Pokémon: 16
3 Totodile
3 Feraligatr Ex
4 Jirachi DX
2 Vaporeon
1 Umbreon ex
2 Eevee UF
1 Holon's Magneton
Trainers: 30
4 T.V. Reporter
3 Rocket's Admin.
4 Swoop! Teleporter
4 Energy Removal 2
3 Pow! Hand Extension
3 Island Cave
3 Professor Elm's Training Method
4 Rare Candy
1 Pokémon Retriever
Energy: 14
10 Water Energy
4 Metal Energy
What should i put in?
I want to take out vaporeon because he and jirachi counter each other, also, i don't have enough energies to keep vaporeon useful.
I want articuno but its hard to fit in because umbreon is also helpful since he lets me keep control with his pkpower and his first attack.
ppl have said to put espeon EX in cuz of devo flash and psyloop but i have no idea how that would play since it limits the water energy available for feraligatr.
I have metal energies in this deck because jirachi is usually out first turn so metal keeps it alive by geting rid of the 1st turn 10 damage attacks. This also helps against 2nd turn kills like slowking because it allows me to deal 50 damage right of the bat and leave them weak for something else.
3 Totodile
3 Feraligatr Ex
4 Jirachi DX
2 Vaporeon
1 Umbreon ex
2 Eevee UF
1 Holon's Magneton
Trainers: 30
4 T.V. Reporter
3 Rocket's Admin.
4 Swoop! Teleporter
4 Energy Removal 2
3 Pow! Hand Extension
3 Island Cave
3 Professor Elm's Training Method
4 Rare Candy
1 Pokémon Retriever
Energy: 14
10 Water Energy
4 Metal Energy
What should i put in?
I want to take out vaporeon because he and jirachi counter each other, also, i don't have enough energies to keep vaporeon useful.
I want articuno but its hard to fit in because umbreon is also helpful since he lets me keep control with his pkpower and his first attack.
ppl have said to put espeon EX in cuz of devo flash and psyloop but i have no idea how that would play since it limits the water energy available for feraligatr.
I have metal energies in this deck because jirachi is usually out first turn so metal keeps it alive by geting rid of the 1st turn 10 damage attacks. This also helps against 2nd turn kills like slowking because it allows me to deal 50 damage right of the bat and leave them weak for something else.
Last edited: