Whenever you get two energy cards on Infernape you should use Malevolent Fire, then retreat Infernape the next turn for free and put in a Pokemon card that can do more than 30 damage
BPhillipYork : Okay enters tapped mana fixer that also is potentially a mass mana generator, tapping two lands for five mana, so a net of three is solid
They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters
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The same lack of potential for interaction which was once seen as a flaw is now extremely useful, allowing designers to create more ambitious interactive spells without the risk of unintentionally breaking things
With work, this is the most efficient board wipe available that ignores all forms of protection short of phasing