Magnezone 4/3/4
Floatzel 3/3
Pachirisu x2
Zekrom x2
Tornadus x1
Pichu x1
Total: 23
PONT x3
PETM x2
Pokemon Collector x3
Pokemon Communication x3
Pokemon Catcher x2
Great Ball x1
Rare Candy x3
Judge x2
Interviewer's Questions x2
Total: 21
Electric Energy x8
Water Energy x6
Rescue Energy x2
Total: 16
This is an attempt at preparing my deck for competition at Battle Roads coming up, and I desperately need fedback when it comes to consistency. This is a newer build with some alterations from my last list, but hopefully I am on the right track for speed. My aim is to quickly get Magnezone out and active with enough energy to do some substantial knockouts. I will break the deck down for you guys:
Magnezone Prime: He is the main attacker here. All I need on him is 2 energy to start smashing around. Inconjunction with Magnetic Draw, he is a multi-purpose attacker that can easily OHKO any pokemon in the meta. 4-3-4 for optimal Magnezone presence. Besides, it would suck if 2 of my Magnemite were prized. XD
Floatzel: The main support of this deck. He allows an additional Water energy every turn. He is excellent Lost Burn fuel, and can be an attacker against Donphan and Reshiram/Typhlosion/Emboar. Nothing really else going on there.
Pachirisu: Helps me get Electric energy onto the field in numbers. Slap one of these bad boys on the bench and I can instantly Lost Burn 50-100, Epicness in a squirrel.
Zekrom: Ideal starter. His massive amounts of HP allow me to set up my Magnezone's while having an attacker in the form of Outrage in the meantime, maybe scoring an early prize or two. Can also be good in the late-game tussle.
Tornadus: Donphan counter, and a support for Energy movement.
Pichu: Self-Explanitory. Helps me get Magnemite and Buizel out, and I can tailor it to accommodate battles against Donphan, getting Tornadus out.
The T/S/S are pretty straightforward, but I included a few cards for particular reasons:
Great Ball: One of the cards I was most skeptical of including. It can fail, but other times it can REALLY bail me out of a tight spot (Ex- Magneton w/o MAgnezone, a much needed Basic or Floatzel). It helps speed the process of getting my Floatzels and Magnezones out.
Judge: I can use this disruptive badboy with Magnetic Draw, giving me a brand new hand of 6. It's a PONT outside of PONT.
Interviewer's Questions: One of the better cards to use in energy acceleration, IMO. I once got 6 energy out of 8 cards. It can be epic.
I need this deck tuned to perfection by 10/08, just in time for Battle Roads. I really want to run this as an underdog build. Help would be greatly appreciated
---------- Post added 09/19/2011 at 10:22 AM ----------
BumP! Really need the most help I can get guys, pleasssseeee ;-;
Posted with Mobile style...
Floatzel 3/3
Pachirisu x2
Zekrom x2
Tornadus x1
Pichu x1
Total: 23
PONT x3
PETM x2
Pokemon Collector x3
Pokemon Communication x3
Pokemon Catcher x2
Great Ball x1
Rare Candy x3
Judge x2
Interviewer's Questions x2
Total: 21
Electric Energy x8
Water Energy x6
Rescue Energy x2
Total: 16
This is an attempt at preparing my deck for competition at Battle Roads coming up, and I desperately need fedback when it comes to consistency. This is a newer build with some alterations from my last list, but hopefully I am on the right track for speed. My aim is to quickly get Magnezone out and active with enough energy to do some substantial knockouts. I will break the deck down for you guys:
Magnezone Prime: He is the main attacker here. All I need on him is 2 energy to start smashing around. Inconjunction with Magnetic Draw, he is a multi-purpose attacker that can easily OHKO any pokemon in the meta. 4-3-4 for optimal Magnezone presence. Besides, it would suck if 2 of my Magnemite were prized. XD
Floatzel: The main support of this deck. He allows an additional Water energy every turn. He is excellent Lost Burn fuel, and can be an attacker against Donphan and Reshiram/Typhlosion/Emboar. Nothing really else going on there.
Pachirisu: Helps me get Electric energy onto the field in numbers. Slap one of these bad boys on the bench and I can instantly Lost Burn 50-100, Epicness in a squirrel.
Zekrom: Ideal starter. His massive amounts of HP allow me to set up my Magnezone's while having an attacker in the form of Outrage in the meantime, maybe scoring an early prize or two. Can also be good in the late-game tussle.
Tornadus: Donphan counter, and a support for Energy movement.
Pichu: Self-Explanitory. Helps me get Magnemite and Buizel out, and I can tailor it to accommodate battles against Donphan, getting Tornadus out.
The T/S/S are pretty straightforward, but I included a few cards for particular reasons:
Great Ball: One of the cards I was most skeptical of including. It can fail, but other times it can REALLY bail me out of a tight spot (Ex- Magneton w/o MAgnezone, a much needed Basic or Floatzel). It helps speed the process of getting my Floatzels and Magnezones out.
Judge: I can use this disruptive badboy with Magnetic Draw, giving me a brand new hand of 6. It's a PONT outside of PONT.
Interviewer's Questions: One of the better cards to use in energy acceleration, IMO. I once got 6 energy out of 8 cards. It can be epic.
I need this deck tuned to perfection by 10/08, just in time for Battle Roads. I really want to run this as an underdog build. Help would be greatly appreciated
---------- Post added 09/19/2011 at 10:22 AM ----------
BumP! Really need the most help I can get guys, pleasssseeee ;-;
Posted with Mobile style...