Hax0r

Discussion in 'Deck Help and Strategy' started by SuicidalPikachu, Jul 30, 2008.

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  1. SuicidalPikachu

    SuicidalPikachu New Member

    Pokemon: 18

    4-4 Scizor IFDS
    4-4 Cherim IFDS
    1-1 Shaymin X IFDS


    Energy: 16

    4 Call Energy
    11 Grass Energy

    Trainers: 32

    4 Bebe's Search
    2 TGW
    3 TM1
    2 Warp Point
    4 Pokeradar
    4 POV
    2 Night Maintenance
    4 Buck's Training
    2 Roseanne's

    Translations
    ------------
    Technical Machine TS-1 – Trainer – Technical Machine

    [.] Evolutionator: Search your deck for 1 Evolution card that Evolves from 1 of your Pokemon and play it on top of that Pokemon, Evolving it. Shuffle your deck afterward.

    To use a Technical Machine, attach it to one of your Pokemon. The Pokemon this card is attached to can use the attack on this card

    Scyther LV.11 – Grass – HP60
    Basic Pokemon

    [C] Swords Dance: During your next turn, Scyther’s Slash Down attack does 60 damage instead of 30.
    [G][C] Slash Down: 30 damage. Scyther can’t use Slash Down during your next turn.

    Weakness: Fire (+10)
    Resistance: Fighting (-20)
    Retreat: 0

    Scizor LV.47 – Grass – HP100
    Stage 1 – Evolves from Scyther

    Poke-Body: Honeycomb Defender
    If this Pokemon has 6 or more damage counters on it, any damage dome to this Pokemon by attacks is reduced by 40.

    [C][C] Accelerate: 30 damage. If the Defending Pokemon is Knocked Out by this attack, prevent all effects of attacks, including damage, done to Scizor during your opponent’s next turn.
    [G][G] Push Through: 40 damage. If you don’t have any Pokemon with Poke-Powers in play, this attack does an additional 30 damage.

    Weakness: Fire (+20)
    Resistance: none
    Retreat: 1

    Cherubi LV.9 – Grass – HP50
    Basic Pokemon

    [.] Nap: Remove 2 damage counters from Cherubi.
    [G] Bullet Seed: Flip 4 coins, this attack does 10 damage x the number of heads.

    Weakness: Fire (+10)
    Resistance: Water (-20)
    Retreat: 1

    Cherrim LV.30 – Grass – HP80
    Stage 1 – Evolves from Cherubi

    Poke-Body: Sunny Day
    Each of your Grass-type and Fire-type Pokemon’s attacks does an additional 10 damage to your opponent’s Active Pokemon.

    [.] Sweet and Salty Pollen: 20 damage. Remove 2 damage counters from 1 of your Pokemon.
    [G][C][C] Solar Beam: 50 damage.

    Weakness: Fire (+20)
    Resistance: Water (-20)
    Retreat: 1

    Shaymin LV.42 – Grass – HP70
    Basic Pokemon

    [G] Flower Aroma: 10 damage. Remove 2 damage counters from Shaymin, and the Defending Pokemon is now Asleep.
    [G][C] Damage Aid: 30 damage. If the Defending Pokemon is affected by a Special Condition, this attack does an additional 50 damage. Then, remove all Special Conditions from the Defending Pokemon.

    Weakness: Fire (+20)
    Resistance: Water (-20)
    Retreat: 1

    Shaymin LV.X – Grass – HP100
    Level Up

    Poke-Body: Sense of Gratitude
    Each of your Grass-type Pokemon in play (excluding any Shaymin) has its maximum HP increased by 40. This Body stops working if you already have another Sense of Gratitude Poke-Body in effect.

    [G][C][C] Seed Flare: 40 damage. You may choose any number of Grass Energy in your hand and attach them to your Pokemon in any way you like. If you do, this attack does an additional 20 damage for each Energy card you attach.

    Weakness: Fire (x2)
    Resistance: Water (-20)
    Retreat: 1

    ok, so the strat is to beef up scizor's first attack so you are 1-2 shotting everything and getting immuntiy every other turn. Cherrim boosts your pokemon's attacks by 10 for each one in play, so if you have 2-3 on your bench, Accelerate is doing 50-60 damage a turn w/o buck's training. Add in Shaymin's hp boost, and you have a 140hp tank smacking for 50-60 a turn for 2 nergy w/ immunity to stuff every other turn. and if you need a little extra fire power, Push through does 70+10 for your shaymin/bucks. You cant use pokemon with powers in this deck, so why should you let your opponent? Aerodactyl makes sure that those pokemon take a well deserved beating for being so rude. if your opponent is running claydol, they have 4 Cosmic powers before it dies on them. you would be surprised how many powers you use in a turn and the aerodactyl damage will start to add up. you have ALOT of room in this deck to mess around with the trainer line. your start will want to be something not old amber, preferably scyther. 4 call energy and 4 TM1 make it so that you can have a good start out of any of your pokemon.
     
    Last edited: Jul 30, 2008
  2. butlerforhire

    butlerforhire New Member

    You're running 20 Pokemon, not 12, which puts you at 68 cards, or 67 if that 1-1 Aero included the Amber in your trainer list. Might want to reconfigure things a little.

    I don't think Aerodactyl is going to do anything here since that lone Old Amber is likely never going to see play, unless you Pokedrawer for it and even then you'd have to draw into two of them, which you will probably not do with any consistency with only Buck's as your draw power. Also, even with Aerodactyl, Wager is not going to be worth it because w/out your own Claydol for recovery, you're really making a dangerous gamble, and if they lose, taking 20 from Aero assuming you even were able to get it out is a small price for them to get back on their feet.

    I think some Roseanne's Research are in order here, even with Call and Quick Ball. You could drop the Wager for 3 of them, and then use that 4th Wager spot for a PlusPower. Then you could drop a Warp Point and a grass energy for two more of those. The Aero and the Old Amber could be ditched for a 4th PlusPower and a Time Space Distortion. One of the Night Maintenance could also be dropped for a 2nd of these. In a deck like this, TSD > NM, since it provides instant retrieval of at least one part of one of your key lines most of the time and possibly both parts of one other times. Your energy requirements max at 2 (excluding Shaymin level X, but you wouldn't be attacking with it anyway), so one less NM to grab energy is no big deal.
     
  3. mikeynumber1

    mikeynumber1 New Member

    -2 call
    -2 quick ball
    -1 nm
    -2 tm1
    -2 wager
    -1 warp

    +3 roseannes
     
  4. SuicidalPikachu

    SuicidalPikachu New Member

    wow i was tired when i wrote this (band camp... yes i said band camp)

    sooooo edit alot
     
  5. Dark Ninja

    Dark Ninja New Member

    yeah band camp! And when the set with all these cards comes out, luxury ball also comes out. So drop one of the quick balls for it. Drop a Night Maintenance for a TSD and maybe find space for a 1-1 claydol.
     
  6. SuicidalPikachu

    SuicidalPikachu New Member

    [G][G] Push Through: 40 damage. If you DON'T have any Pokemon with Poke-POWERS in play, this attack does an additional 30 damage.
     
  7. Dark Ninja

    Dark Ninja New Member

    hmmm.... A very good point. Next time I should probably read the card. In that case you definitely need some more draw trainers. Bucks training is good but it's only 2 cards. Maybe some POV or felicity's.
     
  8. SuicidalPikachu

    SuicidalPikachu New Member

    ok, ill ditch the 4 pokedrawers for 4 Oak's Visit.
     
  9. butlerforhire

    butlerforhire New Member

    I still think you are going to want PlusPower to be able to have the potential to OHKO 130 HP stuff such as Empoleon, Kingdra, Magmortar lv. X, etc. with Scizor. Something like Empoleon can OHKO you with relative ease, with or without Shaymin Level X in play (they can get an early Aqua Shower/Splatter + Brine/Dual Splash in then follow up with a Surf Together later with a full bench, dealing 140 without even activating Scizor's Body, and if the Level X isn't in play... well, you know, just one full Surf Together). Having the ability to do the same back to them just seems like it would be a perk.
     
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