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Hop's Sandaconda
NM
LP
MP
HP

Viewing offers in Near Mint condition

Uncommon · Pokemon - Stage1 - Fighting

Hop's Sandaconda

Uncommon · Pokemon - Stage1 - Fighting · Journey Together
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Attack Rumble (30): During your opponent's next turn, the Defending Pokémon can't retreat.
Attack Break Ground (140): This attack also does 20 damage to each of your Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Hop’s Sandaconda fits best in a tempo-control Fighting deck, where its job is less about brute-force finishing and more about dictating movement and combat pacing. Attack Rumble is deceptively strong: 30 damage plus a next-turn no-retreat clause can strand fragile attackers Active, buy time against switch-heavy decks, and set up clean prize trades for your follow-up turns. Break Ground then turns that pressure into a real clock with 140 damage, enough to threaten most midrange Pokémon while still preserving the control theme. The recoil to your Bench matters, so deckbuilding should prioritize sturdy support Pokémon, healing, or low-commitment Bench pieces that can absorb 20 damage without losing value. Pair it with cards that limit retreat or force awkward switching, and consider energy acceleration to keep Sandaconda attacking every turn. Thematically, it feels like Hop’s disciplined partner: steady, imposing, and built to constrain the opponent rather than race them.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Hop’s Sandaconda fits best in a tempo-control Fighting deck, where its job is less about brute-force finishing and more about dictating movement and combat pacing. Attack Rumble is deceptively strong: 30 damage plus a next-turn no-retreat clause can strand fragile attackers Active, buy time against switch-heavy decks, and set up clean prize trades for your follow-up turns. Break Ground then turns that pressure into a real clock with 140 damage, enough to threaten most midrange Pokémon while still preserving the control theme. The recoil to your Bench matters, so deckbuilding should prioritize sturdy support Pokémon, healing, or low-commitment Bench pieces that can absorb 20 damage without losing value. Pair it with cards that limit retreat or force awkward switching, and consider energy acceleration to keep Sandaconda attacking every turn. Thematically, it feels like Hop’s disciplined partner: steady, imposing, and built to constrain the opponent rather than race them.

Generated using gpt-5.4-mini · Updated at 2026-08-26 18:40:44 UTC

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