Honchkrow (new engine test)

Discussion in 'Deck Help and Strategy' started by Xaej, Aug 16, 2008.

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  1. Xaej

    Xaej New Member

    Alright, this is my new list for Honchkrow. I'm using a new engine that I'd like to test out for the new season. It may work, it may not.

    NOTICE: Before everyone and his mother comes in here and yells about how many Pokemon I only have one of, the reason is this is my new Azelf engine. The idea behind having (for example) 2 Baltoys and 2 Claydols in a deck is to ensure that they are not prized and, in such, easier to get out. However, running Azelf, I hardly see running two of each necessary and moreover a waste of deckspace. I'll be running 2 Azelfs to help ensure that they are not both prized (should they be, however, there is a good chance that my other lines will not).

    As I said before, this engine could be a horrible failure, but I want to test it because, if it works, its a huge spacesaver.

    16 x pokemon
    3 x Murkrow swarm
    1 x Murkrow dusk stone
    2 x honchkrow
    2 x honchkrow lv X
    2 x Azelf (la)
    1 x baltoy
    1 x claydol
    1 x abra
    1 x alakazam
    1 x duskull reaper cloth
    1 x dusknoir

    28 x trainers/supporters/stadiums
    4 x roseanne's research
    4 x pluspower
    4 x Rare Candy
    3 x galactics mars
    3 x night maintenance
    2 x warp point
    2 x snowpoint temple
    2 x moonlight stadium
    2 x energy switch
    2 x galactics wager

    16 x energy
    3 x call
    3 x sp dark
    10 x basic dark

    Strategy: Use Honchkrows body to ensure that all Murkrows are heavy hitting and hand disurpting. Use Alakazam to kill powers and Dusknoir for bench disruption.

    Thoughts/Suggestions/Criticisms?

    - Xaej
     
  2. slayer_chaos

    slayer_chaos New Member

    The only problem I have with this is that the Azelf's take up a ton of room on the bench. I don't know how much that hurts your ability to swarm murkrows but I do know that if you come up against a Dusknoir he's going pick off your honchkrow. I can see how Alakazam is meant to stop that, but I just don't think you'll be able to get him out reliably enough to stop cosmic power/dark palm every turn.
     
  3. ShuckleLVX

    ShuckleLVX Active Member

    throw in some SSU's to deal with the Azelfs on the bench, and some felicitys so they have a use if you dont have anything prized.
     
  4. Kabutops141

    Kabutops141 New Member

    People run 2-2 Claydol for consistancy, but also because it's even more helpful when you can use 2 a turn...
     
  5. Xaej

    Xaej New Member

    you can't do that with dusknoir anyway.

    - Xaej
     
  6. sandy4123

    sandy4123 New Member

    darkrai lv.x can help too.
     
  7. rroaryh

    rroaryh New Member

    i like the deck. Might be a bit much going on. Lol at rare candy in a hnckrow deck, makes me sad and ecstatic at the same time. I like a lot of what it is doing, and I find the trainer engne to be solid. Azelf engine = tight. The concern is the alakazam vs claydol and therefore ssu v RC. I think dusknoir is a good idea but i think u may want to fine rom to beef up the poke lines or cut one. Ill be interested to see what u do.
     
  8. revdjweb

    revdjweb New Member

    why not 4 bucks training instead of TGM? you are already running all those pluspowers. seems ideal with honchkrow who can recycle them. i think cynthia's feelings might suit you better too than TGW, since you are sure to have low hp murkrows knocked out, i would think getting a new hand of 8 cards would be great.
    i would also seriously consider finding room for 1 premier ball.

    tm-2, the devolution one, is going to make your alakazam and dusknoir very very sad, as will the fact that it is impossible for either of them to attack with your current energy situation.
     
  9. Xaej

    Xaej New Member

    good points revdjweb.

    as far as bucks training goes, i will consider that one, it just slipped my mind. the tgm is for added hand disruption, though.

    cynthia's feeling is a good idea, too. i'll see what i can do there. i think i'll be ok without premier ball, though if i end up having trouble getting krow x out, ill look into it.

    the thing with tm-2 is, as you said, honchkrow recycles cards, meaning i can go for rare candy again and bring alakazam/dusknoir back out. i would like for dusknoir to be able to attack. i didnt really want to run psychics, though and you can only have one multi attached to a pokemon.

    - Xaej
     
  10. weatie21

    weatie21 New Member

    SEE honchkrow was good becouse of DRE and with that being gone it is not as good and with that dam claydol runing all over the place like mad there is no point in it
     
  11. rroaryh

    rroaryh New Member

    everyone loses dre, and because you only need 1 honchkro powered up, u get a kingdra like advantage. soo I disagree

    explain why claydol makes him so sad, esp when we get claydol
     
  12. ShuckleLVX

    ShuckleLVX Active Member

    losing DRE slows honchcrow down. Losing DRE slows down Empoleon, Magmortar, GG, This deck, That deck, The other deck over there.

    Claydol does make the discards a little less useful, but hes running alakazam, which can deal with that easy.

    Drop a basic dark for the 4th special dark imo, no point in not.
     
  13. Umbreon777

    Umbreon777 New Member

    Going from a 2-2 Claydol line to a 1-1 line removes 2 cards. Yet the 2 cards you put back in was, 2 copies of a card to get the card you took out? Eh...

    I have nothing against Azelf, great card. But 2-2 Claydol is usually a must

    I hope you prove me wrong though
     
  14. ShuckleLVX

    ShuckleLVX Active Member

    with 1-1 Claydol and 2 Azelf, you can pull out the prized claydol or baltoy.

    Or the prized alakazam.

    Or the prized Dusknoir.

    Azelf gives you consistancy similar to 2-2 claydol, while also giving you more consistancy with your other techs as well.
     
  15. Xaej

    Xaej New Member

    ShuckleLVX is dead on to my idea here. This engine, as Umbreon777 pointed out, is AT LEAST as good as the standard 2-2 Claydol draw engine. However, it gives you the guarantee of your other techs as well, so in my opinion it will prove to be (at least) slightly better. I haven't actually gotten to playtest it at all yet, though. I will post some results as soon as I do.

    - Xaej
     
  16. lestatxxx

    lestatxxx New Member

    duskull reaper cloth can evolve a dusknoir ? w / tools ¨reaper cloth¨?? use sneasel / weavile (shadow charge) more speed ...
     
  17. rroaryh

    rroaryh New Member

    i agree, but the 1-1 does not give u another claydol should 1 die, which i imagine can happen a lot. granted, a sniper will aim for honkrow X, but still, i like the azelf, but i like the 2-2 claydol two. I think the Zam is a lil overkill to be honest
     
  18. Xaej

    Xaej New Member

    I can definitely see where you're coming from there. I guess that's going to be a matter of preference, though. Personally, I think the 'Zam's will be what puts the deck over-the-top. The extra 1-1 of Claydol would definitely not hurt, and would only make it more consistent, so I guess it comes down to what you want to do.

    - Xaej
     
  19. Dennis Hawk

    Dennis Hawk New Member

    I think New Honchkrow will be running Buck's training instead of Mars. As there's no reliable way to stop Claydols anymore, hitting 10 more every turn could get annoying to your opponent in a long run. Mars is just food for Gardy, and as you don't have Absol discarding here, you can expect your opponent to get Claydol up at T3 latest after which you would need Alakazam or 2 to get any profit from using Mars.

    The focus should be in Honchkrow Lv.X's attacks, as you can 2hko 130HP pokémon with one Buck/One special dark/One pluspower, which you can draw back up. Feint attack, while not looking like anything special, is huge for Murkrows to use.

    Stage 2 lines are a bit chunky here, I'd focus on Alakazam as 2-0-2 instead of dusknoir line. The reason for that is that if you can cancel 2 powers in turn, it might just be enough to stop both Claydols and thus putting an end to your opponent's drawing. Or it could stop your opponent from Dusknoiring. Of course Dusknoir is a good tech in any deck, but quite easy to play around. Your opponent keeps his deck in 3 with 2 Claydols and 1 backup attacker.

    Lastly, add 4 Bebes wherever you can. I don't see why Energy Switch would be useful here, as you normally would keep your energies stored to one Honchkrow and attack with Energyless Murkrows.

    Also, I feel Palkia Lv.X is The play with Honchkrow, but as that's totally different deck, I won't go into too much detail here.
     
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