(Inspired by a couple of recent posts by bulbasnore)
I have a couple of new, 7-year-old players at league that are excited to participate in the dense season of tourneys we have right now, but don't have the play skills to survive even 2-3 turns against our more experienced Juniors. They have been losing gracefully at league for the last month, and both went 0-3-drop at out most recent LC. Their parents aren't on-board with purchasing EX's as singles yet, so I'm trying to assemble decks for them from donated and relatively cheap cards. Rare-Candied Stage 2's are still a little tricky for them to play (I tried), so Blastoise/Emboar ideas are out for now.
Pokegym deckbuilders, do you have any suggestions of inexpensive cards or combos that would give my JRs some extra turns to set up and attach energy? One example of what I mean would be Noctowl PLF 92/Fliptini, where Noctowl's "Fly" attack prevents damage & effects from the opponent's next attack on flipping heads. (Yes, Escape Rope/Catcher/Red Signal gets around this, but JR opponents will be slower to line up these counters.) For example:
4-4 Noctowl PLF 92
2 Manaphy PLS 34
2 Suicune PLB 20
2 Victini LTR 23
1 Mr. Mime PLF 47 (maybe. kind of expensive now.)
3 Professor Juniper
4 Cheren
4 N (league promo, or a less expensive alternative)
2 Skyla (league promo or less expensive alternative)
4 Level Ball (or a less expensive alternative)
2 Ultra Ball
3 Giant Cape
2 Silver Bangle
2 Super Rod
1 Tool Scrapper
2 Aspertia City Gym
3 OPEN SLOTS
9 Water Energy
4 Double Colorless Energy
Manaphy recovers Water Energies from the discard on Victini-aided flips. Even opening solo Hoothoot (PLF 91) is not the end of the world, because it has a 1-colorless Dual Draw attack (though I guess it gives your opponent 2 cards in the bargain). I've also thought about configuring the deck with Lightning and the two in-format Manetrics for energy recovery/low-energy attacking, and/or with Delcatty for energy acceleration from the deck.
Can you guys suggest any partners for Noctowl (low-energy attackers? hand refreshers?)? Or alternatives to Noctowl that you think would be better suited to my inexperienced but eager JRs? And what should I do with those 3 open slots? Hammers? Lasers? Switches?
Any input is appreciated! Thanks in advance!
I have a couple of new, 7-year-old players at league that are excited to participate in the dense season of tourneys we have right now, but don't have the play skills to survive even 2-3 turns against our more experienced Juniors. They have been losing gracefully at league for the last month, and both went 0-3-drop at out most recent LC. Their parents aren't on-board with purchasing EX's as singles yet, so I'm trying to assemble decks for them from donated and relatively cheap cards. Rare-Candied Stage 2's are still a little tricky for them to play (I tried), so Blastoise/Emboar ideas are out for now.
Pokegym deckbuilders, do you have any suggestions of inexpensive cards or combos that would give my JRs some extra turns to set up and attach energy? One example of what I mean would be Noctowl PLF 92/Fliptini, where Noctowl's "Fly" attack prevents damage & effects from the opponent's next attack on flipping heads. (Yes, Escape Rope/Catcher/Red Signal gets around this, but JR opponents will be slower to line up these counters.) For example:
4-4 Noctowl PLF 92
2 Manaphy PLS 34
2 Suicune PLB 20
2 Victini LTR 23
1 Mr. Mime PLF 47 (maybe. kind of expensive now.)
3 Professor Juniper
4 Cheren
4 N (league promo, or a less expensive alternative)
2 Skyla (league promo or less expensive alternative)
4 Level Ball (or a less expensive alternative)
2 Ultra Ball
3 Giant Cape
2 Silver Bangle
2 Super Rod
1 Tool Scrapper
2 Aspertia City Gym
3 OPEN SLOTS
9 Water Energy
4 Double Colorless Energy
Manaphy recovers Water Energies from the discard on Victini-aided flips. Even opening solo Hoothoot (PLF 91) is not the end of the world, because it has a 1-colorless Dual Draw attack (though I guess it gives your opponent 2 cards in the bargain). I've also thought about configuring the deck with Lightning and the two in-format Manetrics for energy recovery/low-energy attacking, and/or with Delcatty for energy acceleration from the deck.
Can you guys suggest any partners for Noctowl (low-energy attackers? hand refreshers?)? Or alternatives to Noctowl that you think would be better suited to my inexperienced but eager JRs? And what should I do with those 3 open slots? Hammers? Lasers? Switches?
Any input is appreciated! Thanks in advance!
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