to get it out of the Active position.

Verdict: Another fantastic supporting card that will see immediate play in all Fighting decks. Diancie should keep decks like Buzzwole Lycanroc in Tier 1 and push newer/older Fighting archetypes up the ladder immediately.

#77 Buzzwole – Fighting – HP130

Basic Pokémon (Ultra Beast)

[F] Sledgehammer: 30+ damage. If your opponent has 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 (x2)

Resistance: none

Retreat: 2

Buzzwole is an extremely powerful card that I’m interested to see if it can be a reliable attacker in the majority of games. The card feels like it’s on the same level as former top tier one prize attackers like Yveltal or Hawlucha, as it packs a punch for a single Energy. Being able to attack for a base of 120 damage before all of the amazing Fighting multipliers is game-changing and will be able to swing any game in your favor. The drawback to this card is the requirement of your opponent having four prize cards remaining, which they will be able to control. A strong player will be able to try to manipulate your attack condition and possibly play around it, but I don’t see it being that easy. Buzzwole should be a tech card and your deck should revolve around other threats. If your opponent focuses their game-plan to playing around a single tech card like Buzzwole, they will likely slow their game-plan and fail to deal with the real threats in your deck.

Verdict: I think Buzzwole is worth including for the opportunity to just swing games and burst into a potential easy two prizes. The effect does allow your opponent to play around it, but that’s why this card should be used as a tech instead of a focus. The potential comeback and big-play ability make this card worth including in all Fighting decks. I see it being the popular tech choice for upcoming events, which puts it in Tier 1 playability.

#87 Sylveon – Fairy – HP90

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 (x2)

Resistance: Darkness (-20)

Retreat: 1

Sylveon looks like a decent tech option for Sylveon mill archetypes. The Wink Wink attack gives you another form of locking your opponent out of the game, as you can easily evolve through Energy Evolution and take away their only Supporter. With all the forms of disruption in Sylveon and potential knowledge of your opponent’s hand, you can effectively lock them out of the game.

Verdict: I’m not a mill player so it’s hard to say if this will be immediately playable right now, but I see a lot of potential for it to be an amazing combo in Sylveon decks. It’s an easy one card inclusion and worth testing to see if it pushes the Sylveon lock to the next level. Mill is always a Meta call and only successful if players do not adjust. Should people sleep on Sylveon again, it definitely has a chance to be a great contender.

#95 Ultra Necrozma-GX – Dragon – HP190

Basic Pokémon (Ultra Beast)

[P][M] Photon Geyser: 20+ damage. Discard all basic [Psychic] 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.)

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

Weakness: Fairy (x2)

Resistance: none

Retreat: 2

Ultra Necrozma-GX is a new Ultra Beast big basic attacker that has some potential with the release of Malamar from this set. It has decent stats and a Weakness that’s no longer a problem with Gardevoir GX seeing less play. The first attack is the main one, as Photon Geyser can do an absurd amount of damage should you stack enough Psychic Energy on it. That shouldn’t be too difficult when you’re using Malamar’s Ability to get Energy back from the discard pile. This kind of attacker has been paired with Energy acceleration decks in the past with some great success, so it’s easy to see it doing the same now. Sky-Scorching Light GX is also interesting, as you can make it easier to pick up those knockouts later should you whiff the knockout on the current Active Pokémon. It’s a nifty little GX attack that will smooth out the difficulty of streaming a lot of Energy over and over.

Verdict: This card has a lot of potential because of Malamar and the Psychic supporting cast. Having an attacker that has no limit to its damage output will allow you to win just about any matchup if you set up correctly. I currently view this as a Tier 2 deck because this card can sometimes be hit or miss due to the necessary set up and dependency on Malamar. Discarding your Energy from play and then losing your acceleration can leave you vulnerable to a skilled player

#96 Arceus Prism Star – Colorless – HP160

Basic Pokémon

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star 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 Grass, Water, and Lightning 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 (x2)

Resistance: none

Retreat: 1

I’ve included Arceus Prism Star on this list because Energy acceleration is a great start to making a competitive archetype. Trinity Star opens a lot of potential to Grass, Water and Lighting attackers as you can accelerate three Energies from a single attack. The other strength of Arceus Prism Star is the bulky 160 HP. I was very optimistic about Shiny Mew during the release of Shining Legends, but it ended up disappointing me as the HP forced it to get knocked out immediately. With 160 HP, Arceus should be able to potentially get off two attacks before being dealt with.

Verdict: This card is very strong and has a lot of potential, as Pokémon cards tend to lack support to be viable in the format. Arceus adds additional strength to Grass, Water and Lighting type decks so it could see play in the near future. Due to it being a Prism Star, you can only play one copy so it should be viewed as a tech card over a deck focus.

#102 Beast Ring – Item

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

Search your deck for up 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 is the most hyped card from Forbidden Light and for good reason, it’s overpowered. In general, Item cards that have been able to accelerate Energy have done quite well and for good reason, as it’s the most efficient way of getting Energy into play. The most important thing about this card being successful will be the consistency and if your opponent can play around it. Like I mentioned with Buzzwole, it’s going to be difficult for your opponent to deal with the threats on the board and cards like Max Elixir if they try to slow their pace down to adjust to Beast Ring. The effect is great as you get an easy two Energy before having to use any other form of acceleration. The best part is it only costs an Item card and you can play more than one in a single turn. You can easily flood your board and overwhelm your opponent.

Verdict: Clearly one of the best cards from Forbidden Light and it will see immediate play. The best and most obvious partner will be Buzzwole GX, but it will also see great potential in future Ultra Beast archetypes. I see it as a Tier 1 deck and probably winning tournaments quite soon.

#103 Bonnie – 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 can play only 1 Supporter card during your turn (before your attack).

Bonnie is a tech option for Zygarde-GX based decks which gives Zygarde the chance to reuse its GX attack again. This is a very useful mechanic should you be able to pull it off consistently in games. Judgment GX allows Zygarde-GX to take no damage from the attacks of your opponent’s Pokémon-GX/Pokémon-EX and most likely take the knockout on your opponent’s defending Pokémon with all the Fighting multipliers. Being able to do this twice in a single game will be game-changing and enough to seal the game.

Verdict: I currently like this card because I don’t believe it will be that hard to set up with the high Stadium counts and access to Tapu Lele’s Wonder Tag. The drawback to this card is setting it up and it doesn’t sound that difficult to accomplish. With how powerful Zygarde-GX’s Cell Connector is, you should get into situations to use the GX attack multiple times in a single game.

#104 Crasher Wake – Supporter

Discard 2 [Water] Energy 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).

Verdict: I’m a huge fan of being able to search for any two cards, as that can set up just about any deck. It’s hard to find a lot of partners for Crasher Wake, as there aren’t a lot of strong Water archetypes but I would say the best partner would be Glaceon GX. If you were to focus on a heavier Energy line, you could set up plays to draw into your lock cards easily and set up your lock strategy faster. I don’t see much play for this card right now, but the right archetype could come around and it would be a great support card to add.

#105 Diantha – Supporter

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

Put 2 cards from your discard pile into your hand.

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

Verdict: Very similar to Crasher Wake but you get two cards from the discard pile. The discard pile is only slightly weaker than from your deck and gets stronger as critical resources go away. Having the potential to use six copies of Double Colorless Energy would be game breaking! It also helps with set up, as you can recover key pieces to establish your board once again. The best partner for this would probably be Gardevoir GX decks, but I think most Fairy decks could find a spot for this card. The relevancy of this card is mostly dependent on Fairy types getting back on top again, which they have fallen from. I don’t believe it’s enough to push Fairies into Tier 1 again.

#106 Eneporter – Item

Move a Special Energy card 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)

Verdict: I see this card as another resource for mill decks to effectively “remove” Energy from play. It’s definitely outclassed by Enhanced Hammer at the moment, but should that get rotated this would be the next best thing. I don’t see this having play outside of mill and that’s already questionable with how tight those lists can be.

#110 Lysandre Prism Star – Supporter

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

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

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

Lysandre Prism Star is a unique card and something we have never seen before. I doubt it sees play, as Fire types have fallen out of favor recently but maybe it could. There’s currently a lot of ways to get back resources from your discard pile, which allows decks like Zoroark to get away with just about anything. Lysandre Prism Star can help punish those Puzzle of Time or Special Charge type of plays by sending discarded cards to the Lost Zone. This just sounds very sneaky and could win you critical resource battles.

Verdict: This card is dependent on Fire making a comeback which has been difficult. I don’t believe it impacts Fire types enough to make them Tier 1 again, but it will be a very interesting tech option should you decide to sleeve up your Fire Energies!

#111 Lysandre Labs – 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.

Lysandre Labs is a very interesting Stadium card as Tools are so important for every tech. Shutting off critical Float Stones, Choice Bands etc. is something we haven’t seen recently and can force decks into awkward situations.

Verdict: Stadiums that have the ability to lock your opponent out of a key component in their deck have been quite successful and I think this card will do the same. Similar to Parallel City, you could probably fit this in just about any deck as long as you can take advantage of its locking features without hurting yourself too much.

#113 Mysterious Treasure – Item

Discard a card from your hand. If you do, search your deck for a [Psychic] or [Dragon] 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).

Mysterious Treasure is a great search card and should be compared to Ultra Ball. Assuming you’re searching for the correct typing, you aren’t limited to specific conditions like Level Ball, Heavy Ball and Nest Ball. The cost is only a single card which is already better than Ultra Ball’s cost of two. Discarding cards isn’t even a huge disadvantage, as you could discard cards that you want in the discard like Psychic Energy for Malamar. Search is always great to have and this card will be amazing should Psychic and Dragon types become competitive decks.

Verdict: Another gem of the set and should offer great support to Psychic and Dragon focused decks. This card should be viewed on the same tier as Ultra Ball if it fits into your deck. An incredibly strong card that will see play as long as either type stays relevant in the format, similar to Dive Ball and Greninja Break.

#115 Ultra Space – Stadium

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

Ultra Space is the Brooklet Hill for Ultra Beasts which makes it appealing. You can search for an Ultra Beast every turn you have it in play and this will offer set up consistency. It should be viewed as a typical ball search effect as it helps you set up your deck’s strategy with its consistency.

Verdict: A decent Trainer card to support our upcoming Ultra Beast decks that will offer consistency. The success of this card will be dependent on the strength of Ultra Beast archetypes which look promising.

#117 Beast Energy Prism Star – Special Energy

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

This card provides 1 [C] Colorless 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)

Verdict: Beast Energy Prism Star is hybrid of Rainbow Energy and a buffed Strong Energy for Ultra Beast Pokémon. With how dominant Strong Energy has been since its release, I can see this Prism card being an immediate success. You get the best of both worlds with the Rainbow Energy effect and the additional 30 damage will matter compared to 20 from Strong Energy. The only drawback is going to the Lost Zone, but Strong Energy essentially had that same drawback with people playing no form of recovery for it. I expect this card to be somewhat of a staple for any Ultra Beast and could swing the momentum of any game.

DuskMane Elixir Beast Ring


The rest of this article has been written by Russell.

Hi guys! So Kenny wrote this article last Thursday (May 3rd) and our editor couldn’t get it back to us in time until right before for Utah Regionals. Kenny originally wrote a final excerpt on expanded Glaceon and Zoroark however, with Utah Regionals passing, that content wouldn’t be valuable to a majority of the player base and you, our subscribers. So, I’m here to give you a drop my current Dusk Mane/Elixir/Beast Ring list that I’ve been prepping for Forbidden Light Standard Format. I’ll be going into more detail in my own article right before Madison Regionals but for now, I wanted to give out my testing list for others to experiment with. The stand out cards here will be Solgaleo SM124 and Mr.Mime which I think are invaluable with the anticipated meta coming. Solgaleo SM124 allows us to pressure benched GX pokemon with a single energy and have a beefy 130 HP attack on board to force our opponent to play around it with Guzma in order to avoid getting hit by Dusk Mane Necrozma’s Suns Eclipse GX. The Mr.Mime is added to absorb damage from Tapu Koko or Buzzwole’s Jet Punch allowing our Fighting Fury Belt to get full value and hopefully tanking an attack from Buzzwole GX. The overall goal of this list is to get our Dusk Mane to your bench, use Registeel or Solgaleo Prism to load energy on them and then start taking out your opponent’s attackers. Enjoy!




Forbidden Light is very exciting and should change up the Metagame quite a bit. I’m not sure whether or not that will be a positive thing for the game, but it will be refreshing to see creativity and new decks. I went over all the cards I think will have some sort of impact and that should be a good start if you want to start working on decks. There are a few obvious archetypes that I would recommend starting with and that would be Fighting and Psychic types from this set. Good luck to everyone, as we move onto the final stretch of the season!

I appreciate you taking the time to read my latest article and for supporting Some1sPC!

– Kenny