Aipkrow

Discussion in 'Deck Help and Strategy' started by Dogface89, Sep 13, 2007.

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  1. Dogface89

    Dogface89 New Member

    4-3 Honchcrow
    4-4 Aipbom
    2 Chinling
    1 Umbreon*
    18 Pokemon

    4 TGW
    4 Windstorm
    4 Celio's
    4 SAD
    3 Mentor
    3 Island Hermit after DP3 Team Galatic's Mars
    2 Night Maintanance
    2 Super Scoop Up
    26 Trainers

    4 DRE
    4 Darkness Energy
    2 Scramble
    6 Dark Energy
    16 Energy

    Team Galatic's Mars
    Draw 2 cards and choose a card at random from you opponent's hand without looking and put it to the bottom of their deck.

    Strategy:
    Start off with either Murkrow or Chingling get more Murkrows and one or two Ape
    Get Hunchkrow on bench with three energy and Murkrow-Dark Gene- Dark Wings Flaps attacks. Play TGW and hopefully win RPS then Aipbom makes them Discard two or take 80. Drop Umbreon* to discard card from their hand.
    50-60 with Murkrow
    30 or 80 with Aipbom
    Umbreon* Discard one card from hand then SSU it and use again.
    Chingling search for Mentor
    TGW give them hopefully three or huge hand disruption.
    Island Hermit draw before TGM is released
    SAD for draw
    Celio's for seach Honchkrow and Aipbom
    Mentor for Aippom/Murkrow
    Windstorm for Battle Frontier and Cessy Crystal
    Night Maintanence to return Krows
    Super Scoop Up to pick up Umby*
    Darkness add 10 on Murkrow
    Dark for honchkrow energy
    DRE Aipbom energy and Hunchkrow energy
    Scramble Energy for losing add to Honchkrow or Aipbom
     
  2. kaworu

    kaworu New Member

    Love the idea, definately one of the more fun decks.

    I just feel chingling isn't needed. With only 2 you arent really gonna get it T1, and after T1 it's a bit of a waste, only useful as a sacrifice for scramble.

    Murkrow is your ideal T1 starter, it's attacks just set everything up.
     
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