Discussion in 'Deck Help and Strategy' started by smileydude560, Nov 17, 2007.

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  1. smileydude560

    smileydude560 New Member

    1 Magmortar SW
    4 Magmar SW
    1 Arcanine SW
    4 Growlithe SW
    2 Charmeleon SW
    4 Charmander SW
    2 Clefable DP
    2 Clefairy DP
    3 Cleffa DP
    1 Smoochum d DF


    1 Switch
    1 Dusk Ball
    1 Master Ball
    2 Pokeball
    1 Night Maintenance
    2 Warp Point
    1 TV Reporter
    1 Team Galactic's Wager
    2 Team Galactic's Mars
    2 Mr. Stone's Project
    2 Professor Elm's Training Method
    4 Bebe's Search


    17 Fire Energy

    Stratagy: If your against a Water Deck, try to get Clefable. Put as many fire energy on Magmortar as you can.
  2. Rai

    Rai <a href="

    Clefable IS a funny tech against water decks, but you're missing some things.

    The big problem is energy attachers. I mean, DRE and Scramble Energy can help in this regard, but it's not quite enough to ensure you have either Clefable or Magmortar ready to go. Typholosion however, can attach energy from discard to the bench. Sure, it won't speed the active up. That's not important. It's vital to have a way to recover from knockouts, and that's what Typholosion offers.

    Cleffa, Smoochum, Charmeleon, and Charmander offer little, if anything to assist you in your goals of Clefable and Magmortar. A lot of room just opened itself up for something like Typholosion. Additonally, the Growlithe count should be greatly scaled back to either 1 or 2 copies.

    You'll need more Magmortar. At least 3. Preferably 4. Magmortar count should equal Magmar count. However, Clefable's fine as a 2-2 line.

    Following trainers should be converted into more useful versions:
    Switch -> Warp Point (to move cessation crystal away from active position and open up opportunities for snipe via Magmortar. Yes, 3 is better then 2 and 1.)
    Pokeball -> MasterBall/Great Ball (ensured search is better)
    Team Galactic's Wager/Mars -> TV Reporter (You want straight draw and puts energy in discard. Good. You don't need disruption of the hand as much. I suppose you could keep 1 wager if you felt you had to)
    Mr. Stone's Project -> Roseanne's Research (No reason to stick with Mr. Stones if you're playing Typholosion)
    2 Professor Elm's Training Method -> Something. (You can go with more balls or draw power. But more supporters isn't the best idea)
    4 Bebe's search -> Celio's Network. (No reason to play Bebe's, it just sets you back and you don't even play EX pokemon)
    Some Fire Energy -> Scramble/Double Rainbow Energy (Convert as you like, just try them out and see how many you need)

    Give those changes a try. Typholosion in particular should help give you bounce back ability, which is vital for Magmortar (a Magmortar rush can handle it's own early game, but needs a way to recover from shocking knockouts). Upping the counts of some cards and clipping redundancy (IE: extra Growlithe, non-assisting Charmanders) ought to help.
  3. smileydude560

    smileydude560 New Member

    I don't have Typhosion *CURSE EVIL TERRIBLE LUCK*

    My Brother has 2, but his only Quilava is UF. Grrrrrrrr.
  4. Rai

    Rai <a href="

    If you don't have Typholosion, Blaziken PK has the same pokepower. However, it has worse weakness to water (in most cases), has less HP, and the pre-evolutions all have less HP then Typholosion's pre-evolutions.

    You usually won't want to attack with either, but at least Typholosion has the arguably useful ability to discard any energy that happens to provide water energy (Such as Double Rainbow Energy, basic water, Holon's Castform, etc.), and will always one shot Kricketune among most basic pokemon. Blaziken's attack won't really one shot anything aside from some basic pokemon.
    However, Blaziken does offer the ability to spread damage with it's attack. Whether this makes up for the many flaws it has is questionable, but that's the main reason for using Blaziken over Typholosion :/
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