DP-MD Scary John Kerry 2008

Discussion in 'Deck Help and Strategy' started by Prime, Jul 15, 2008.

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  1. Prime

    Prime Content Developer<br>Blog Admin<br>Contest Host

    Updated: July 15, 2008

    3 Blissey MT
    3 Chancey MT
    4 Sneasel DP
    3 Weavile SW
    2 Claydol GE
    2 Baltoy GE
    1 Darkrai Lv.X GE
    1 Darkrai GE (free attack)
    TOTAL: 17

    10 B. Dark Energy
    4 Sp. Dark Energy
    4 Call Energy
    TOTAL: 18

    4 Bebe's Search
    4 Roseanne's Research
    4 Felicity's Drawing
    3 Team Galactic's Wager
    4 Plus Power
    2 Warp Point
    2 Night Maintenance
    TOTAL: 25

    NOTE: Notice the format. I'm making this to play in my league now, so I don't want any recommendations of cards not printed in english right now. Later, I can go back and add the new LA cards to it, after the Pre-Releases, but right now, I am sticking with the DP-MD format.

    Strategy:
    The whole strategy of the deck is to use Weavile SW to power up Blissey to do massive damage.

    You want to start with Sneasel and hopefully a Call Energy. Call for the Baltoy and Chancey. Next turn, you would like to have a Weavile, Blissey, and Claydol on the field, but how often is that going to happen? Getting Weavile out T2 is important, so you can start fueling your Chancey on the bench with basic dark energy.

    I chose not to include Sp. Dark energy because I didn't want to have to rely on having Weavile on the field to turn Blissey dark or having to rely on using Poke-Powers to do it. Also, it takes away from the amount of energy Blissey can bring back with it's attack.

    Claydol is there to do what it does. Plus Power for extra damage. Felicity for extra discard. Wager for disruption (what a joke) and hand refreshing. Warp Point to get Blissey off the active if needed, or to force the opponent's active to the Bench (for some reason). I know I could have used Moonlight Stadium, but with no way to search for it, it's as random as Warp Point, and I feel Warp Point has more uses than Moonlight Stadium does.

    Call Energy to go get basics. Recover Energy is pretty important, as it can remove all special conditions on a Pokemon. This would come in great against Magmortar's triple burn or other weird stuff.

    Update: Adding a new version of the deck. Less emphasis on dark stuff and more emphasis on benched energy acceleration.

    3 Blissey MT
    3 Chancey MT
    3 Togekiss GE
    1 Togetic GE
    3 Togepi GE
    2 Claydol GE
    2 Baltoy GE
    1 Lunatone GE
    1 Ho-oh SW
    TOTAL: 20

    12 Basic Energy
    4 Call Energy
    TOTAL: 16

    4 Bebe's Search
    4 Roseanne's Research
    3 Felicity's Drawing
    3 Team Galactic's Wager
    4 Plus Power
    3 Rare Candy
    2 Warp Point
    2 Night Maintenance
    TOTAL: 24

    Strategy: Same as before, but instead of sitting behind a Weavile for many turns powering the bench, you go on the offensive early with Blissey while building a Togekiss and recycling energy with Claydol, and then just slam energy down in big portions when you need it.

    That's pretty much it. A fun idea, and something I am going to build to play in my local Pokemon League.

    Please feel free to leave comments, but please make them constructive, and please remember that the format I am working under is DP-MD, so I am not looking for suggestions of cards from Legends Awakended or the newest Japanese set.

    Thanks
     
    Last edited: Jul 15, 2008
  2. ColdCoates90

    ColdCoates90 Active Member

    I don't see why adding some special darks would hurt that much, you don't have to rely on getting Weavile out anymore than you would have to get him out with normal basic darks.(as in you're not at any disadvantage from the lack of a Weavile if you attach a special over a basic. Just a thought, 12 basics looks excessive.

    Darkrai Lv X looks pretty good in here, can't believe you're not playing a 1-1 tech at least.
     
  3. Cookie

    Cookie New Member

    Well, I've been testing something similar in DP-on and have used Darkrai lv. X in my list so Blissey does _massive_ damage for just a few energies. With Weavile u could obviously take an advantage of Moonlight Stadium as you said so you could retreat anything for free after using Weavile's power. It's a lot more useful than u might think :p But the list looks good.. gj
     
  4. Prime

    Prime Content Developer<br>Blog Admin<br>Contest Host

    So Darkrai Lv.X makes each dark pretty much count for 20 dmg each instead of the regular 10. I guess I could drop the 1 pokedex/dusk ball and 1 night maintenance to throw in a 1-1 Darkrai Lv.X. I would use the free energy Darkrai that can grab a special energy from deck so it could grab the Call Energy turn 1 to use on Turn 2.

    I'd still rather not use sp. dark energy. If I ran 4 sp. dark, I would only have 8 b. dark in the deck. That would limit how many energy I could grab with Roseanne, and how many energy I could bring back with Blissey's attack. All that for the possible +10 dmg isn't that fantastic when Darkrai Lv.X can make all the b. dark do the same thing and not reduce roseanne/blissey.

    Thanks for the replies.
     
  5. thesaintex

    thesaintex New Member

    This deck is fantastic, but what improvements do you think can be made with the upcoming LA expansion?
     
    Last edited: Jul 15, 2008
  6. Rew

    Rew Active Member

    try one or two moonlight stadium, you can retreat a blissy for free
     
  7. Taylor45

    Taylor45 New Member

    you have claydol in here
    i'd take out felicity's for 2 Lunatone - GE so you have DEFINITE discard
    instead of relying on drawing a felicity's which can mess with your claydol using
    and with the extra 2 i'd put in 2 more Dusk Balls or something
     
  8. Prime

    Prime Content Developer<br>Blog Admin<br>Contest Host

    I'm not saying +10 isn't fantastic. I'm saying that the special darks don't come in use unless I have a Weavile on the bench using it's poke-power.

    I'm thinking early game here. When the Weavile gets KO'd, which I am going to try to get it KO'd so I can get all my basic dark out, I don't want to have to waste my resources to build another Weavile on the bench when I could be spending my resources building another Blissey on the bench. Sure, later on I could build another Weavile, but who knows if that initial Blissey that had the special darks on it will even be on the field. I don't even see the special darks being needed when I can just setup a Darkrai Lv.X on the bench and have all my basic darks add the +10 damage anyways. I'd much prefer to get my +10 from energy from Darkrai Lv.X and still be able to recycle/search them out than from Weavile...hold up.

    I just realized something. Blissey won't get the +10 from the energy if Weavile isn't on the bench to turn it dark in the first place. There is no reason to run Darkrai Lv.X if you aren't focusing on having a Weavile ready on the bench after the first one goes down. So if you are running Darkrai lv.X, then you might as well run Special Dark energy for the added 10 when Darkrai isn't on the field yet. I guess that makes sense.

    Honestly, I was just using Weavile for a free energy accelerator/free retreater. I could have found the same thing with Exeguttor/Raichu (minus the free retreat). I don't know if I want to make the deck more complicated by throwing in Darkrai Lv.X and all this other stuff. I am just looking for a quick and fast Blissey. But I guess having Weavile active for many turns doesn't work with that idea either. Maybe I should focus on Togekiss instead. It can sit on the bench while Blissey gets going T2, and power it up later in the game.

    I think what I might do is focus on Togekiss more, and if I do, I might throw in a Lunatone or two, as it does work decently with Blissey.

    Thanks everyone for the suggestions!

    edit: Updated the Weavile/Dark version and added a rainbow/Togekiss version.
     
    Last edited: Jul 15, 2008
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