Guru Point Challenge 2 - Making a Magnezone Deck work!

Discussion in 'Guru Deck Challenge & Strategy Topic Discussions' started by Rogue Archetype, Jan 25, 2011.

  1. Kayle

    Kayle Active Member

    The system I am referring to is point rewards...

    Whether or not the combination is obvious to any random player who comes on here, I'm betting 90% of established users either thought of it already, or would have thought of it after a few seconds of looking at the two Pokemons' names close to each other and thinking about deck ideas. It's not a creative thing to come up with.

    Do you want to doubly reward the first person to provide an in-depth list for something that is already well-established and well-known, even if only to the rest of us, just because you picked two Pokemon that go together well? Seems like a slap in the face to other people who shirk the known and try to come up with something creative, fun and practical for the everyday player.
  2. DoomScizor

    DoomScizor New Member

    POKEMON: 25

    2 : Trapinch, RR-84, Only one in format
    4 : Magnemite, SF-66, Best in format, search-able through magnezone, Free retreat
    4 : Spiritomb, AR-32, Ultimate starter, Slowing your opponent, consistency
    1 : Unown Q, MD-49, Free retreat on spiritomb

    2 : Vibrava, RR-53, Only one in format
    3 : Magneton, SF-42, Best in format

    2 : Flygon, RR-5, Gives free retreat, hits hard, could be invinceable for a turn, Just an all around good card
    2 : Magnezone (Prime), TM-96, Draw power, Heavy Hitter, bench sitter
    1 : Magnezone, SF-5, Awesome Search power and Alternative Attacker
    1 : Magnezone, SF-6, Energy Recovery, Alternative attack.

    1 : Flygon Lv.X, RR-105, Awesome Mil power and Lvl X sniping

    1-1 : Entei Riakou Legend, UL-90-91, Searchable, Easy set up, Late Game prizes off uxie, Azelf, Crobat G, Smeargle, Et Cetra...

    TRAINERS: 19
    Trainers: 5
    1 : Luxury Ball, SF-86, No explanation needed
    2 : Rare Candy, UL-82, Quick Evolutions
    2 : Expert Belt, AR-87, For the Extra damage
    Supporters: 12
    4 : Bebe's Search, RR-89, No explanation
    4 : Judge, UL-78, Disruption, Hand Refresh, Staple in magnezone
    3 : Pokemon Collector, GS-97, Basic searching
    1 : Palmer's Contributions, SV-139, Recovery
    Stadiums: 2
    2 : Broken Time-Space, PL-104, Quick evolutions

    ENERGY: 16
    Special Energy: 9
    4 : Call Energy, MD-92, Consistency, Energy fodder
    4 : Double Colorless Energy, GS-103, Speed up attacking
    1 : Warp Energy, SF-92, Get out of a bad situation
    Basic Energy: 7
    7 : Lightning Energy, GS-118, Needed to attack with Zone prime and give free retreat to Zones

    Strategy: It's a pretty straight forward deck, You disrupt your opponent with Judge and dropping your hand size to Consistently draw with Magnezone. Set up either a Flygon or Gyro ball magnezone and take off. Or you can hit heavy with Zone Prime, ERL is to take the last 2-3 prizes for the game. I have only played it at 1 CC but I made top 8 without the ERL tech. I posted this deck a while ago as NoFlyZone.

    I've played against this. Was it you? Anyway, I remember the deck having issues with speed and making a late game stand. What is great is that this is not a theorymon deck, but it's something that you've put effort into testing. Thanks for sharing your hard work with us. (2 Guru Points = DoomScizor)

    Unless you played at Brandon City Championships it wasn't me. My build didn't really have that much trouble with speed, maybe I just got lucky that day. The trouble I ran into was a Scizor/Umbreon build, but that Spawned the ERL tech
    Last edited: Jan 26, 2011
  3. Porii Sames

    Porii Sames Active Member

    I was going to post here, but...

    dang...that's a lot of lists...and I have -1 experience with

    good luck all!
  4. Rogue Archetype

    Rogue Archetype Moderator <br> Contest Host

    If 90% of established players came in here and contributed ANYTHING, that'd be awsome because they'd learn and borrow from each other and everyone else would benefit.

    I'm simply trying to do something positive and fun.

    Remember , you have the same opportunity to post and earn as everyone else. So, post your "obvious" ideas too!

    Let's have fun with it.
    Last edited: Jan 26, 2011
  5. Phazon Elite

    Phazon Elite New Member

    Sorry, but I have to be honest: If you're complaining about the "rewards" (as intangible as they are) being easy to abuse, you're missing the point of the thread.
  6. Rogue Archetype

    Rogue Archetype Moderator <br> Contest Host

    You're still awake?

    Finish your post so I can do the points thingy on it!
  7. Phazon Elite

    Phazon Elite New Member

    I didn't even know about the points when I posted that list.

    Besides, I literally made it up on the spot, so I can't really do a good job of explaining every card.
  8. Kayle

    Kayle Active Member

    ....:rolleyes: yeah, sorry.

    I mean, I GUESS I was worried about giving someone uncreative double Guru points, but I mean, who asked the question again? Oh right. Hatter.
  9. chase4787

    chase4787 New Member

    Alright so I'm almost out of fuel (AKA Dr. Pepper) from the first Guru challenge, so this one will be shorter.

    Magnezone is a crazy UFO pokemon introduced in generation IV. Since the first tcg expansion featuring Magnezone, Diamond & Pearl :setsDP:, 7 Magnezone cards have been printed (including 1 Lv X) with 6 modified legal now. As you'll see, Magnezone have a weird frequency of having attacks that require both :lightning: and :metal:.

    From oldest to newest, here they are:

    Magnezone - DP 32

    This Magnezone is metal type, which doesnt give it a type advantage over many pokemon. It's first attack, Mirror Shot deals 40 for :metal::colorless: with a smokescreen effect. The second attack is over priced for :lightning::metal::colorless::colorless: and a discard of all :lightning: energy for 100 damage. If you were using this Magnezone, I wouldn't recommend using the second attack. :fire:+30 is a good weakness for our format, so is :psychic:-20. :colorless::colorless: is understandable for a large metal pokemon, but pricey. 130HP is solid and makes for good tanking.

    Magnezone Lv X - Legends Awakened 142/146:setsLA:

    Another solid metal type Magnezone with 140HP, The Lv X again has the awkward :lightning::metal: energy cost on it's attack Cyber Shock which discards both, does 80 damage and paralyzes, which is always nice to get a paralysis with no coin flip. It's :ppowr: Electric Trans is nice for moving :lightning: or :metal: energy around. :fire:x2 weakness sucks but it comes with the level up. :psychic:-20 is again nice with Gengar running amok but :colorless::colorless::colorless::colorless: is crazy when compared to the other Magnezones.

    Magnezone - Stormfront 5/100:setsSF:

    One of the 2 Magnezones released in this set and the 3rd and last :metal: type one. This one has a few perks to it. It's :ppowr:, Magnetic Search, is a built in energy search but only for :lightning: or :metal: energy. It also has 2 attacks, Speed Shot for :lightning::colorless: that it isn't affected by anything and Crush Volt for :lightning::colorless::colorless: for 80 damage and a discard of any energy attached to Magnezone. If your making a deck where magnezone sticks around to fight I'd recommend either this one, the Prime or DP 44 :setsNDP: (both mentioned later). :fire:+30 is great in our format so is :psychic:-20 resistance, :colorless::colorless: retreat for a magnezone and how this car looks when its reverse holo but 120HP is kinda sucky.

    Magnezone - Stormfront 6/100:setsSF:

    The second Magnezone from Stormfront :setsSF:, this time :lightning: type. It's :ppowr: Super Connectivity, is a lot handier than its :metal: counterparts Magnetic Search. Super Connectivity grabs an :lightning: or :metal: energy, attaches it to a pokemon of your choice, and places 1 damage counter on that pokemon. Handy. Magnezone's one attack, Gyro Ball does 60 and allows you to switch with a benched pokemon and if you do, your opponent does the same (I'll talk more about this attack later). 120HP and :fighting:+30 is unfortunate in our format, giving this magnezone a pretty big drawback. :metal:-20 resistance is nice when dealing with Dialga G or it's Lv X and :colorless::colorless::colorless: retreat is costly.

    Magnezone - DP 44:setsNDP:

    The second DP :setsNDP: promo Magnezone. This one has 130HP making it able to take a hit or two. It's attacks work well together with charge beam costing :ligh, doing 30 and attaching a discarded energy to Magnezone and the second dealing an initial 60 for, another awkward :lightning::metal::colorless::colorless: but with the optional bonus of discarding an :lightning: and :metal: energy to change the attacks base damage to a powerful 120 enabling a OHKO of Gengar, Gyarados, and Luxray GL Lv X and a few other Meta attackers. :fighting:+30, as mentioned before, sucks. :metal:-20 is nice and :colorless::colorless: is again, pricey but tolerable.

    Magnezone (Prime) - Triumphant 96/102(hmm, apparantly there isnt a triumphant set logo yet. either that or im blind)

    Magnezone Prime has 140HP, a great :ppowr:, solid attack and sparkles. Magnetic Draw is similar to Claydol GE:setsGE:'s :ppowr: Cosmic Power but without the discard built in to take advantage of it. Magnezone also has a vicious attack that can OHKO any pokemon. :fighting:x2 sucks but apparantly we are going back to that, :metal:-20 can be nice and :colorless::colorless::colorless: retreat is costly.

    Ok, great you listed out everything about all of them and it took you hours to write it out and get all the links but me only 5 minutes to read. I suppose I'll humour you and ask what decks can be made with them?

    Quite a few decks have been made involving Magnezone but few have really succeeded. Listed below are a few that have seen moderate success.


    MagneGatr uses Feraligatr to attach energy to Feraligatr then burn it off with Magnezone Prime doing 50 damage for each. This deck is a fast one that can potentially OHKO any pokemon. Magnezone's Magnetic Draw also helps accelerate things, making faster and more vicious.

    CurseGar with Magnezone

    A few people I know had success with this combination. It involved constantly switching pokemon with Magnezone SF:setsSF:'s Gyro Ball and Gengar AR :setsAR:'s Shadow Skip to do consistant 60, move damage around and keep the attackers alive with Super Scoop Up.


    Thunderstorm was a deck that I made, played for a while and had moderate success with. I used Raichu HS:setsHGSS: and Magnezone SF:setsSF:. Raichu would set up quick and thunderbolt consistantly with Magnezone's help and a belt or plus powers if needed. Using Magnezone's power Raichu, once it got going, could do at least 100 a turn. It worked well, especially when using Sunyshore City Gym.

    In conclusion
    , just like the last Guru Challenge, the card can be used in many ways, but typically work better as supporters (with the exception of Magnezone Prime, it can be devastating).

    *Anyone notice that Gengar has, through the last few rotations, been a threat. He always seems to get great cards and combinations.
    **This one was definatly not shorter

    Amazing formatting done here. Thanks for doing all of that; it makes everything so easy to follow. You've done a great job of detailing how the combos are executed andave synergy and you've given great detail about deck strategies/card usage. (3 Guru Points = chase4787)
    Last edited by a moderator: Jan 27, 2011
  10. Darkwalker

    Darkwalker New Member


    I've been using and tweaking my Magnezone deck throughout CC's this year. I'll start with the list I have currently settled on and give a short explanation after. I will also try and give a general rundown on the decks I've played against and my general strategy going into the matches.

    First the list: (A bit of a warning here, I tend to try and fit as much as I can into my lists to give me as many options as possible)

    3 Magnemite (SF 66) (Magnet)
    3 Magneton (SF 42)
    2 Mangezone (SF 6) (Super Connectivity)
    1 Magnezone Prime (TR 96)
    1 Magnezone Lvl X (LA 142)
    1 Chansey (HGSS 58)
    1 Blissey (PL 22) (Nurse Call)
    1 Electrike (PL 74)
    1 Manectric (PL 11)
    2 Spiritomb (AR 32)
    1-1 Entei & Raikou Legend (UL 90, 91)
    1 Azelf (LA 19)
    1 Uxie (LA 43)
    1 Ditto (LA 27)

    4 Judge
    2 Bebe's Search
    2 Engineer's Adjustments
    2 Pokemon Collector
    1 Palmer's Contribution
    1 Seeker
    2 Pokemon Communication
    1 Bench Shield
    1 Expert Belt
    1 Junk Arm
    1 Luxury Ball
    1 VS Seeker
    1 Warp Point
    1 Sunnyshore City Gym
    1 Broken Time-Space

    1 Basic Metal
    3 Lightining
    3 Call Energy
    4 Special Metal
    4 Rainbow Energy
    2 Warp Energy

    The Magnezone line I use is pretty straightforward, 3-3-2/1-1. While I originally had 4 Magnemite in the deck one eventually was cut to make room. Aside from a pair of games with terrible prizes (Azelf plus 2 Magnemite prized) not having 4 in the deck didn't seem to hinder me all that much. Typically you will only have 1 Super Connect and 1 Prime Zone out during the game at the same time, so the 3rd line is backup. I chose the Metal Magneton for resistance, ability to use Sp. Metal, and it's attacks are situationally good. The Zone line of 2 Super Connectivity, 1 Prime, 1 Lvl X seemed to be the best line up for my uses. Super Connectivity fuels the deck (and the Prime's attack) plus it has a decent hit and run attack to combo with Spiritomb. The Prime is not only a decent card drawing machine, but it has a ton of HP and an end-game sweeping attack. The Lvl X has the amazing Electric Trans Power that I try to abuse as much as possible, and a very underestimated auto paralyze attack. On top of all of that it can tank with Special Metals and swap out your weakness to Fighting if needed.

    Now for all of the techs...

    Blissey's Nurse Call serves many different functions in the deck I had a 2-2 line in the deck for a while but paired it down to a 1-1 when it was brought to my attention it could only be used once per turn period (not per Blisssey as I had originally thought) and because a Chansey start is generally not good. The ability to heal with Nurse Call is so good in this deck, since Super Connectivity will spread some damage around your side of the board. Being able to rid your hand of Trainers against Vilegar, toss Energy to be Super Connected back into play, and reducing your hand size for Magnetic Draw made Blissey a perfect partner for 'Zone.

    Manectric combo's with Entei & Raikou Legend, has free retreat, can spread damage to set up KO's, can get Lighting energy out of the deck and attach it to my bench, and can serve as a speed bump for Garchomp's Dragon Rush while I set up a Magnezone. As a bonus, Electrike even has free retreat! If I manage to get the Bench Shield on it as well, then it can pose even more issues for some decks.

    Spiritomb is used to slow down SP and Gyrados while also setting up my lines. I only ended up with 2 as any more tended to clog up my hand and my bench, plus I simply don't have much room available to add in more. 2 is also the minimum I would suggest to get around the Regi Move strategy of sending one to the bench in order to play trainers. I expect to lose both of these during the game while setting up.

    Entei & Raikou Legend serves as my mid-game equalizer, bench sniper, and occasionally game finisher. I don't mind using it and losing it to take 2-3 prizes off of benched Uxie's, Azelf's, Smeargle's, and Crobat G's among other typical bench sitters. It's also a fire type so I can hit annoying stuff like Dialga G X or Steelix for a OHKO if need be. Free retreat is another added bonus.

    Azelf and Uxie are for emergency uses, and I generally try not to play them unless I absolutely need to. With Rainbow in the deck, though Azelf can Lock Up an opposing Spiritomb or Smergle if I need a turn or two to build up. Uxie's ability to avoid a Fainting Spell flip by returning to the deck also led me to keep one in the deck.

    Ditto is my wild card. Not only is Ditto a hard counter for Gengar, especially with Blissey healing it, but with 4 Rainbow in the deck and the ability to move them around with Magnezone X, you can use virtually any attack out there against your opponent. For example, I managed to Champ Buster a Machamp Prime for KO to seal one game and revenge kill Garchomp C X with its own Dragon Rush in another.

    I knew I wanted my trainers to revolve around Judge, so using 4 was an automatic decision. The disruption they provide allows the deck to get into the mid to late game a little easier than it normally would against speedier decks. Judge also tends to get opposing players to drop that second (or 3rd) Uxie on the bench in an attempt to get set up themselves. Those extra Uxies end up being prizes thanks to Entei & Raikou Legend.

    Where as Judge works very well with Magnezone Prime, Engineeer's Adjustment worked just as well with Super Connectivity. Drawing 4 cards, while also speeding up my energy attaching is just too good not to use.

    Seeker, VS Seeker, Junk Arm, Warp Point, and Expert Belt all add to the flexibility of the deck. More would be nice in some cases, but not having them at all would be much worse. Bench Shield was added later to make Manectric a little more annoying for Chomp players.

    During deck building I tended to weigh Energy with an effect as more useful than a trainer with a similar use. Warp Energy is better here than Warp Point, Call Energy is better than Collector. The simple reason for that is that those energies are also 50 more damage each that Magnezone Prime can dish out later on in the game. Going light on trainers also had a secondary benefit of making the Gengar match a bit easier and opposing Smeargle's Portrait power tended to find a Judge way more often than they would the Pokemon Collector they were hoping for.

    I'll go over the main 3 match-ups during CC's.

    Luxchomp is by far the hardest match. The ability to snipe, drag up, and generally out speed and over power you before you get going is tough to deal with. On top of that you can't really afford to trade prizes with them, because you will run out of resources before they do and Luxchomp is designed to do that while Magnezone is not. If you are able to slow them down with Sipritomb and set up a Leveled Up, Belted, Magnezone Prime you can Lost Burn and Cyber Shock your way to victory. Also, keep an eye on their bench during the match and use ERL to quickly end the game if they are sloppy. Judging away their Cyrus chains can also put them in a bind occasionally, but don't expect Judge to win this for you on it's own. Most of my losses during CC's came from LuxChomp. I'm still looking for the right build to tip that match-up in Magnezone's favor, but so far it has eluded me.

    Gyrados, on the other hand is typically much easier to deal with. Judge and Trainer lock them with Tomb early to stunt their setup, and watch them scramble to draw cards via Uxie drops. Once you are set up you can do everything from tanking with Magnezone X and Blissey healing, to OHKOing them with Lost Burn. ERL usually abruptly ends the match.

    Vilegar is a very even match, typically. Depending on the build most games with literally come down to a coin flip for Fainting Spell. Ditto makes things hard on them if you can get it set up early and use Shadow Room on them. Don't be afraid to risk a Fainting Spell flip, though, as they will eventually pick apart your bench full of Power having pokemon. In addition to Ditto, I had some success with using a tanked Magenton and BTS in play to spread a lot of damage around their board, while also ditching my trainers with Blissey. ERL and Manectric also happen to add up to 110 damage, which can cost them several attackers at once if they set up quickly to avoid getting Judged. Use Thunder Fall first, then retreat to Manectic's Power Wave to avoid losing 2 prizes to a heads on Fainting Spell for ERL instead of 1 for Manectric. I tended to ignore Vileplume entirely and focused on threats during these matches.

    THIS is what you call a "plug and play" post! Someone can print this out, build out the list, study what you've written and compete RIGHT NOW! This one is a the gold nugget that people read and sift for. Thank you so much for sharing and taking the time to type all of that! (4 GuruPoints = DarkWalker)
    Last edited by a moderator: Jan 27, 2011
  11. Tagrineth

    Tagrineth New Member

    Nature + Technology =

    Pokemon (18):

    4x Eevee (Evo finder)
    2x Leafeon (RR)
    2x Leafeon Lv. X
    1x Espeon (MD)
    3x Magnemite (Magnet)
    2x Magneton (I use the metal SF one for electric energy costs)
    3x Magnezone Prime
    1x Uxie

    3x Pokemon Collector
    3x Bebe's Search
    2x Judge
    2x Copycat
    2x Seeker
    1x Twins
    1x Flower Shop Lady
    3x Expert Belt
    2x Rare Candy
    1x Junk Arm
    1x VS Seeker
    1x Premier Ball
    1x Luxury Ball

    Energy (18):
    4x DCE
    9x Grass
    5x Electric

    So, the idea is simple enough: It's a deck that combines two powerhouse beaters with high OHKO potential, both of which also support each other with their Powers.

    Leafeon Lv. X: [G][C]: 30 +10 more for each Energy attached to Leafeon.
    Energy Forcing: Once per turn, attach an Energy from your hand to one of your Pokemon.

    I try to lead with Leafeon to start dumping Energy into play quickly. Once the hand is depleted by Energy Forcing you can shuffle-draw or Magnetic Draw new hands, and when Leafeon falls if you cannot replace Leafeon you put up 'Zone and destroy something.

    Anything Leafeon cannot punch down, 'Zone can for sure.

    Leafeon with a Belt hits 130hp. Espeon is in the deck almost solely for the Gyarados matchup as having Espeon + Belt makes Leafeon a 3HKO from natural 3-karp Tail Revenge. Granted Gdos runs its own Belts and Crobats, but any little thing you can do helps.

    Hasn't received much playtesting yet as I only recently put the first draft of the deck together, but it seems to flow well. The ability to OHKO anything as needed tends to be a huge boon.

    It would be interesting to see how this build performs in testing. I've used 2 LeafX in builds before, but never successfully with a Stage2 (just requires SO much draw and luck to set up before you get beat down). The number of starting pokes and NO call is scary (no tomb, no smeargle, and like 8 basics?). This looks like it's really in it's infant stages, but it's an idea that someone can pick up and try to make work. (leafeon/leaf guard, is a pretty good attacker vs. Gyrarados) - (2 Guru Points = Tagrineth)
    Last edited by a moderator: Jan 27, 2011


    This magnezone is for MD-TR , since we don't what cards are in CoL for certain

    3-3-2-1-1 Magnezone LV.X(SF-SF-Gyro Ball-Magnetic Draw-LV.X)
    1-1 ERL
    1-1 Manectric(PL-PL)
    1 Uxie
    1 Azelf
    2 Spiritomb
    1-1 Blissey(PL-PL)
    1 Ditto(LA)
    1 Unown Q
    1 Regice
    1 Mesprit

    1 Seeker
    1 Sunyshore
    1 Conductive Quarry
    1 BTS
    1 Bench Shield
    1 Junk Arm
    2 Bebe's Search
    3 Judge
    2 Pokemon Collector
    2 Engineer's
    1 VS. Seeker
    1 Palmer's Contribution
    2 Rare Candy
    1 Expert Belt
    1 Luxury Ball

    2 Call
    3 Lightning
    4 Rainbow
    4 Sp. Metal
    1 Warp Energy

    This is a list that has seen a lot of success in my area(variations of it of course). The list is designed to just have good matchups v. most of the decks despite it's techiness.I also like the mesprit for powerlocking and seeker is just good in general.

    V. Vilegar- tough matchup usually but your goal is to just get magnezones and use ERL to really mess them up due to their powers. Ditto is such a game saver w/ the rainbow energy.

    V. Luxchomp-Toughest matchup b/c of their speed. You need to get a tomb ASAP to slow them down. Also the bench shield is for this matchup so they have to brightlook up the manectric to KO it. ERL again wins games. Magnezone's HP is also just gross for them to deal w/ BTW.

    V. Gyarados-You win period. Magnezone is just as fast and hits for weakness. It's tough for them.

    V. Machamp-Easy b/c what happens is most of their energy gets stuck on one pokemon and then you one shot it w/ Lost burn.

    Most of the techs are in their for one matchup but it tends to flow really well.

    this deck has been mentioned in the thread before. However, you've done something good here. What you've done is show us what a list looks like when it's TECH'd Out. Then you go into some discussion about HOW to use the techs (i.e. cards that are in the deck to handle bad matchups with popular decks in your area). Many people toss a tech card or two into a deck but they don't help the reader understand what they are and how/when to use them. Thanks. (2 Guru Points = cfourcoltsfan)

    yeah my bad i didn't darkwalker's post before mine...
    Last edited: Jan 29, 2011
  13. Baroness Meena

    Baroness Meena New Member

    This is actually my current league deck.
    Tis fun to play and the healing of blissey has been found to be frustrating for opponents if timed correctly :tongue:

    Pokemon 25
    2 x Heatran (1AR:fire:/1LA:metal:)
    2 x Heatran LV.X
    3 x Magnemite (2 sF :metal:/1TU:lightning:)
    2 x Magneton (SF :metal:/1 :lightning:)
    2 x Magnezone (SF:lightning: )
    1 x Magnezone LV.X
    1 x Chansey (HGSS)
    1 x Blissey Prime (HGSS)
    1 x Uxie (LA)
    1 x Azelf (LA)
    1 x Unown Q
    3 x Spiritomb (AR)
    1 x Electrike (PL)
    1 x Manectric (PL)
    1 Relicanth SV
    1 x Scyther UD36
    1 x scizor prime

    Trainer/Supporter/Stadium 23
    2 x Pokemon Collector
    4 x Bebe's Search
    4 x Seeker
    1 x VS Seeker
    1 x Palmer's Contribution
    1 x Luxury Ball
    3 x Level Max
    2 x Professor Oak's New Theory
    2 x Switch
    1 x Warp Point
    1 x Premier Ball
    1 x Bench Shield

    Energy 12
    4 x Lightning Energy - Basic
    4 x Metal Energy - Special
    2 x Metal Energy - Basic
    1 x Rainbow Energy - Special
    1 x warp energy

    Start with spiritomb to stall and get a magnezone and manectric set up. retreat with unown or knock out spiritomb and use level max to get heatran lv x and maybe magnezone lv x. bench shield for manectric to prevent snipes (other than damage counters). Use cyber shock for paralysis and heatran lv x power attaches energy back (if basic) also have power on magnezone if heatran not set up to get discarded electric and metal energy. Use energy trans to move to undamaged pokemon to allow blissey to heal all pokemon without losing energy. seeker back up for another go. gyro ball can be used to get out of active and put up scizor. The body helps block players using rescue and call energy and also can provide a OHKO for tanks with easy energy movementI can build second magnezone also to gyro ball to and spread damge for when blissey can't heal. The general pixies for draw power and help if vital card is prized.

    This works surprisingly well altho I am currently thinking of removing scizor line and relicanth for maybe Blaziken FB or Infernape 4.

    How about removing your scizor and relicanth stuff for switches and more warp energy? That would allow you to get out your heatran AND be fearless vs. Bright Look. I've built zone/heatran (with a tech Jirachi doom desire) a long time ago. It was, actually, a great deck but Unown G was killing me. Now, there's no unown G which makes your build make me rub my chin and eyeball my deck graveyard.... hmm... LOL! Thanks for sharing. (2 Guru Points = Baroness Meena)
    Last edited by a moderator: Jan 29, 2011
  14. Vegeta ss4

    Vegeta ss4 Iron Chef Leader

    4 Magnemite SF-66
    2 Magneton SF-42
    2 Magnezon SF-5
    2 Magnezone Prime
    2 Voltorb SF-81
    2 Electrode Prime
    1 Uxie
    1 Azelf
    1 Dialga PL-5

    2 Bebe's
    2 Seeker
    2 Twins
    1 Palmer
    4 Poke Drawer
    4 Junk Arm
    3 Quick Ball
    3 PokeDex
    3 Pokemon Rescue
    3 Rare Candy
    2 BTS

    2 Call
    2 Rescue
    10 Lightning

    This is another rogue deck I've been working on, and in some testing it has done quite well. This deck is one of the fast decks for a deck that thrives and kos every turn. Magnezone SF allows you to search for any lightning or Metal Pokemon, which makes this deck always consistant. Magnezone Prime allows you to draw cards until your hand reaches 6. This is crucial, considering this deck is a basic trainer setup deck. It thrives on many trainers being played a turn. Magnezone Prime is the main attacker, it does 50X the amount of energy send to the lost zone by discarding it there. 3 energy and it is almost koing everything in the format. Here is the engine of the deck;
    Electrode Prime. This was my favorite card of the latest set, mainly because it is such a strategic card and allows for quick outs. This has been an engine that I have devised, its a quick accel engine that abuses being behind at the start, then allowing yourself to nearly grab anything you want out of the deck. Here is why that is;

    The trode engine is as follows, Trode Prime/Poke Drawer/Junk Arm/Twins/Speed Trainer/Pokemon Rescue. Now, onto how exactly this allows you to search for whatever you want. Trode allows you to ko yourself, and look at the top 7 cards of your deck, then choose as many energy cards as you like and attach them anywhere you like. Then you discard the rest, in which the backdoor search engine is in full swing. By discarding these extra cards, you will find yourself with a few trainers in the discard pile, or pokemon in the discard pile. With cards like Pokemon Rescue which basically makes that move you just did, a "search" of some sort. With trainers in the discard now, you could have some you'd love to see in there. Such as a Poke Drawer, which when combed with Junk Arm, you can have to Poke Drawer. Using Junk Arm can also allow you to go into other strats, but more of that later. After Trode is Koed, this will make your opponent to draw a prize, and make you behind on prizes which activates TWINS(a broken sexy

    Call is a great card, and with a magnemite start, it will come in handy. Rescue is a SAVOR of Magnezone.

    Dialga is in here in combo with Junk Arm, seeker, Trode Prime. In a nutshell, you will be discarding energies with Junk arm, then dropping that Dialga allows you to search your discard pile for a combo of 3 energy/pokemon. After setting up a trode, you play Dialga, get 3 energy from discard pile, and put them ontop of your deck. Trode self Destructs and bam, 3 energy attached to whatever you want, automatically.

    I am a huge fan of this system, but sadly this trode engine wont be big until the next format, just thought id show you a rogue/decent deck looks like.

    This a prime example of what SYNERGY looks like. Which is one of 3 things I preach about. ASK R_A.

    Hop you enjoyed:) .

    The thing that can be learned here is how to toy with the idea of trainer draw speed, thin out the deck, drop a TrodePrime and TWINS. You've inspired me to do some more with that (there's GOT to be a way to get this combo going, but the discard is just SO BAD). I love how you advize people to ATTACH THE RESCUE so you can live to see late game with this build. This is a list worth toying around with and testing. Trainer lock makes you cry though. So, have you considered 2 cyclone + 1 more seeker to get that starter spiritomb out of the way? (2 Guru Points = Vegeta_ss4)
    Last edited by a moderator: Jan 29, 2011
  15. Vegeta ss4

    Vegeta ss4 Iron Chef Leader

    I built both guru decks with the thought process of "Iron Chef" style. To not worry about the metagame. The goal as I interpreted it as, was to create a deck that's good enough to do what it needs to do, in terms of setup. If it was a different case, then I would have made some adjustments. I would of actually used Luxray LVX to get the switcheroo going. If this style of challenges weren't with that mindset, then I agree with both scores I have received. If I am right in terms of how the challenge process is, then I received no where near enough points, for either.

    I will explain a bit about my Zone list. Discarding card is the GOAL of the deck. I have actually played this deck against people and shocked them at how fast I was setup. I had fully powered Zone with 2 more zone, 9 energy+ attached by T-3. Anything that goes in the discard helps me out, tremendously. I have nearly 10 Bebe searches in the deck, in theory, 8 of those aren't even being used as a supporter for the turn. I have a. Way to make sure I get the energy on top of deck. I am a bit shocked at the score, but im glad you are inspired by the engine.
  16. Rogue Archetype

    Rogue Archetype Moderator <br> Contest Host

    2 points means you have a good idea with lots of detail.

    More than 2 points means that the deck has gone into tournament and won (or I've personally seen it work well).

    So, 2 points is the highest that I give an unproven idea (you got the 'high score' so there's nothing to be shocked about). :smile:
  17. gallade

    gallade New Member


    24 pokes
    4-3-2-2 magnezone (sf, sf, prime, electric one) -your main attacker and draw power.
    3-1 uxie lvx -set up even faster, and consistent draw FTW
    2 unown q -retreating is nice
    2-1 spiritomb (ar, tr) -trainer lock and hand lock
    2 sableye -another starter, get the judges started
    2 mesprit -keep the lock going

    25 trainers
    3 bebes -get stuff set up
    3 communication -get stuff set up
    4 judge -the main way you lock
    3 SSU -heal and lock
    1 palmers -recovery
    2 vs seeker -a lot of supporters = a lot of vs seekers
    2 twins -your going to be behind
    3 seeker -keep mespriting/magnezoning
    2 BTS -after seekering a magnezone, play it back down, also, fast set ups FTW
    2 expert belt -more damage = more fun

    5 electric -attack, it's the right thing to do
    3 call -set up FAST
    3 DCE -attack a little faster, don't need to max it out

    Your strategy is to lock them as much as possible, while dishing out 60 (80=belt) a turn, while trainer locking, power locking, and shutting down their hand.

    Thanks for sharing one of the decks that you've been working on. That was selfless and really shows great spirit of the game :) More strategy detail would've given this more deserved points. ( gallade = 1 point )
    Last edited by a moderator: Jan 30, 2011
  18. Vegeta ss4

    Vegeta ss4 Iron Chef Leader

    I understand the grading system now, I was interpreting iron chef style.
  19. Rogue Archetype

    Rogue Archetype Moderator <br> Contest Host

    This thread has been accounted for in the Guru Points total list.
  20. Tagrineth

    Tagrineth New Member

    Just to throw this out here, this was my older Magnezone concept which works great in formats not like the current one lol.

    4x Magnemite (Magnet)
    2x Magneton (SF Metal)
    2x Magnezone (SF Super Conn)
    1x Magnezone Prime
    1x Magnezone Lv. X

    2x Electrike (PL)
    2x Manectric (PL)

    2x Chinchou (meh)
    2x Lanturn Prime

    1x ERL Top Half
    1x ERL Bottom Half

    2x Jirachi (RR)

    1x Uxie

    3x Pokemon Collector
    3x Bebe's Search
    3x Engineer's Adjustments
    2x Twins
    1x Judge
    1x Seeker
    1x Palmer's Contribution
    2x Switch
    2x Rare Candy
    1x VS Seeker
    1x Pokemon Communication
    1x Luxury Ball
    1x Premier Ball

    4x Special Metal
    11x Electric

    This was the final build before I scrapped the deck.

    The basic idea is start with Jirachi. Abuse Detour to double-up on setup Supporters - fishing out every basic, or drawing 8 cards, or even searching 4 with Twins (tee hee). Generally the deck allows the opponent to take the first prize card, sometimes the first two, in order to set up at least one Magnezone and one of each stage 1.

    The general goal of the deck is to spam Gyro Ball into Jirachi early on. If Jirachi doesn't die, free retreat back into Magnezone and repeat as necessary. Jirachi dying allows the deck to fish out several of the low-count Tech supporters (e.g. Jirachi dead -> Cynthia's for a fresh hand, or -> Seeker for healing/reusing Uxie). Once Jirachis are spent, generally either one Manectric or one Magnezone will bite the bullet and be sacrificed for the greater good (Manectric's free retreat is so good!). Palmer's can retrieve any pokemon or line that needs to be re-used (e.g. recycling Jirachis, especially against Gyarados).

    Midgame is where you start preparing for the deck's win conditions. Against power heavy decks (aka anything that runs pixies), this means zapping once or twice with Manectric PL's first attack to soften up targets for ERL. Against tank decks, this means setting up Lanturn Prime or Magnezone Prime. The midgame often involves one or two quick prize trades; against the usual Expert Belt builds this tends to mean evening out the prize count, sometimes coming slightly ahead depending on what the opponent has up. At the very least though, generally this phase also involves destroying the opponent's biggest remaining threats leaving techs and support, or crippling their support line leaving their threats sitting ducks.

    Endgame is the cleanup phase. Any remaining big hitters come in strong with either a second shot from ERL or a recovered and replayed Lanturn Prime. Gyro Ball to wear out the opponent's remaining defenses is always a good option as well.

    Against SPs, most of this procedure goes right out the window in favour of setting up Magnezone SF ASAP -> Manectric PL -> ERL for prize card spam. If they don't see the ERL coming it can often turn a 5-2 or worse lead into an outright win.

    Since the deck outright strives to play from behind, Twins is one of the best Supporters you can possibly draw. Detouring a Twins tends to get really sour looks from opponents, lol.

    And when all else fails, Magnezone Lv. X provides a trump card with automatic paralysis to threaten a forced 2HKO your opponent must deal with immediately.

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