So I've recently put together a Magneboar build and it's nothing special but I find myself with no real surprise and every deck I've played has some fairly red face paint but useful element to it. I'm looking for not only help streamlining this deck but also some advice on what tech would be helpful or if anyone can help me think of a "surprise" element. Before you start critiquing please read everything in my strategy section. Also, this is not net decked so I have no idea what other lists look like, I just liked the concept...
Pokemon: 22
4-2-4 Magnezone Prime
2-1-2 Emboar
1-1 RDL
3 Cleffa HGSS
2 Promo Shuckle
T/S/S: 17
4 Rare Candy
4 Pokemon Communication
4 Pokemon Collector
3 Judge
2 PETM
Energy: 21
15 Fire
5 Lightning
Now that I look at my list, it may be a little energy heavy but the reason is when I had only 18 energy in the deck I played a zekrom build and ran out of energy and even though I had a 4 prize lead, I scooped because I only had 2 energy left in the deck and on the field. Now if you can't tell I play for consistency, I will not drop my magnezone line even though it has been recommended to me. I like no having to play recovery cards. The cards I'm iffy on keeping are promo shuckle and all 4 collector as well as RDL. Although I find shuckle helpful while setting up, once I have magnezone prime set up, it becomes redundant. I'd like to get some feedback on why or why not keep the cards. Also, I have yet to use RDL. I find I end up putting almost all of energy of the field before I get RDL on the bench. It's quite possible I am using it incorrectly but I'm weary of getting used to use it since catcher is coming out soon and RDL is so easy to tech against (colorless weakness). Also, I will need to make room for switches for the same problem since emboar and magnezone have such massive retreat costs. I also, love judge in combination with an eeeek or magnetic draw afterwards so I won't be dropping those either!
Just in case people don't know the basic concept of the deck. I use cleffa to start and use eeeek until i am sufficiently set up (or cleffa dies). Then use magnezone prime to get OHKO's viz "Lost Burn" and keep drawing using "Magnetic Draw". Also, emboar's ability allows me to attach as many fire energy as I'd like to fuel "lost burn". Shuckle is there to attach energy to and draw extra cards. RDL is used to take the final two prizes (theoretically).
PLEASE leave comments with more than just addition and subtraction of cards. I like the to think about the reasoning much much more than just exchanging cards. Please discuss any changes you feel should be made and WHY. Thanks!
Pokemon: 22
4-2-4 Magnezone Prime
2-1-2 Emboar
1-1 RDL
3 Cleffa HGSS
2 Promo Shuckle
T/S/S: 17
4 Rare Candy
4 Pokemon Communication
4 Pokemon Collector
3 Judge
2 PETM
Energy: 21
15 Fire
5 Lightning
Now that I look at my list, it may be a little energy heavy but the reason is when I had only 18 energy in the deck I played a zekrom build and ran out of energy and even though I had a 4 prize lead, I scooped because I only had 2 energy left in the deck and on the field. Now if you can't tell I play for consistency, I will not drop my magnezone line even though it has been recommended to me. I like no having to play recovery cards. The cards I'm iffy on keeping are promo shuckle and all 4 collector as well as RDL. Although I find shuckle helpful while setting up, once I have magnezone prime set up, it becomes redundant. I'd like to get some feedback on why or why not keep the cards. Also, I have yet to use RDL. I find I end up putting almost all of energy of the field before I get RDL on the bench. It's quite possible I am using it incorrectly but I'm weary of getting used to use it since catcher is coming out soon and RDL is so easy to tech against (colorless weakness). Also, I will need to make room for switches for the same problem since emboar and magnezone have such massive retreat costs. I also, love judge in combination with an eeeek or magnetic draw afterwards so I won't be dropping those either!
Just in case people don't know the basic concept of the deck. I use cleffa to start and use eeeek until i am sufficiently set up (or cleffa dies). Then use magnezone prime to get OHKO's viz "Lost Burn" and keep drawing using "Magnetic Draw". Also, emboar's ability allows me to attach as many fire energy as I'd like to fuel "lost burn". Shuckle is there to attach energy to and draw extra cards. RDL is used to take the final two prizes (theoretically).
PLEASE leave comments with more than just addition and subtraction of cards. I like the to think about the reasoning much much more than just exchanging cards. Please discuss any changes you feel should be made and WHY. Thanks!