Pokémon TCG: Sword and Shield—Brilliant Stars

Guru Point Challenge #3 - Making TYPHLOSHION Prime work!

Yeah, he's got some time on his hand, atleast give him 3, the deck itself isn't too good but his synopsis and analysis is very good, with links.
 
pokemon 22
4-3-4 infernape pl/pl/pl http://pokegym.net/gallery/showimage.php?i=42261&c=198
2-1-2 typhlosion prime hgss/hgss/hgss http://pokegym.net/gallery/showimage.php?i=49765&c=233
2-2 ninetails http://pokegym.net/gallery/showimage.php?i=49873&c=233
1 uxie la http://pokegym.net/gallery/showimage.php?i=35717&c=190
1 unknown q http://pokegym.net/gallery/showimage.php?i=34956&c=175

tss 26
3 Pokemon Collector http://pokegym.net/gallery/showimage.php?i=49768&c=233
3 Bebe's Search http://pokegym.net/gallery/showimage.php?i=45479&c=205
4 Engineer's Adjustments http://pokegym.net/gallery/showimage.php?i=50192&c=239
1 Palmer's Contribution http://pokegym.net/gallery/showimage.php?i=48289&c=223
2 PONT http://pokegym.net/gallery/showimage.php?i=49795&c=233
2 Broken Time-Space http://pokegym.net/gallery/showimage.php?i=42335&c=198
4 Rare Candy http://pokegym.net/gallery/showimage.php?i=50139&c=239
1 Luxury Ball http://pokegym.net/gallery/showimage.php?i=41097&c=194
2 Junk Arm http://pokegym.net/gallery/showimage.php?i=51033&c=253
2 Expert Belt http://pokegym.net/gallery/showimage.php?i=49210&c=227
2 Warp Point http://pokegym.net/gallery/showimage.php?i=34941&c=175
http://pokegym.net/gallery/showimage.php?i=34941&c=175
energy 12
fire

strategy is to setup infernape pl use rushing flames and use typhlosion prime afterburner poke power to give more energy to infernape then use rushing flames to flip more coins palmers for recovery pont to get a new hand belt for tanking and more hp ninetails and enegieneers to discard energies and draw cards

FEEDBACK:
Flips are bad. Doing 80 for heads is Good. :smile: I wonder if this list could, somehow, be altered to really stack up afterburners? It's almost a MewPrime type deck where you have energy + luck = rush KOs. This looks like MAD fun and the strategy is pretty simple. The trainer/supporter engine may not really get you set up fast enough for competitive play, but the strategy looks MAD fun! Thanks for sharing. (lucario aura wielder = 2 Guru Points )
 
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Guess I should try my hand at this one.

This is Typhlosion/Blaziken. The problem with Blaziken is that he can easily be return KO'd, but if he is you can bring him back up and drop energy on him. Awesome, and straight forward, right?

Yeah. Then you add in the lock. This deck is slightly like Sablelock, but with a little more raw power.

I run thin SP trainer lines - only

NOTE: You can find card images in the Researching Tower.

POKEMON (24):
3-2-3 Typlosion (GS-GS-Prime)
3-1 Blaziken FB X
2 Uxie
3 Sableye SF
1 Azelf LA
2 Crobat G
1-1 Ninetales HGSS (PT-HGSS)
1 Chatot G
1 Unown Q


T/S/S/ (25):

3 Pokemon Collector
2 Bebe's Search
2 Judge
2 Cyrus's Iniative
4 Cyrus's Conspiracy
2 Energy Gain
2 Rare Candy
4 PokeTurn
1 SP Radar
1 Aaron's Collection
2 Pokemon Rescue

ENERGY (11):
11 Fire Energy

STRATEGY:
Get a Sableye up early, period. If you do so, you can start setting up by either Impersonating for a Cyrus's Conspiracy or Collector. If you choose Cyrus's, search for another Cyrus's (to start a chain, as many SP decks do), an SP Radar (you can start getting your SP Pokemon up early - a Blaziken to attack, a Crobat to do extra damage, or a Chatot to start locking), and a fire energy. If you go with Collector, I'd search for a Cyndaquil (unless you have one out - in that case, go for a Vulpix or Unown Q), an Uxie (for draw, assuming you have a small hand, and a Blaziken FB (to start attacking).

However, if you have a decent start (that is, having a Cyrus's or Collector in hand), you can start disrupting. Search you deck for either an Iniative (if you want to keep your hand, and your hand is big) or a Judge (if your hand is fairly small, or you don't have a so amazing hand. The 'OMG MY HAND IS SOOO FREAKIN AMAZING!!!111!!!1' kind of hand).

If you get out an Iniative or Judge early your opponent should have a smaller hand, which will give them less resources to do stuff with. Now that you have either set-up (that is, having a Blaziken FB X or Typlosion Prime in there), you can start doing damage. Get a Typlosion on bench with Blaziken active. Your Blaziken will be doing the majority of damage in this deck, but Typlosion can easily be used as well.

Blaziken's attacks are awesome. However, his low HP and the effect of Jet Shoot can make him easily be KO'd. If he is KO'd, however, you have Pokemon Rescues and Aaron's Collection to recover him, as well as Typlosion to recover energies.

THE POKEMON:
Cyndaquil: Just to evolve.
Quilava: Just to evolve
Typlosion: This is your secondary attacker and main energy tech. His attack is pretty good, and combined with his power it is amazing.
Blaziken FB: Amazing attacks all around here. They can be used even if he is leveled up.
Blaziken FB X: Blaze is your main attacker. Combined with Luring Flame, the Poke-Body is very good, and the attack is amazing if he can't be revenge KO'd next turn.
Uxie: The Uxie are in here as your main draw engine. They can donk opposing Unown Q's as well.
Sableye: Sableye is your preferred starter. The Poke-Body isn't great, but it ensures you can start Impersonating soon. Impersonate is an amazing attack, by the way.
Azelf: Azelf's Power is sweet if your Blaziken X is prized.
Crobat G: Crobat can wear down the opposing Pokemon a bit to ensure a KO. It fine to start out with as he has free retreat.
Vulpix: Just to evolve.
Ninetales: Ninetales's power is an amazing source of draw, and, combined with Typlosion's power, is awesome.
Chatot G: Chatot is your top-deck locking Pokemon.
Unown Q: You don't want to start with him, but the power is golden to retreat whoever you started with - assuming, of course, you don't want them up there.

THE T/S/S/:
Collector is amazing to start with in your opening hand, as it basically sets you up for the rest of the game. Bebe's can search you out Pokemon, which is always nice. Judge is your first form of disruption - limiting your opponent's hand early game is rough. This combined with an Iniative later seriously hurts. Iniative is pretty simple - get rid of the good cards from your opponent's hand.

Cyrus's Conspiracy is the engine of this deck - it searches out your SP engine, energy, and supporters for you. Energy Gain makes Blaziken's attack actually good, reducing the energy cost by 1. Rare Candy let you get out a Typlosion quicker, which is nice. PokeTurns let you reuse Crobat and Chatot, and heal Blaziken if necessary. SP Radar can get you some SP's out early - pretty awesome. Aaron's Collection lets you get back a Blaziken/Crobat/Chatot from discard, which is pretty nice.

Pokemon Rescue just gets your Pokemon back.

MATCHUPS (HOW TO PLAY THEM):
vs. LuxChomp: Against LuxChomp an early Blaziken is essential, as most of their Pokemon have low HP. Locking also hurts them alot if you can keep them from drawing into Conspiracy.

vs. DialgaChomp: Any Fire attacker (Typlosion or Blaziken) are great here, to KO a Dialga early on. Again, locking is nice here.

vs. VileGar: If you can keep them from getting a Vileplume on bench early (you can Luring Flame in up, then Jet Shoot), it is much easier. Gengar is kinda rough, but you can KO them with Blaziken and lock them from good draws with Chatot.

vs. Gyrados: Your roughest matchup. Judge is essential here, to give them a small hand. However, water weakness hurts, so just try to outspeed and lock them.

Anyways, it isn't the best list, but it's just my take on Typlosion.

Feedback:
I don't get the synergy here. They're both fire types and that's about it. Did I miss something? This is good for a new player who happens to have pulled a Blaziken X. Thanks for taking the time to explain your list. ( Barkjon = 1 Guru Point )
 
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Basic Info:

Typhlosion Prime:setsHGSS: is the 6th prime in the Heart Gold Soul Silver :setsHGSS: set. It was also released as a promo in tins with alternative artwork and for whatever reason, is the only Johto starter prime in the set that didn't get an appropriate, retrospective :ppowr:. (Meganium Prime :setsHGSS: got Leaf Trans, Feraligatr Prime :setsHGSS: got Rain Dance, but Typhlosion Prime:setsHGSS: didn't get Energy Burn.)

But Typhlosion Prime:setsHGSS:'s lack of familiar :ppowr: is not a drawback, but in fact the opposite. It's :ppowr: is what makes it see as much play as it does.

Typhlosion Prime:setsHGSS:'s Afterburner ability allows you to, once during your turn, search your discard for a :fire: energy and attach it to 1 of your pokemon at the small cost of 1 damage counter on the pokemon the energy gets attached to. This, combined with Typhlosion Prime:setshgss:'s solid 140HP and solid attack :)fire::fire::colorless: for 70 and a discard of an energy off Typhlosion Prime:setsHGSS: and the defending pokemon) make it a valuable supporter and powerfully disruptive attacker for many decks. Typhlosion Prime:setsHGSS: does have it's down falls though. :fire: is not the most advantageous type in our format and :water:X2 isn't the best weakness. :colorless::colorless: retreat isn't ideal either.

Partners for Typhlosion Prime:setsHGSS::

Typhlosion Prime is a very versatile card that can work well as a supporter with any main attacker that uses and discards :fire: or :colorless: energy. Listed are a few combos that I have seen fair well.

Ninetails:setsHGSS:

Ninetails:setsHGSS: is another :fire: type support card. It's :ppowr: Roast Reveal lets you, once during your turn, discard a :fire: energy from your hand in order to draw 3 cards. This draw power acceleration allows decks to set up fast and, when used with Typhlosion Prime:setsHGSS:, attach 2 :fire: energy a turn.

Charizard:setsAR:

Charizard:setsAR:. Wow, what a card. First off it's Charizard, so +1,000,000. But seriously, at first glance this card doesnt seem so special. It has a very solid 140HP when combined with a nice +30 weakness and :fighting:-20 but a big :colorless::colorless::colorless: retreat cost. As far as attacks go Charizard:setsAR: has a speedy :fire: for 30 Fire Wing and :fire::fire::colorless: Burning Tail for 80 and a discard of 1 :fire:. All pretty mediocre but when you take the :pbody: Fire Formation into account, Charizard:setsAR: is amped up doing 10 more damage for each :fire: pokemon on your bench. This is where Typhlosion Prime:setsHGSS: comes in. Because Charizard:setsAR:'s attack Burning Tail discards energy, Typhlosion Prime:setsHGSS: is used to regain the energy every turn and fuel Charizard:setsAR:'s :pbody:, incresing it's attack power. Charizard:setsAR: decks also often use Ninetales:setsHGSS: to speed up set up and add to Charizard:setsAR:'s attack power. With 2 Typhlosion Prime:setsHGSS:, 2 Ninetales :setsHGSS: and another Charizard:setsAR: setting up on the bench, Charizard:setsAR: is a well oiled machine that is very difficult to stop.

Infernape 四 Lv X:setsRR:

Infernape 四 Lv X:setsRR: has a great :ppowr:, Intimidating Roar, which is a once during your turn Pokemon Circulator, can come in handy, no retreat cost (also handy) and the powerful attack Fire Spin for :fire::fire::colorless:, 100 damage and the discard of 2:fire: energy using 2 Typhlosion Prime:setsHGSS: to recover the energy every turn to deal consistant damage. Infernape 四 Lv X:setsRR: also has the standard SP 110HP, :water:X2 weakness and the support that comes with being an SP. Infernape 四 Lv X:setsRR: can be used successfully as a primary attacker in it's own deck or a secondary attacker in Charizard:setsAR:.

Ursaring Prime:setsUL:

Ursaring Prime:setsUL:'s strategy wen combined with Typhlosion Prime:setsHGSS: and Ninetales:setsHGSS: is simple. Use Ninetales:setsHGSS: to discard :fire: energy and set up using it's :ppowr: Roast Reveal then recover the :fire: energy onto Ursaring prime:setsUL: sing Typhlosion Prime:setsHGSS:'s :ppowr: Afterburner to be able to set up fast and turn on Ursaring Prime:setsUL:'s :pbody: Berserk to increase it's attack strength. It's also a bear and bears are awesome.

Typhlosion Prime:setsHGSS:

Typhlosion Prime:setsHGSS: on it's own can also be a strong and disruptive attacker. The discard of an energy from the defending pokemon slows down your opponent's set up and Typhlosion Prime:setsHGSS:'s :ppowr: Afterburner brings the energy right back to itself, all the while still dealing consistant and heavy damage.

In conclusion, Typhlosion Prime is an increidbly versatile and viable main attacker or support pokemon.

Feedback:

Nice description, but the challenge was to present a list that actually makes the card playable. WONDERFUL formatting and descriptions. Thanks for taking the time to do all of that. Next time, think up a list and explain the purpose of each card in that list. ( chase4787 = 2 Guru Point )


EDIT: The formatting was sick, I kicked it up a point .. lol RA
 
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Oke, here is my take on Typhlosion Prime along with a card from CoL --> Tangrowth

I have taken Tangrowth (CoL) as partner of Typhlosion Prime.
Typhlosion is mainly to provide my other pokemon of energy but it's attack isn't so bad.
Why Tangrowth, due to it's first attack who does 20 damage times the amount of nrg attached to Tangrowth. Not that impressive but, when you can put the Lv x on it, you have a 130 HP tank who also can heal 40 damage off any pokemon. Along with an Expert Belt you have 150 HP.
Imagine if you can manage 2 Tangrowth Lv X out! Double healing when you are good at flipping heads / minor detail:smile:

But we can do more, Shaymin LvX add 40 HP to any grass pokemon beside any shaymin.
That would give Tangrowth 190 HP.

Little Shaymin can move nrg around, so in case you don´t start with a Tangela, attach nrg to any of your Benchpokemon and move them later on.

Tangrowth also resists water pokemon, which is nice because Typhlosion is weak for water pokemon.

Regice is in there to get nrg in your discard or to get rid of cards you don´t need anymore like spiritombs or Broken Time Space. In combination with Volkner it can take care of drawing more cards out of it.
Warp nrg is so much needed due to the heavy retreat of Tangrowth.

Sometimes you want Tangrowth to the bench, to lvl up your shaymin or just to try to heal it.
the goal is to keep Tangrowth in the game all time, therefor there is no recovery card like Palmer in this deck. But it can be added.

I have no time left to add links, sorry I do have a family to take care of.

Enjoy,

Lia

Pokemon 26

3 x Cyndaquil
3 x Quilava
3 x Typhlosion Prime
2 x Shaymin UL (Power to move nrg around)
2 x Shaymin LV.X (+40 HP Body)
2 x Tangela (AR)
2 x Tangrowth (CoL)
2 x Tangrowth LV.X
2 x Uxie
1 x Uxie LV.X
1 x Regice
3 x Spiritomb (darkness grace)


Trainer/Supporter/Stadium 19

4 x Pokemon Collector
3 x Bebe's Search
3 x Volkner's Philosophy
3 x Broken Time-Space
1 x Premier Ball
1 x Luxury Ball
2 x Seeker
2 x Expert Belt

Energy 15

11 x Fire Energy - Basic
4 x Warp Energy - Special

FeedBack:
I really appreciate the idea of tank and GRIND. That's really cool. I'm wondering why you didn't think to put DCE in there!
The list look really slow and dependant upon Sabeleye. I was surprised by the lack of Pokemon Communication. I love this idea and I think that someone can really have fun with this idea. The trainer/supporter list, however, appears to lack speed. Have you considered Spiritomb instead of Sabeleye (since you're not really using Trainers anyway)? Thank you for the creative suggestion! ( Rainbowgym = 2 Guru Points )
 
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For Typhlosion, I'm going to try something that's both familiar and unique at the same time. Namely, attempting to use both its Power and its Attack to the best potential I can possibly find.

When I see Typhlosion, I immediatly think of two cards: Charizard AR and Ninetales HS/CoL. Ninetales is an efficient draw card and works very nicely with Typhlosions Power, getting Energy into the Discard so that Typhlo can use them quickly. Charizard is just a big boomstick and enjoys boomsticking, both with little and lots of energy. First, ONTO THE LIST!!

Pokemon (23):
4 Vulpix PL 102
3 Ninetales Col17 / HS 7
3 Charmander AR 59
2 Charmeleon AR35
3 Charizard AR1
3 Cyndaquil HS61
2 Quilava HS49
3 Typhlosion HS110

Trainers (21):
3 Pokemon Collector
3 Bebe's Search
3 Pokemon Communication
1 Luxury Ball
2 Interviewer's Questions
1 Palmer
1 VS Seeker
2 Junk Arm
3 Broken Time Space
2 Rare Candy

Energy (16):
16 Fire

I know that this goes against almost every convention of deckbuilding from the last 2 years, but hear me out. I know what I'm doing.

Your strategy here is to start with the Platinum Vulpix, at least one other Basic Pokemon, and at least 2 Fire Energy. Do whatever you need to do during your turn to get as many Basics onto your Bench as possible, trying for a Charmander and a Cyndaquil at the very least, and then Reheat to discard the 2 Fires to get 4 more cards.

Next turn, again do everything possible, but this time you're looking for a Ninetales. With 7 dedicated Evolution searchers and 3 mass searchers to support them, it shouldn't be too difficult. A second Ninetales would be nice, but not necessary. Discard and draw until you can't draw anymore, and then Reheat again.

By turn 3, you should have everything necessary to get out at least 1 Typhlosion, 1 Charizard, and 2 Ninetales. You won't need more than 2 Ninetales, but getting 2-3 Typhlosion would be very, very nice. Get 3 energy on a Zard, then start taking KOs quickly. When the first Zard is KO'd, just replace it with another, which shouldn't be too difficult with multiple Typhlosions on the field and Energy flowing from every which way. Zard should be hitting for over 110 damage every single turn, discarding one Fire energy in the process. With Typhlosion floating around, it will be very easy to get that Energy back every single turn. If all 3 of your Charizards finally go down and you run out of ways to get them back, start attacking with Typhlosion, who still deals 70 damage while disrupting somewhat.

Don't be too worried about the Typhlosion damage counter. Both of your attackers have at least 130 HP, which means they'll stick around for at least a few turns. You should be taking one prize every turn once Charizard hits the field, so a game shouldn't last more than 9 or 10 turns total, and Charizard shouldn't get KO'd too often.

Now, I know that quite a few commonly seen cards in the format are not here. But there's some good reasons for that. Ninetales and Vulpix take over Uxie's preferred role of drawing cards from your deck. There are lots of every card in the deck, so Azelf's Power won't help us out too much. But the biggest reason for not running any other Bench sitters is this: Charizard's Body only adds damage for Fire Pokemon on your side of the field. If you bench a non-Fire Pokemon, you're reducing your damage output.

Feedback:
I absolutely love the synergy of all of the pokemon in this list. TWINS looks like it'd be a fantastic card in this strategy as you're starting Vulpix to load up the discard for Typhlosion Prime's power. Attacking with the Charizard is really a fun idea because he has a stackable damage output condition and there's not a x2 weakness issue. Trainers/Supporters that make this consistent would be an issue that would need to be hammered out. Thanks for taking the time to post this idea. ( bullados = 2 Guru Points )
 
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Haha, keep at it R_A =D. Just one final push xD.

Anw, with regards to your question about lookers' in my decklist, i just love lookers over any other hand refreshers. A T1 lookers against a gdos who started sableye and impersonated a collector is XD. Lookers, when u use to shuffle your own hand, gives you the edge where u can look at your opponent's hand and know what he's planning. It is also good for the sp matchup where u can shuffle away all their trainers after they run out of cyrus. And also, as you mentioned, its good for reducing hand size in a vilegar matchup. All these options and flexibility makes lookers' the hand refresher of choice for me in most of my decks lol.
 
Past minute entry!

Typhlosion Magmortar Ninetales Dialga

Bench a Typhlosion, a Ninetales, a Dialga, and a backup Magmortar. Magmortar always active. One extra spot for another dialga if you get desperate.

Pokemon:18
2 Typhlosion
2 Quilava
2 Cyndaquil
3 Magmortar
3 Magmar
2 Ninetales
2 Vulpix
2 Dialga

Trainers: 26
3 Vs Seeker
3 Seeker
2 Judge
2 Rare Candy
3 Bebe's Search
3 Interviewers Questions
4 Engineers Adjustments
2 Pokemon Collector
3 Broken Time Space
1 Fisherman

Energy 16

12 Fire Energy
4 Double Colorless Energy

Main Attacker: Magmortar
150 damage is possible with the help of dialga's "reverse time" poke power. So when you can drop a dialga or use seeker and lay dialga back down, follow with a Hard Crush attack. If you can't use dialga or seeker that turn, use Mantle Bazooka.

[2R] Hard Crush (50x) Discard the top 3 cards from your deck. This attack does 50 damage times the number of Energy cards you discarded.


[2RR] Mantle Bazooka (100) Discard 2 R Energy attached to Magmortar.


What is reverse time?
Reverse Time - Once during your turn, when you put Dialga from your hand onto your Bench, you may search your discard pile for up to 3 in any combination of Pokemon (excluding Pokemon LV.X) and basic Energy cards. Show them to your opponent and put them on top of your deck in any order. (Poke-POWER)

The best way to put energy back on top of the deck. Exactly three and that is exactly what Hard Crush wants.

Feedback:
It's like a baby Rhyperior deck .. lol
The pokemon line is kinda thin. You'd have to play it MAD PRO to get all of that set up and going consistently.
Neat idea, but this list has so much going on, that it has WHIFF potential. That being said, this could be deadly in a junior division! ( Electrode Twins = 1 Guru Point )
 
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GURU POINTS NOW REFLECT THE POINTS GIVEN IN THIS THREAD.

Thanks to EVERYONE who took the time to share your ideas. There were people from many different countries around the world who got ideas for their tournament and league decks from your selfless contributions.

That's what it's all about. :smile:
 
THE WHAT

17 Pokemon

4-4 Flareon MD
2-3-2 Typhlosion Prime
2 Uxie LA
1 Azelf LA

33 T/S/S
4 Pokedex Handy910is
4 Super Scoop Up
3 Lost Remover
3 Bebe's Search
3 Volkner's Philosophy
3 Pokemon Communication
3 Warp Point
3 Energy Exchanger
2 BTS
2 Palmer's Contribution
2 Expert Belt
1 Luxury Ball

10 Energy
6:fire:
4 Double Colorless

THE HOW

This deck, named Flarephlosion, is designed as a fast disrupt deck that can de-construct an opponent's setup as it is erected. The Main attacker, Flareon MD , has the exact same attack as Typhlosion, albeit with a slightly more manageable cost. For :fire::colorless::colorless:, Flareon dishes out 70 damage, and you must discard an energy attached to Flareon, as well as an energy attatched to the defending pokemon. This, in combination with Typhlosion's power, allows for a constant removal of the opponent's energy source. Volkner is the only discard engine, seeing as how Flareon can repeatedly renew the discard after attacking.

THE WHY

:fire:Flareon MD
With Typhlosion being the backbone of the deck's inner workings, It is too risky to place him in harm's way as the main attacker. By using Flareon, you gain access to a rapid one-energy attack, as well as a quicker Stage-1. The energy discard is especially useful against decks like Machamp/Donphan, whom require an energy build over two or three turns.

Super Scoop Up
Having damage occurring over time from repeated use of Afterburner isn't ideal, and SSU can be used on Uxie or Azelf is there isn't a need to return Flareon.

Lost Remover
Think Call Energy, Double Colorless, Rainbow, and Sp. Dark/Metal energy. Gone. And your opponent has no way of retrieving them. Ever.

Volkner's Philosophy
Since this is a rewards promo, it is fairly easy to obtain for novice players, and is a consistent source of discard. Outperforming Uxie at raw draw power is difficult, but in this deck, Volkner's give Uxie a run for it's money.

Energy Exchanger
I used a playset of this card in my Ursaring deck, and was very pleased with the added consistency that it provided. Energy Exchanger allows for bad energy hands to be circumnavigated easily, and a 3-of is adequate without being in your hand at the wrong time.

THE IDEA
I built this deck as a way for novice and intermediate players to become acquainted with card interaction, and some more complicated forms of winning, other than straight damage. With a pure fire deck, there is no difficult energy-placement decisions, and warp point provides an easy way to keep your attacker active.

-Kaz
 
Oke, here is my take on Typhlosion Prime along with a card from CoL --> Tangrowth

I have taken Tangrowth (CoL) as partner of Typhlosion Prime.
Typhlosion is mainly to provide my other pokemon of energy but it's attack isn't so bad.
Why Tangrowth, due to it's first attack who does 20 damage times the amount of nrg attached to Tangrowth. Not that impressive but, when you can put the Lv x on it, you have a 130 HP tank who also can heal 40 damage off any pokemon. Along with an Expert Belt you have 150 HP.
Imagine if you can manage 2 Tangrowth Lv X out! Double healing when you are good at flipping heads / minor detail:smile:

But we can do more, Shaymin LvX add 40 HP to any grass pokemon beside any shaymin.
That would give Tangrowth 190 HP.

Little Shaymin can move nrg around, so in case you don´t start with a Tangela, attach nrg to any of your Benchpokemon and move them later on.

Tangrowth also resists water pokemon, which is nice because Typhlosion is weak for water pokemon.

Regice is in there to get nrg in your discard or to get rid of cards you don´t need anymore like spiritombs or Broken Time Space. In combination with Volkner it can take care of drawing more cards out of it.
Warp nrg is so much needed due to the heavy retreat of Tangrowth.

Sometimes you want Tangrowth to the bench, to lvl up your shaymin or just to try to heal it.
the goal is to keep Tangrowth in the game all time, therefor there is no recovery card like Palmer in this deck. But it can be added.

I have no time left to add links, sorry I do have a family to take care of.

Enjoy,

Lia

Pokemon 26

3 x Cyndaquil
3 x Quilava
3 x Typhlosion Prime
2 x Shaymin UL (Power to move nrg around)
2 x Shaymin LV.X (+40 HP Body)
2 x Tangela (AR)
2 x Tangrowth (CoL)
2 x Tangrowth LV.X
2 x Uxie
1 x Uxie LV.X
1 x Regice
3 x Spiritomb (darkness grace)


Trainer/Supporter/Stadium 19

4 x Pokemon Collector
3 x Bebe's Search
3 x Volkner's Philosophy
3 x Broken Time-Space
1 x Premier Ball
1 x Luxury Ball
2 x Seeker
2 x Expert Belt

Energy 15

11 x Fire Energy - Basic
4 x Warp Energy - Special

FeedBack:
I really appreciate the idea of tank and GRIND. That's really cool. I'm wondering why you didn't think to put DCE in there!
The list look really slow and dependant upon Sabeleye. I was surprised by the lack of Pokemon Communication. I love this idea and I think that someone can really have fun with this idea. The trainer/supporter list, however, appears to lack speed. Have you considered Spiritomb instead of Sabeleye (since you're not really using Trainers anyway)? Thank you for the creative suggestion! ( Rainbowgym = 2 Guru Points )


DCE isn't there on purpose, you need fire nrg.
And I use Spiritomb, there is no Sableye in the deck.
I used something like this at states and went 3-3, not bad at all.

And yes it is slow if you compare it with the current cards you see a lot, this is build "how the game used to be" and reflects my idea of how the game should be.
 
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