Pokémon TCG: Sword and Shield—Brilliant Stars

T2k

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Fox McCloud

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Any suggestions will be appreciated.

Here's the list:

Pokemon-8
4-Kricketot
4-Kricketune


Trainers-42
4-Celio's Network
4-Quick Ball
3-Roseanne's Research
4-Castaway
3-Cessation Crystal
2-Strength Charm
4-Plus Power
3-Crystal Beach
1-Scott
2-Copycat
1-Island Hermit
2-Warp Point
3-Time-Space Distortion
2-Night Maintenance
3-Potion(people have been playing it in my area, and it has been working)
2-Buffer Piece

Energy-10
10-Grass

Strategy: Aiight, last time I posted a deck ryanvergal locked it because of an insufficient strategy. So let's see what I can come up with this time. Start with Kricketot and Call For Family. Get a Kricketune up Turn 2 and start pounding them for hopefully 70-ish per turn. The Island Hermit is to flip the 4th Kricketot. Time-Space so I can repeatedly Bench Knocked Out Kricketot, and Maintenance is for recycling Energy, which the deck is kind of low on. Roseanne's and Castaway both get Energy, so I think that'll be fine. Warp Point wins games. Plus Power/Strength Charm enable you to OHKO those 80-100 HP Pokemon. Crystal Beach wrecks a lot of decks, and Scott searches them out. Copycat is for draw, and many decks often have a 10+cards in their hand. Celio's and Quick Ball get the crickets, with Potion and Buffer Piece keeping them concious. There you go Ryan, how's that?

How do you edit the title?
 
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no dre? what about if someones does
wild kick + aura sphere take like some crystal beaches out for it
and not enough ernergies
 
no dre? what about if someones does
wild kick + aura sphere take like some crystal beaches out for it
and not enough ernergies

The point of the deck is no DRE. The chances of my opponent Turn 2-ing me are too slim for DRE. Kricketot have 60HP and Kricketune's Attacks only require 2 Energy. Besides, I'd need 3-4 DRE to have a chance of getting one T2, and that just isn't worth it.

Like I said in the strategy, Castaway and Roseanne's get Energy. I don't think that'll be a problem.
 
I wouldn't use this deck if I where you.

I went 1-4 because it just isn't consistant enough, even WITH TSD.
 
You always bring all of your cards with you, right? Because I need a few to complete the deck.

What do you need?

I think you should put in more energy. You don't always want to use your Supporter on energy. Aside from that, this actually looks good for Kricketune.:thumb: (And not trying to be rude, but you typed trianers instead of trainers, and thier instead of their.)
 
and if you go first and you have no energy only 1 out a 6 chance you going to have an energy add like 4 more or 3 more or something
and if you start with wooper theres a greater chance of you not your opponent being t2ed
 
and if you go first and you have no energy only 1 out a 6 chance you going to have an energy add like 4 more or 3 more or something
and if you start with wooper theres a greater chance of you not your opponent being t2ed

If you draw 1 card you have a 1 out of 6 chance of it being an Energy. There's 7 in an opening hand. The chances are way higher than that. More Energy wouldn't help the lone Wooper start.
 
actually do 8 cards divided by 60 cards and you
get .13 repeating

Every time you draw 6 cards you're drawing one-sixth of the deck. Grass Energy makes up one-sixth of the deck. Then, when you add in the other two cards chances go above 50%.

I went on Redshark and did 10 practice draws, including the T1 Draw. These were my results:

3
3
2
2
3
2
1
1
2
1

I did it again

0
1
1
1
3
2
2
2
1
1
 
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http://www.geocities.com/indypokemon/starts.html

Plug in 10 for good starting pokemon (grass energy) and you'll get rougly 25% hands of mulligan-or no grass energy.

So about 75% of your games you'll start your hand with a grass energy.

If you include castaway/roseannes for having an energy by T2 then you drop your energyless starts down to lower than 10%

I personally think DRE is a must. Once a magmortar comes up and obliterates a few kricketunes in a row (2-3) and you try to recover with TSD and NM you're going to be so energy dry you won't be able to come back.
 
The point of the deck is no DRE. The chances of my opponent Turn 2-ing me are too slim for DRE. Kricketot have 60HP and Kricketune's Attacks only require 2 Energy. Besides, I'd need 3-4 DRE to have a chance of getting one T2, and that just isn't worth it.

Like I said in the strategy, Castaway and Roseanne's get Energy. I don't think that'll be a problem.
It T2, T2 tune all the time. I just go first flip heads with wild kick and... tada death(I mean KO). Or warp point. Or I use strength charm + Plus power aura sphere KO. Testing against tune it works much better with DRE.
 
Well...Since I like the deck I'll give you my deck list :biggrin:


4x kriketot
4x kriketune
Pokemon:8

Trainers:
4x great ball
4x quick ball
1x switch
1x professor rowan
1x copycat
2x castaways
2x warp point
2x steven advice'
2x holon mentor
4x bebe's search
1x taem galactic wager
4x pluspower
2x str chsrm
2x cess crystal
3x night maintence
4x island hermit
Total:39

Energy:
9 grass energy
4 DRE

That's my decklist it's prety good i went 4-1 at a tourny with it (lost against magmortar)

Enjoy! :biggrin:
 
I changed some stuff. The Quagsire wasn't helping, probably because there are 4 Cess Crystals. Don't you guys think Crystal Beach would hurt my opponent more than DRE would help me? Every deck in the format heavily relies on DRE or Boost. This deck still functions pretty well without them.
 
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