Mega Heat Wave DP-IFDS Which to use?

Discussion in 'Deck Help and Strategy' started by Fire Master, Jul 23, 2008.

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  1. Fire Master

    Fire Master New Member

    I have to found some cards, but first I want to now which cards.

    Deck 1:

    Pokémons: 23
    1 Infernape LV.X
    1 Infernape IFDS
    2 Infernape MD
    1 Monferno MD
    1 Chimchar LV.6 MD
    2 Chimchar DP
    2 Heatran LV.X
    2 Heatran LV.47 LA
    1 Typhlosion
    1 Quilava
    1 Cyndaquil
    2 Drifblim IFDS
    2 Drifloon MD
    4 Farfetch´d IFDS
    Trainers: 23
    4 Rare Candy
    3 Bubble Coat
    3 Warp Point
    1 Night Maintenance
    1 Luxury Ball
    4 Bebe´s Search
    3 Buck´s Training
    2 Felicity´s Drawing
    2 Stark Mountain
    Energies: 14
    14 :fire: Energies

    Strategy: Start with Farfetch´d and get the needed cards, then get Drifblim and set up Pokémons (moving the energies from Pokémons other than Chimchar to Heatran. Evo Chimchar and Cyndaquil with Candy (if there is only 1 in hand and Drifblim is not KO, use Place). When Drifblim is KO or you have all the basics needed get Heatran Active and Level Up it, then use Warp Point and get an Active Infernape with 3/4 Energies thanks to Stark Mountain + Heatran + Typhlosion Combo. Attack continuously with 120/160 damage and get another Infernape (if it´s the IFDS Infernape, use its Power, if heads, and use its 2nd attack to damage benched Pokémons).


    OR


    Deck 2

    Pokémons: 21
    1 Infernape LV.X
    1 Infernape IFDS
    2 Infernape MD
    3 Monferno MD
    1 Chimchar LV.6 MD
    2 Chimchar DP
    2 Heatran LV.X
    2 Heatran LV.47 LA
    1 Typhlosion
    1 Quilava
    1 Cyndaquil
    4 Farfetch´d IFDS
    Trainers:
    2 Technical Machine TS-1
    3 Bubble Coat
    3 Warp Point
    1 Night Maintenance
    1 Luxury Ball
    4 Roseanne´s Research
    2 Bebe´s Search
    3 Buck´s Training
    2 Felicity´s Drawing
    2 Stark Mountain
    2 Rare Candy
    Enrgies: 14
    14 :fire: Energies

    Strategy: Start with Farfetch´d and search Roseanne´s, Technical Machine and any other needed card. Attach TM TS-1 to the Active pokémon (Farfetch´d, if not KO) and start evolving your pokes. Get an Active Heatran, Level Up it and use Warp Point to get Infernape Active attacking for 120/160 (with Typhlosion and Stark Mountain). Bubble Coat against :water: decks. Rare Candy if Stage 1 pokes are prized. This deck has a slower set up but has more consistance than deck 1.


    Translations:

    Infernape LV.49 – Fighting – HP120
    Stage 2 – Evolves from Monferno

    Poke-Power: Flame Dance
    You can use this Power once during your turn, when you play this card from your hand to Evolve a Pokemon. Flip a coin, if heads search your deck for up to 4 Fire Energy cards and attach them to your Pokemon in any way you like. Shuffle your deck afterward.

    [C][C] Close Combat: 60 damage. During your opponent’s next turn, any damage done to Infernape by attacks is increased by 30.
    [R][R][C][C] Intense Heat: 80 damage. Discard 2 Fire Energy attached to Infernape, and do 20 damage to each of your opponent’s Benched Pokemon.

    Weakness: Psychic (+30)
    Resistance: none
    Retreat: 0

    --------------------------------------------------------------------------------------------------------

    Heatran LV.X – Fire – HP120
    Level Up

    Poke-Body: Heat Metal
    Even if your opponent’s Burned Pokemon Evolve, Devolve, or Level Up, the Burn isn’t removed. In between turns, treat all of your opponent’s Burn flips as tails.

    Poke-Power: Heat Wave
    You can use this Power once at the end of your turn, if this Pokemon is on your Bench. Choose up to 2 Basic Energy cards that were discarded by the attack of your Fire-type or Steel-type Active Pokemon on this turn, and reattach them to that Pokemon.

    Weakness: Water (x2)
    Resistance: none
    Retreat: 4

    --------------------------------------------------------------------------------------------------------

    Heatran LV.47 – Fire – HP100
    Basic Pokemon

    Poke-Power: Flash Fire
    You can use this Power once during your turn. Choose 1 Fire Energy attached to your Pokemon and move it to this Pokemon. This Power can't be used if this Pokemon is affected by a Special Condition.

    [R][R][C][C] Magma Storm: 40 damage. You may discard any number of Basic Energy attached to Heatran. If you do, do an additional 20 damage for each Energy card you discarded.

    Weakness: Water (x2)
    Resistance: none
    Retreat: 4

    --------------------------------------------------------------------------------------------------------

    Drifblim LV.48 – Psychic – HP90
    Stage 1 – Evolves from Drifloon

    [.] Report: Choose 1 card from your discard pile, show it to your opponent, and put it in your hand.
    [.] Place: Search your deck for up to 2 Basic Pokemon cards and play them on your Bench. You may attach up to 1 Basic Energy card from your deck to each of those Pokemon. Shuffle your deck afterward.
    [P][C] Strange Wind: 40 damage. Flip a coin, if heads the Defending Pokemon is now Confused, and can’t retreat during your opponent’s next turn.

    Weakness: Darkness (+20)
    Resistance: Colorless (-20)
    Retreat: 0

    --------------------------------------------------------------------------------------------------------

    Farfetch’d LV.29 – Colorless – HP70
    Basic Pokemon

    [C] Fetch: Search your deck for 1 Trainer, Supporter, or Stadium card, show it to your opponent, and put it in your hand. Shuffle your deck afterward.
    [C] Fury Cutter: 10 damage. Flip 3 coins. If 1 is heads, this attack does an additional 10 damage. If 2 are heads, this attack does an additional 20 damage. If all 3 are heads, this attack does an additional 40 damage.

    Weakness: Lightning (+20)
    Resistance: Fighting (-20)
    Retreat: 1

    --------------------------------------------------------------------------------------------------------

    Stark Mountain – Stadium

    Once during each player's turn, that player may choose 1 Fire Energy or 1 Fighting Energy attached to his or her Pokemon, and move it to one of his or her Fire-type Pokemon or Fighting-type Pokemon.

    A Stadium can only be put into play next to your Active Pokemon once during your turn. If a Stadium with a different name is put into play, discard this card.

    --------------------------------------------------------------------------------------------------------

    Bubble Coat – Pokemon Tool

    The Pokemon this card is attached to has no Weakness.

    At the end of the turn when the Pokemon this card is attached to is damaged by an opponent's attack, discard this card. Attach Pokemon Tool to your Pokemon. It can't be attached to a Pokemon that already has a Pokemon Tool attached.

    --------------------------------------------------------------------------------------------------------

    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.

    --------------------------------------------------------------------------------------------------------

    Luxury Ball – Trainer

    Search your deck for 1 Pokemon card (excluding Pokemon LV.X), show it to your opponent, and put it in your hand. Shuffle your deck afterward.

    If there’s already a card named Luxury Ball in your discard pile, you can’t play this card.

    --------------------------------------------------------------------------------------------------------

    Technical Machine TS-1 – Trainer – Technical Machine

    [.] Evolutionator: Search your deck for 1 Evolution card that Evolves from 1 of your Pokemon and play it on top of that Pokemon, Evolving it. Shuffle your deck afterward.

    To use a Technical Machine, attach it to one of your Pokemon. The Pokemon this card is attached to can use the attack on this card.
     
  2. Brawler

    Brawler <a href="http://pokegym.net/forums/showpost.php?p=

    Deck 1.

    Fixes...
    -1 Quilava
    -1 Chimchar Lv.6(NEVER use this one.)
    +1 Chimchar DP
    +1 NM (Since you play 1 Infernape IFDS.
    -3 Bubble Coat[(Don't see any viable water decks(and yes this tears Lumineon apart.)]
    +3 SSU(Flame Dance+Mega Bravo=win!)

    That's all, folks.
     
  3. Fire Master

    Fire Master New Member

    Night Maintenace isn´t needed: I won´t take all :fire: energies when I play Infernape IFDS.
    Do you know Kingdra deck? Some Empoleons deck?
    How can I win with Flame Dance+Mega Bravo?
    Anyway, in my opinion deck 2 is more consistent and easier to get pokemons (with TM TS-1 and Roseanne´s , that I can search with Farfetch´d).
     
  4. Brawler

    Brawler <a href="http://pokegym.net/forums/showpost.php?p=

    This is DP-IFDS, Kingdra won't see much play.
    NM is for the Infernape IFDS!
    Why don't you play deck 2 then?
     
  5. Fire Master

    Fire Master New Member

    I can only use Infernape´s Power once, when I play it. I said that when I play Infernape, I would have enough energies in the deck.
    Anyway, you don´t answer how can I win with Flame Dance+Mega Bravo. I want to know.
     
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