Pokémon TCG: Sword and Shield—Brilliant Stars

Chaos Prism-Garchomp and Ho-oh

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Dr. Mason

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A deck to keep your opponent constantly on their toes. With the rangind powers of Ho-oh and Garchomp the pressure comes on--and stays consistently.

Smeargle L.31 – Colorless – HP70
Basic Pokemon

[.] Color Pick: Search your deck for up to 3 Basic Energy cards, show them to your opponent, and put them in your hand. Shuffle your deck afterward.
[C] Trace: Flip a coin, if heads choose an attack on 1 of your opponent’s Benched Pokemon, and Trace copies all effects of that attack, including damage. (The attack fails if Smeargle doesn’t have the Energy to perform an effect of the attack.)

Weakness: Fighting (+10)
Resistance: none
Retreat: 1

Ho-oh L.45 – Fire – HP90
Basic Pokemon

Poke-Power: Phoenix Turn
You can use this Power once during your opponent’s turn, when this Pokemon’s HP is reduced to 0 by damage from an attack. Flip a coin, if heads remove all damage counters and discard all cards other than Energy attached to this Pokemon. This Pokemon isn’t discarded, but it counts as a Knocked Out Pokemon, and your opponent draws a Prize card.

[C][C][C][C] Rainbow Wing: Does 20 damage x the number of different types of Basic Energy cards attached to Ho-oh.

Weakness: Fire (x2)
Resistance: Fighting (-20)
Retreat: 2

Mew L.40 – Psychic – HP60
Basic Pokemon

[.] Psycho Balance: Draw cards until you have the same number of cards in your hand as your opponent. (If you have the same number, or more cards in your hand than your opponent, this attack does nothing.)
[P][C][C] Replace: Choose an attack on 1 of the Pokemon in your opponent’s discard pile, and Replace copies all effects of that attack, including damage. (The attack fails is Mew doesn’t have the Energy to perform an effect of the attack.)

Weakness: Psychic (+20)
Resistance: none
Retreat: 1

Pokemon 17

3 Smeargle
3-2-3 Garchomp MT
3 Ho-oh
2 Mew
1 Mew delta star

Trainers 23

4 TGW
2 Quick Ball
2 Master Ball/ Dusk Ball
3 Night Maintenance
4 Energy Search
3 Windstorm
3 Holon Mentor
2 Rare Candy

Energy 20

1 Dark basic
1 Metal basic
3 Fire
3 Grass
3 Lightning
3 Psychic
3 Fighting
3 Water

Strategy:

STARTER-Smeragle

Smeargle is an excellent starter, probably getting every energy you'll need for the game in no time flat. He has very acceptable retreat and weakness, and a Mew-like attack that makes him playable when you can't get your other pokes out.

Main Attacker- Garchomp

A favorite from the hit game, Garchomp has a very unique power. If he has any energy attached to him that corresponds to the opponent's weakness(not counting Special energy), his attacks do 40 more damage! 110 for 3 Energy WITH NO DRAWBACKS is incredible. Combined with a sturdy 130 HP and ZERO retreat cost, your opponent will have no answer to Garchomp except for perhaps Blissey, who can be killed easily enough, as your setup is plenty faster.

Late Game- Ho-oh

He may be slower and bulkier to power up, but his Phoenix Turn makes him practically invincible! Although it comes with some luck, as a basic you can consistantly do over 120 damage AND take a hit. Even if you get OHKO'ed by Infernape, who cares? With Phoenix turn, you remain as though uinharmed, even though your opponent still takes a prize, which can be a big drawback with your opponent unable to counter in time. Ho-oh is a juggernaut.

The Tech of Techs-Mew

This new Mew is fantastic! By combining the forces of Mew delta star and this new Mew, you have at your disposal any card your opponent has in play or did have in play before. Using Replace, that Feraligatr you just KO'ed is now your oppoonent's night mare as you shuffle in your own flurry of energy. And with Mew delta star you can suffer other difficulty issues and spread plentiful damage by type!

Introducing a whole new spectrum of pain-taste the freaking rainbow.

Fail or Hail? I tried a version about a month back and it was pretty good, although it was different then, I fixed some stuff I thought I should.
 
Fail.

You would need energy acceleration. Your pokemon have attacks that cost 3 and 4+. Most decks will be killing your pokemon in two hits (or less, if they have your weakness). You won't have time to power up a second attacker before your first one is dead.
 
So Phoenix Turn is some sort of revival mechanism? That's cool providing you flip Heads.

Otherwise yeah, you need some sort of Energy acceleration, otherwise you'd get maybe one or two Pokemon powered at best. Something like the future Garchomp Lv X would fit in nicely here as well.
 
Well, it's just that this is so far a faster-paced metagame, and if you're opponent is attacking turn 2-3, that can potentially leave you in a bad situation. And Garchomp can't abuse Scramble and DRE to comeback from that.
 
That;s where Ho-oh comes into play though. He doesn't need to be that fast becsuse, potentially, he can keeping goijng even if his HP goes down to zero.
 
Playing 3 Ho-oh means that your chances of starting with it is way too high and the card is too difficult to power up.

I think they should be dropped in favor of playing 4 Garchomp. Garchomp is a much better attacker (110 for 3 is better than 80 for four) and having more Garchomps should make your deck more stable.

You don't need this much energy, change some of them to Energy Search. I realize that you have Smeargle, but you can't afford to waste an attack in mid-game on getting what really amounts to a single energy. I also question the need for basic dark and metal, I don't see any playable decks with those weaknesses (but I could be wrong).
 
drop the garchomp and smeargle to make room for something that can attach energy such as typholosion,celebi,raichu,exxegutor,etc. or drop ho-oh and add the energy to garchomp. regardless smeargle isn't that greta since the energy only go to your hand and not your pokes.

fun idea,but your trying to do too much without the energy speed. speed kills,you have to be fast to keep up with infernape,mario,etc. and what about cess. crystatl,the deck folds to it,so max WS. gl pal.

-spaz
 
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