Pokémon TCG: Sword and Shield—Brilliant Stars

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Kempley05 said:
Raichu2063 - thanks thats a very good list, I like the Lapras especialy
Metanitekiscksass - I've tried the line but I've found that with Maty's we have enough draw, would you play a 1-1 or 2-2 line?
Fabien-thanks
carlossan - Yes, but I just think Battle Frontier>Flume flame>Giant Stump
Thunderbolt - I may try pushing the energy as low as possible, but 11 is too little IMO, 13 is about sustainable.

I'll make an edit to the list but keep your thoughts coming:thumb:

13 sounds good, but you could probably get away with 12.
 
you dont need 4 flareon ex's.... 3 is more thatn enough, so drop 1 flareon ex then drop the great balls for a 2-2 holon/engine
i would drop 1 elms and 1 eevee to fit in ER2 because if you cant remove holon WP or GL it's an auto loss

and with the energy it would be better to run 4 multi because it can be the grass and the fire and the psychic so you wont ever be short on the energy you need...so 6 grass 4 multi 3 fire and 1 holons magneton. you might eve wanna attack with espeon ex so now with the multi there you wont have too look for the holons magneton.
 
Muk Man said:
you dont need 4 flareon ex's.... 3 is more thatn enough, so drop 1 flareon ex then drop the great balls for a 2-2 holon/engine
i would drop 1 elms and 1 eevee to fit in ER2 because if you cant remove holon WP or GL it's an auto loss

I think 4 Flareon is needed, but your point over ER2 is good, Holons WP isn't as bad as Holons GL as it doesn't stop the special conditions, but GL is a real worry for my metagame, where Queen is fairly popular.
 
Ok, your list looks solid, but something just isn't right. Your Koffings and your Weezing, were are they? Imagine a T1 Weezing knocked out T3 or something, you most likely have a proper setup by then and you evolve your Eevee to a Flareon ex and attack with Ariados for 100!
Here's a list you could try:

18 pokemon:

4 Ariados
4 Spinarak UF
3 Flareon ex
4 Eevee DS
2 Koffong TR
1 Weezing DX

28 Trainers:

4 Professor Elm's Training Method
4 Mary's Request
4 Super Scoop up
4 Great Ball
4 Energy Removal 2
2 Battle Frontier
2 Full Flame
2 Rockets Admin
1 Pokemon Retriever
1 Scott

Energy 14

5 Grass
5 Fire
4 Multi

Jirachi DX with the Holon engine might be good too, but that's up to you! Hope it helped ;P

[EDIT: -1 Flareon ex +1 ER2]
 
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Kempley05 said:
I think 4 Flareon is needed, but your point over ER2 is good, Holons WP isn't as bad as Holons GL as it doesn't stop the special conditions, but GL is a real worry for my metagame, where Queen is fairly popular.

4 is overkill... trust me ive been running it for a long time... what happens is you keep scooping up your flareon ex so you're reusing the same cards over and over. You will only evolve to flareon once per turn so if there are lets say 2 are in your hand then you super scoop up. at the end of your turn you still have 2 flareon ex in your hand. if theres only 1 in your hand. at the end of your turn there will still be 1 in your hand. next turn IF you repeat the combo and flip another heads you still have the same 2 cards in your hand. That means for at least 3 turns one of the flareon ex's in your hand did nothing. so if you are running 4 there will ba a point where you have 2 flareon ex's in hand that will never see play. the fact that you wasted a deck slot on a fourth will haunt you if you cant get to the ER2 you needed. Trust Flareon ex will sit in you hand and you'll stare at it like, i really didn't need 4. But it's your deck...
 
Muk Man said:
4 is overkill... trust me ive been running it for a long time... what happens is you keep scooping up your flareon ex so you're reusing the same cards over and over. You will only evolve to flareon once per turn so if there are lets say 2 are in your hand then you super scoop up. at the end of your turn you still have 2 flareon ex in your hand. if theres only 1 in your hand. at the end of your turn there will still be 1 in your hand. next turn IF you repeat the combo and flip another heads you still have the same 2 cards in your hand. That means for at least 3 turns one of the flareon ex's in your hand did nothing. so if you are running 4 there will ba a point where you have 2 flareon ex's in hand that will never see play. the fact that you wasted a deck slot on a fourth will haunt you if you cant get to the ER2 you needed. Trust Flareon ex will sit in you hand and you'll stare at it like, i really didn't need 4. But it's your deck...

Thanks very much, I'll test it with 3 Flareon and I can understand what your getting at. In the mean time I've updated the list:thumb: Better? Also I like the Koffing combo, is that worth squeezing in, and what about Energy root, is it worth it to beef up Ariados
 
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it all depends on if u will actually use porygon2 as an attacker i would it is not that bad and it goes with full flame. But if u were just planning on using it for the poke power then just run the 1-1 line. But u should use him as an attacker because if u cant use flarions pokepower becaus u used it up then ur ariados becomes useless and u dont want that. So run porygon2 with the 2-2 line and also throw in 2 more ATM rocks and 2 more technical machines in there that will help ur deck
 
metanitekicksass said:
it all depends on if u will actually use porygon2 as an attacker i would it is not that bad and it goes with full flame. But if u were just planning on using it for the poke power then just run the 1-1 line. But u should use him as an attacker because if u cant use flarions pokepower becaus u used it up then ur ariados becomes useless and u dont want that. So run porygon2 with the 2-2 line and also throw in 2 more ATM rocks and 2 more technical machines in there that will help ur deck
I can see where your going with that, but in all honesty I would prefer to use the Koffing to apply conditions, and how often with this deck do you find yourself with small hand?
 
Muk Man said:
4 is overkill... trust me ive been running it for a long time... what happens is you keep scooping up your flareon ex so you're reusing the same cards over and over. You will only evolve to flareon once per turn so if there are lets say 2 are in your hand then you super scoop up. at the end of your turn you still have 2 flareon ex in your hand. if theres only 1 in your hand. at the end of your turn there will still be 1 in your hand. next turn IF you repeat the combo and flip another heads you still have the same 2 cards in your hand. That means for at least 3 turns one of the flareon ex's in your hand did nothing. so if you are running 4 there will ba a point where you have 2 flareon ex's in hand that will never see play. the fact that you wasted a deck slot on a fourth will haunt you if you cant get to the ER2 you needed. Trust Flareon ex will sit in you hand and you'll stare at it like, i really didn't need 4. But it's your deck...


You'll never have all 3 or 4 Flareon Ex in your hand/table. I used to run 3 but it was not good because there is a great chance of getting a Flareon prized and HELOOO!!!! you're no untouchable and sometimes you wont have a retreiver. This deck is based, as we all should know, in recycling your hand all the time or at least you should draw with mary's or whatever it is you're playing. a 4-4 line of both Flareon EX and ariados is NEEDED! also, Battle frontier is much better than full flame (4 BF and 1FF)
 
Matias said:
You'll never have all 3 or 4 Flareon Ex in your hand/table. I used to run 3 but it was not good because there is a great chance of getting a Flareon prized and HELOOO!!!! you're no untouchable and sometimes you wont have a retreiver. This deck is based, as we all should know, in recycling your hand all the time or at least you should draw with mary's or whatever it is you're playing. a 4-4 line of both Flareon EX and ariados is NEEDED! also, Battle frontier is much better than full flame (4 BF and 1FF)

I have to say I do agree about Frontier, so many decks use Pidgeot I think its essential to get a lock on them
 
Battle Frontier is a REALLY big help in many stuations as it kills many of the strong combos in my area but I think you should run 2 full flame and 2 Scott because I have had things happen where I get a card that I only have one of prized and then I get seriously messed up because I need it. This has taught me to run two of evry card as opposed to one. It's like insurance, a bother to have whne you don't need it but a giant help when you do.
 
Matias said:
You'll never have all 3 or 4 Flareon Ex in your hand/table. I used to run 3 but it was not good because there is a great chance of getting a Flareon prized and HELOOO!!!! you're no untouchable and sometimes you wont have a retreiver.
Lol. Never is a very strong word. One of my games at MS Valley Regionals I started with 4 Flareon ex in my hand, and in another I had 3. However, I do not believe the lines should ever change from 4-4-4-4.
 
not very familiar with the deck...would it still be OK running, say, 4-1 lunarock w/ holon engine? i also think 2-3 rare candy in the deck could work wonders if u could find room...being able to drop and scoop a flareon in one turn w/o ever leaving an eevee on the bench is nice, and T1 spider trap sounds good as well. just some thoughts.

i also don't really think this deck could be that consistent. it has no mid/l8 game search engine other than draw, and part of ur strategy is relying on the fact that u have to get heads on a flip trainer to scoop cards back to ur hand, which can easily get admin'd away. does anyone see this as a problem, or do the pros outweigh the cons?
 
mrdraz07 said:
not very familiar with the deck...would it still be OK running, say, 4-1 lunarock w/ holon engine? i also think 2-3 rare candy in the deck could work wonders if u could find room...being able to drop and scoop a flareon in one turn w/o ever leaving an eevee on the bench is nice, and T1 spider trap sounds good as well. just some thoughts.

i also don't really think this deck could be that consistent. it has no mid/l8 game search engine other than draw, and part of ur strategy is relying on the fact that u have to get heads on a flip trainer to scoop cards back to ur hand, which can easily get admin'd away. does anyone see this as a problem, or do the pros outweigh the cons?
Rare Candy isn't worth the room. You're right though, the deck is terrible =/
 
Personally my version runs very close to Simpson fan's version, but since I'll be judging the next few premier events, I guess I'll never know how well it would have done.
 
I was looking at your list again after testing Flariados this weekend, and was just wondering about the Dual Ball? With the ER2 and SSU, isn't this deck flippy enough as it is? ^^;;

anyhow, your list looks really solid, is it working properly now?
 
Fireborn said:
I was looking at your list again after testing Flariados this weekend, and was just wondering about the Dual Ball? With the ER2 and SSU, isn't this deck flippy enough as it is? ^^;;

anyhow, your list looks really solid, is it working properly now?

lol, it was going alright but 've sold 3 of the Flareon:eek: . I just felt it didn't have the umph to get through the latter stages of the game, and I feel I'ld need a lot more skill and practice than I could afford to master it, its a decent deck but it doesn't match my style of play. I only used the dual ball to abuse Lapras's power. Thanks for your help though and this list with a few tweaks should be decent next year.
 
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