~~~10th Place: Chuzzoe~~~
“Deck: Squirtnrun
Pokemon 12
4 Squirtle (FRLG #83)
4 Wartortle (FRLG # 50)
2 Koffing (TRR # 67)
2 Weezing (DX # 51)
Trainers 34
4 Root fossils (LM)
4 Mysterious fossils (LM)
4 Claw fossils (LM)
3 Energy Root (UF)
3 Bills Maintence (FRLG)
3 Rockets Admin (TRR)
3 Transceiver (DS)
2 Copycat (TRR)
2 Holon Mentor (DS)
1 Holon Farmer (DS)
3 Cursed stone (LM)
2 Battle Frontier (LM)
Energy
8 Water
3 Holon WP (DS)
3 Holons Electrode
Strategy
Use the pokemon that are not fossils to hit and run to the bench. Put a fossil up and let it take the damage and when knocked out(or discarded) bring up the attacking pokemon and hit and run again.
The beauty of it is that if you lose a pokemon it will only cost you one prize lost and the fossils lost cost you no prizes lost.
First the pokemon:
All the fossils are used to stall until a pokemon is ready to attack and move back to the bench.
Squirtle - attack-1water-smash turn 20 damage and switch with a pokemon on the bench, also evolves into Wartortle(FRLG)
Wartortle-Main attacker-1st attack is water gun-this a good attack but not the main one. 2nd attack is the main one-Smash turn-1water 2 colorless-40 damage and switch with a pokemon on the bench.
These two guys are used to hit and run and let the fossils take the brunt of an attack from the attacking pokemon.
Koffing-poke-body-knock out gas if Koffing is knocked out the attacking pokemon is then confused and poisened, also evolves into Weezing. Attack-gnaw-is also a colorless attack.
Weezing-Attack-Liability-1 colorless-the defending pokemon is 10hp away from being knocked out, weezing is knocked out.
You use weezing to knock out a powerful opponents pokemon, preferrably an Ex pokemon.
Trainers
12 Fossils stall and sacrifice, for the pokemon to attack and switch.
Bills-to draw and not lose any cards in the process.
Rockets Admin-for disruption and a fresh hand.
Copycat-refresh hand
Holon Mentor-getting 3 basics quick
Holon Farmer-for energy and pokemon retrevial.
Holon Transceiver-to get holon supporters.
Energy Root-boost hp on pokemon to last a little longer.
Stadiums
Cursed Stone-put damage counters on Pokemon with pokepowers.
Battle fronteir-to stop certain searching powers.
Energy
water-can be used to cover all attacks to be used.
Holon WP-helps so that benched pokemon can be protected from attacks to the bench.
Holon electrode-double energy that doesn't have to be discarded if the pokemon is devolved. Also can be used for the Weezing second attack if needed.”
Deck (5/10): Nice, but needs a lot of work. I really don’t like your gym choices at all: Battle Frontier is only really useful in quantities of 3 or 4, but hardly ever two. I also think that solely Curse Stone is not the best choice, because you say that you want to KO Ex Pokemon, yet no Desert Ruins! No Celio’s at all to fix a bad start, but a decent # of draw and nice balance on energy.
Creativity (2/5): Hit and Run, Hit and Run…
Card Use (3/5): Some nice ideas here! First off, Energy Root is a very neat choice to go onto ANY card in this deck, and even though you can’t solve Reversal/Pow/Sniping attacks, Holon Energy WP protects you from a lot of things that would otherwise ruin the strategy. Good job.
OVERALL: 10/20
~~~9th Place: Flaming_Spinach~~~
"Ingredient: 12 Fossils!
Empty Shell!
Pokemon: 9
4 Nincada
4 Shedinja
1 Zapdos-ex
Trainers: 43
12 Fossils (you know which)
4 Cursed Stone
2 Ruins
4 Marys
4 TVR
2 Oaks Research
3 Holon Farmer
4 Cursed Powder
3 Multi TM 01
1 ATM-Rock
4 Reversal
Energy: 8
8 Lightning
Basic Strategy: This deck does not focus on decking your opponent. I'm pretty much sure that it is impossible to play a deck that focuses on that in a game with a time limit. So, the strategy of this deck is to keep the game tied (or in your advantage) until time is called, then (if you're tied) use Legendary Ascent with Zapdos, Reversal up whatever you opponent has that you can KO, and take the lead after time has been called, meaning an automatic win.
Pokemon: I play the minimum. 4 Nincada, 4 Shedinja is pretty obvious. 4 Shedinjas gives you constant stalling material. Shedinja is better than any fossil, with the ability to attack for 20 damage (or 40 against EXs). There isn't really much more I can say about that. The 1 Zapdos-ex is key to winning the game after time is called. Legendary Ascent, then hitting for 70 is a huge surprise move that is excelent for winning the game after time is called.
Trainers: This is where it gets complicated. There is an absolutelly incredible amount of space for trainers in this deck. First are the 12 Fossils; these should be obvious. They stall your opponent without giving up prizes. This deck also plays 6 stadiums, mostly because it has enough room. I decided to play 4 Cursed Stone/2 Ruins because Pokemon with Poke-Powers are alot more common in the game today than EXs. Pidgeot is played in pretty much every deck, so something that damages Pidgeot can easily give you the advantage, perhaps even take a few prizes before time runs out. 4 Marys, 4 TVR should be good draw, since this deck does not need alot of cards to be annoying to the opponent. 2 Oaks Research prevent you from decking yourself in very long games, without helping your opponent by refilling their deck. Holon Farmer gets Nincadas, Shedinjas, and Energies back into your deck, letting the annoyance continue. 4 Cursed Powder helps to KO other Pokemon when they KO you; you have to take extra damage any place you can get it. The Multi TM 01s are very useful for stalling your opponent for another turn. With the way this deck plays, 1 turn where your opponent can't do anything (or is forced to waste precious resources to do something), can easily turn the game around. The ATM-Rock is useful for taking surprise prizes; this deck needs to take prizes in whatever way it can. Lastly, the Reversals are key to winning with Zapdos; you reversal up something with 70HP or less remaining, and send up Zapdos to smash it for the win.
Energy: 8 Lightning. That's all you need. It's not too short since Shedinja only needs 1 energy, and you need the lightning for Zapdos to attack.
Well, that's my deck. Finding a use for 12 fossils in one deck is pretty hard, but I think that I did pretty well. I hope you like it!"
Deck (5/10): For this type of strategy, it seems very vulnerable, in and out of timed play. You have no way to fetch basics, so if you get a lousy hand, then you’re stuck with it. Also, if you need to find Shedinja, you can’t! You have some good ideas, but I see this getting annihilated even in 30-minute matches.
Creativity (3/5): It’s an old strategy, but…with many interesting ideas. Curse Powder, Zapdos ex, and especially Multi TM 01 add a lot of diversity to this deck.
Card Use (2/5): I hate to hurt the deck here, but with such a lack of shuffle draw (a hugely important way to burn 5-10 seconds a piece in a deck that manipulates the clock), I have to count down. Your good ideas to let the deck naturally stall are fine, such as Multi TM, but it lacks a way to keep your deck afloat.
OVERALL: 10/20*
*=tiebreaker