Kingdra DP-LA

Discussion in 'Deck Help and Strategy' started by Pokeric, Jul 18, 2008.

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  1. Pokeric

    Pokeric New Member

    Pokemon: 20
    4-3-4 Kingdra (LA)
    1-0-1 Alakazam (MT)
    2-2 Claydol (GE)
    2 Pachirisu (GE)
    1 Azelf (LA)

    Trianers: 24
    4 Bebe's Search
    4 Rare Candy
    4 Buck's Training
    3 Roseanne's Research
    3 PokeRadar
    2 Warp Point
    2 TGW
    2 TSD (or 1 NM)

    Energy: 16
    16 Water

    Strategy: Hit with Kingdra early and hard. Alakazam discards energies and blocks powers. Pachy is a secondary starter I decided to add because I was getting too many non-Horsea starts.

    Kingdra LV.52 – Water – HP130
    Stage 2 – Evolves from Seadra

    [.] Aqua Stream: Choose any number of Water Energy in your discard pile, show them to your opponent, and do 10 damage for each Energy card. Then, return those Energy to your deck and shuffle your deck.
    [W] Dragon Pump: 40 damage. You may discard 2 cards from your hand. If you do, this attack does an additional 20 damage and does 20 damage to 1 of your opponent's Benched Pokemon.

    Weakness: Lightning (+30)
    Resistance: none
    Retreat: 1

    Seadra LV.35 – Water – HP80
    Stage 1 – Evolves from Horsea

    [W] Aqua Pump: 30 damage. You may discard up to 2 Water Energy from your hand. If you do, this attack does an additional 10 damage for each Energy card discarded in this way.
    [W][W][C] Waterfall: 50 damage.

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

    Horsea LV.8 – Water – HP50
    Basic Pokemon

    [C] Smokescreen: If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, the attack fails.
    [W] Reverse Stream: 10 damage. Switch Horsea with one of your Benched Pokemon.

    Weakness: Lightning (+10)
    Resistance: none
    Retreat: 1

    Azelf LV.55 – Psychic – HP70
    Basic Pokemon

    Poke-Power: Time Walk
    You can use this Power once during your turn, when you play this card from your hand onto your Bench. Look at all of your face-down Prize cards, then return them face-down. If you'd like, you may choose 1 Pokemon card out of those Prize cards, show it to your opponent, and put it in your hand. If you do, choose 1 card from your hand and play it face-down as a Prize card.

    [P] Imprison: 20 damage. The Defending Pokemon can't retreat during your opponent's next turn.

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

    Buck's Training – Supporter

    Draw 2 cards from your deck.
    When your Pokemon attacks, if this card is in play next to your Active Pokemon, each of your Active Pokemon's attacks does an additional 10 damage to any Active Pokemon.

    You can use a Supporter once during your turn. To use it, play it next to your Active Pokemon and discard it at the end of your turn.


    Poke-radar – Trainer

    Look at the top 5 cards of your deck, choose any number of Pokemon you find there, show them to your opponent, and put them in your hand. Return the remaining cards to your deck and shuffle your deck.
     
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