Imprison is definitely a power to watch out for, as many decks revolve around some sort of passive or active powers, and they will become useless if the main powers are sealed. The best thing about this power is that it doesn't have a limit, e.g. 1 marker for each of these you have in play, so you can seal a power every turn for as long as it's active.
The attack is not bad either. 80 for 3 plus the choice to transfer a Fire energy to bench can be quite useful, because 80 1HKO's most basics and stage 1's, and 1HKO's anything that has a weakness to Fire.
The good thing about this card is its class, because Fire resistance is very rare (only occurs on some Dragon types with a weakness to Colorless), so you are highly unlikely to run into anything that resists it.
150 HP is the average for stage 2 ex's, and 2 RC is also the average.
It's biggest problem is the weakness to Psychic class, because when DP comes out, there will be more of those because all the previous Grass class Poison types are now classified as Psychic (with weakness to self). But at least it doesn't have 2 weaknesses like some of the earlier stage 2 ex's did.
8.5/10 - very useful power, good class, and a powerful attack, but it can really benefit from having another low cost attack.