Pokémon TCG: Sword and Shield—Brilliant Stars

Iron Chef-ToC (Superwooper VS Magnechu)

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Cyrus

Iron Chef - Master Emeritus
~~~SuperWooper~~~

“It’s only Round 1 and I’m up against a friend? Bummer. But I’m not going to take any prisoners. This is the Tournament of Champions!

Pokemon: 22
4 Jirachi - (DX)
3 Oddish d - (HP)
2 Gloom d - (HP)
3 Vileplume d - (HP)
3 Koffing - (DS)
3 Weezing - (DX)
2 Wingull - (DX)
2 Pelipper d - (CG)

Energy: 14
6 Psychic
4 Metal
4 Rainbow

Trainers: 24
4 Holon Transceiver
2 Holon Mentor
2 Holon Researcher
1 Holon Adventurer
1 Holon Scientist
1 Holon Farmer
4 Crystal Beach
3 Rare Candy
3 Celio’s Network
3 Professor Oak’s Research

The obvious starter here is Jirachi. In keeping with the Deoxys Weezing theme, which immediately blows itself up and gets rid of the energy you attach it to, I chose to use a starter that does not require any energy, and Jirachi fits the role quite nicely. Plus, Jirachi is just so darn good. How could I not include it?

Building at least 2 Vileplumes is desireable, because his Pokemon Power, Poison Pollen, poisons the defending Pokemon, but only on a flip. If you hit a heads on Vileplume d’s power, promote Weezing and use his attack, Liability, which leaves the opponent with only 10 HP, but forces Weezing to knock itself out. The poison damage will KO the opponent between turns, and it will have been an even prize tradeoff. The difference is that your opponent may have invested two or three energy into his or her active Pokemon, while you only put one onto Weezing.

Vileplume doesn’t have a free retreat cost, though, which is where Pelipper comes in. Pelipper’s Power, Delta Transport, says that once per turn, you can, in effect, use a Switch card if your active pokemon is a delta type. This is useful because after Weezing KOs itself, Vileplume will go into the active spot, and your opponent, hopefully crippled because of the kill, will leave Vileplume untouched. Pelipper then returns it to the bench for free and replaces it with another Weezing, which can again suicide itself on a good flip from one of your Vileplumes in order to turn the game in your favor. For up to 3 turns in succession, you can explode Weezings without fear of having to retreat Vileplume and get behind on energy attachments.

I chose Professor Oak’s Research as a drawing card, which may stick out like a sore thumb in most peoples’ minds, but Rocket’s Admin has been rotated, and Copycat won’t be legal again until EX: Dragon Frontiers is released in the United States. Oak’s Research, however, was reprinted in one of the Trainer Kits, and is a good counter to the decks maxing Copycat in anticipation of very large hands for this format. The Celio’s Network are included in a quantity of 3 and not 4 because of the presence of Holon Researcher, which grabs roughly half the Pokemon in my deck to begin with, though at the price of a card from your hand. Holon Farmer is to recycle a Weezing and maybe a couple Psychic energy, and Crystal Beach is to even the energy situation (that is, to put you even further ahead in the energy situation).

This certainly isn’t the most viable of decks, but it’s somewhat original, and fun to play. Hopefully it will be enough to put me past Round 1!”

Deck (8/10): In disagreement with Superwooper, it actually is a semi-viable idea, as well as build! It’s really tough to make this deck work with Weezing being the odd man out, but you do a good job. Just one or two extra switching cards, in addition to the power, would be great. A crutch, unlike in most decks, doesn’t seem necessary here, so good you kept it this way! My biggest complaint is the low Vileplume line, considering how vital it is to get that flip guaranteed for Liability. Good job, though.

Creativity (3/5): You certainly took Pelipper in the right direction. One thing that Vileplume/Weezing has lacked is versatility, and Pelipper is the answer. With it, you’re not losing even more on attachments for retreating, and at the same time afford the “luxury” to blow up when needed.

Card Use (3/5): While it’s a worthy idea, I can’t help but feel that Pelipper wasn’t as abused as it could have been. You made the great strategy of Liability even stronger, but Pelipper is out of somewhat out of place.

OVERALL: 14/20

~~~Magnechu~~~


”Pokemon 22
3-3 Pelipper d
3-3 Cacturne d (Cacnea isn't d :()
2-2 Exeggutor d
4 Mawille CG
1 Holon's Voltorb
1 Holon's Castform

Energy 14
4 Scramble Energy
4 Fighting Energy
4 d Rainbow Energy
2 Cyclone Energy

Trainers 24
4 Holon Transiever
2 Holon Mentor
2 Holon Researcher
2 Holon Adventurer
1 Holon Scientist
4 Windstorm
4 Holon Circle
2 Mary's Request
2 Pokemon Reversal
1 Fluffy Berry


Alright, I don't have much time but here it goes..

Strategy: It's a pretty simple strategy, kind of obvious but whatever ;p Object is pretty similar to Delta, get set up fast and spread damage like crazy. Cacturne hits 3 Pokemon for 1 Fighting Energy, which is pretty good, not as good as the infamous Pure Power attack by Medicham ex, but decent none the less. If you get 1-2 Pelippers set up as well as 2 Cacturne d up, it's pretty easy to switch between Cacturnes and get an extra 2 damage counters a turn. Plus the 3 from Cacturne's attack, that's 5 counters for 1 Energy. Sick! Exeggutor is used as backup mainly to spread a little bit more damage, 30 to 2 people is really good. Delta Circle also adds that "umph" that most damage spreader-esque decks lack, in a big attack. Mawille is a great starter and can fetch Trainers in the begining of the game. The reason for a non-Castform engine like in Delta is because of the fact that Cacnea isn't a d Pokemon =(. However, Mawille helps in a different aspect of being able to search out the lone Fluffy Berry I play and attach that to a Cacturne to add more flexibility to the strategy. Magnemite and Castform are simply Mentorable Energy.

On to the energy..4 Scramble seems ideal as you almost never go for a KO, always spreading damage. Fighting and dRainbow because Cacturne takes F for it's first attack and Pelipper takes LC for it's first attack as well as Eggs taking Fighting for it's 2nd attack. Cyclone is there to get something out of the active spot and hopefully hitting it for some damage or buy you a turn.

Trainers..a big Holon engine is pretty standard in a delta deck. Almost everything is Researchable in the deck and Mentor helps set up tremendously obviously. Adventurer and Scientist are great draw cards as well. Windstorm is mainly to combat Cessaiton Crystal decks and can help vs hurtful Stadiums as well. Holon Circle is mainly for stalling for a turn as well after using multiple Cacturne powers, you can just lay a Holon Circle and *hope* they don't have the counter gym to buy you an extra turn. Not the safest way to play, but people like me are gambling ADDICTS. Haha, just kidding, Holon Circle can be really cool at times, opening many options previously unavailable. The Mary's Request is standard draw while the 2 Reversals are there to hopefully bring up something with a high retreat cost while you just smash the bench. The Fluffy Berry was explained earlier.

Alright, so there you go. My Iron Chef report on *barf* Pelipper d! Haha, good luck Woop and to everyone else. Goodnight!”

Deck (7/10): While this is similar to Delta, it also has its own ability to stand out as being a separate thing altogether…The 3-3 line is pivotal to making this deck work well! Regular switching looks to be a slight issue, and I’m overall happy with the energy lineup. However, the engine doesn’t agree at all with the Exeggutor d. Good choice in defaulting (windstorm and holon circle)!

Creativity (4/5): While I still feel like the Exeggutor is a random throw-in, the deck in general has a very powerful idea behind it, and is quite unique. It’s a shame that there’s no way to lock in the Circle while you spread counters everywhere, but good concept.

Card Use (4/5): Pelipper d is not an extra here, but an essential piece to a deck with a very different strategy.

OVERALL: 15/20


This game’s winner is…Magnechu!!! A truly close match against two talented competitors, but only one can go on...
 
What a close match! Oh well, great job, Mikey. Win the whole thing (so I end up at ninth place ;p)! The Truth IS Out There!!! =D

Extra props to Patriarch for getting down to business!
 
Where are the basic "once during your turn, if XXX is your active pokemon..." at!?
Nosepass? Sableye?

I think it would be pretty neat to be able to abuse Pelipper and Nosepass/Sableye. Use a Cacturne, switch for a nosepass, fluffy+retreat nosepass for a cacturne, and keep doing that until you're out. That way you can disrupt what they have active and make sure it's something lame or something they have to keep retreating. I mean, you use two reversal, why not make it two nosepass, or one and another fluffy?

With liability, having a reversal a turn is SICK. You can pick off whatever the opponent's building, or bring up a stage 2 or something important and sack it.

Sableye isn't nearly as cool without Admin, but it can still be neat to know what to pin missile or bomb.

Maybe if you used Magcargo or a searcher you could do a a few techs like Kingdra d, Claydol, gardevoir ex d... etc.

Maybe I like Nosepass a little too much =P
At least you could get some SICK card usage/creativity points.
 
PSYCO829 said:
peliper cant abuse nosepass or sableye
he can only switch out d pokemon
That's why you use Fluffy Berry....
Duh?

I already detailed an exact way you could have Pelipper and a fluffy'd pokemon work; I guess you didn't read it.
 
AHHH man! way to go, mikey, go ahead and win with a deck everyone yelled at me for posting! =P oh well, gj mikey, and good deck woop.
 
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