Carrington388
New Member
Pokémon (20)
4 Aron (w/Double Stab) (EX: Ruby & Sapphire)
3 Lairon (w/Metal Claw) (EX: Ruby & Sapphire)
2 Aggron (EX: Ruby & Sapphire)
2 Magnemite (Legendary Collection)
2 Magnemite (Neo Discovery)
1 Magneton (Neo Revelations)
2 Magneton (Aquapolis)
2 Aerodactyl (Neo Revelations)
2 Jynx (Neo Revelations)
Trainers (20)
3 Mysterious Fossil (Legendary Collection)
3 Super Potion (Base Set 2)
3 Energy Stadium (Neo Destiny)
3 Town Volunteers (Aquapolis)
3 Energy Charge (Neo Genesis)
3 Copycat (Aquapolis)
2 Secret Mission (Gym Heroes)
Energy (20)
4 Metal Energy (EX: Ruby & Sapphire)
4 Rainbow Energy (EX: Ruby & Sapphire)
8 Lightning Energy
4 Psychic Energy
Aggron is the main hitter, which can do up to 140 damage. However, this is not an early-game attacker. Nevertheless, I put the most efficient of the Aron and Lairon to keep the deck going until Aggron can hit.
The other main Metallic hitters are the Magneton. The Neo one can shuffle Lightning Energy between Magnemite and Magneton, and the Aquapolis one can go at your opponent's strategy and attack all those of the same type as its opponent. Neo Magnemite can do a two-turn guaranteed Paralysis. LC Magnemite is tech for Aerodactyl, which allows a Pokémon to use attacks from its earlier Evolutions. Even if you don't have enough Energy or damage counters on Aggron, you can still dish out damage, or not get hurt with the right combination of Energy on Magneton evolved from an LC Magnemite. Jynx is to combat Fire.
Super Potion is the healing card, and Energy Stadium and Energy Charge can help you retrieve your cards (this is handy especially if you don't have Neo Magneton in play). Town Volunteers can shuffle Pokémon back into your deck, Copycat is the main draw engine, and Secret Mission works well with Neo Magneton.
Any comments, fixes, and/or suggestions would be greatly appreciated.
4 Aron (w/Double Stab) (EX: Ruby & Sapphire)
3 Lairon (w/Metal Claw) (EX: Ruby & Sapphire)
2 Aggron (EX: Ruby & Sapphire)
2 Magnemite (Legendary Collection)
2 Magnemite (Neo Discovery)
1 Magneton (Neo Revelations)
2 Magneton (Aquapolis)
2 Aerodactyl (Neo Revelations)
2 Jynx (Neo Revelations)
Trainers (20)
3 Mysterious Fossil (Legendary Collection)
3 Super Potion (Base Set 2)
3 Energy Stadium (Neo Destiny)
3 Town Volunteers (Aquapolis)
3 Energy Charge (Neo Genesis)
3 Copycat (Aquapolis)
2 Secret Mission (Gym Heroes)
Energy (20)
4 Metal Energy (EX: Ruby & Sapphire)
4 Rainbow Energy (EX: Ruby & Sapphire)
8 Lightning Energy
4 Psychic Energy
Aggron is the main hitter, which can do up to 140 damage. However, this is not an early-game attacker. Nevertheless, I put the most efficient of the Aron and Lairon to keep the deck going until Aggron can hit.
The other main Metallic hitters are the Magneton. The Neo one can shuffle Lightning Energy between Magnemite and Magneton, and the Aquapolis one can go at your opponent's strategy and attack all those of the same type as its opponent. Neo Magnemite can do a two-turn guaranteed Paralysis. LC Magnemite is tech for Aerodactyl, which allows a Pokémon to use attacks from its earlier Evolutions. Even if you don't have enough Energy or damage counters on Aggron, you can still dish out damage, or not get hurt with the right combination of Energy on Magneton evolved from an LC Magnemite. Jynx is to combat Fire.
Super Potion is the healing card, and Energy Stadium and Energy Charge can help you retrieve your cards (this is handy especially if you don't have Neo Magneton in play). Town Volunteers can shuffle Pokémon back into your deck, Copycat is the main draw engine, and Secret Mission works well with Neo Magneton.
Any comments, fixes, and/or suggestions would be greatly appreciated.