Prehistoric Warp (Unlimited)

Discussion in 'Deck Help and Strategy' started by Dek, Aug 31, 2003.

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  1. Dek

    Dek New Member

    After creating many decks and failing many times, I have finally found one that actually works. Here it goes...

    }=15 Pokemon={
    4 Natu-Skyridge
    3 Xatu-Skyridge
    3 Aerodactyle-Fossil
    3 Ditto- Skyridge
    2 Cleffa-Genesis
    }=28 Trainers={
    4 Super Potion-Base Set
    4 Mysterious Fossil-Fossil/LC
    3 Grass Cube-Aquapolis
    3 Switch-Base Set
    3 Gust of Wind-Base Set
    3 Moo-moo Milk-Expedition
    3 Undersea Ruins-Aquapolis
    3 Bill's Maintenance-Expedition
    2 Oracle-Skyridge
    }=17 Energies={
    13 Grass Energy
    4 Double Colorless Energy

    Ok, so here's the strategy. When Aerodactyle is my active, I discard that card and Mysterious Fossil(when Undersea Ruins is in play, that is), evolve my Natu into Xatu, put Xatu in as my Active pokemon, and then use Warp Hole to put the Aerodactyle card on the top of my deck. on my next turn, I evolve one of my Mysterious Fossil that's on my bench into the Aerodactlye that's on the top of my deck, and *POOF*. I got Xatu AND Aerocdactyle in play. Oh yeah, and Grass Cube is in there just to mess around with my opponent :lol:
     
  2. dkates

    dkates New Member

    Looks good. I'm curious why you use Grass Energies specifically -- you have no Grass-types, and the only specific color any of your Pokemon ask for is Psychic (Natu, for Foresight). I'd assume for Grass Cube 01. My only suggestions on Pokemon are to trim the Xatu line to 3-2 to add 2 Promo Mew #8 -- classic AeroMew. Then change the Grass Energy to Psychic, since Mew can actually use them. Interesting play, using Skyridge Ditto. Although Fossil Ditto can use Double Colorless Energy as differrent colors and Skyridge can't, Skyridge does make you immune to the "switch to kill" trick. Beware of Tyrogue, though -- it'll take out your Dittos in a heartbeat. Drop 2 Basic Energy, for reasons you'll see in a moment. The Trainer engine needs help -- the only thing that I think needs a complete revamp. Here's my suggestion for your Trainers:

    3 Computer Search
    3 Item Finder
    2 Scoop Up
    3 Fossil Egg
    2 Gust of Wind
    2 Professor Oak
    2 Switch
    3 Gold Berry
    3 Focus Band
    2 Lass
    3 Nightly Garbage Run
    2 Super Energy Removal

    As you can see, a lot of the Trainers changed. BTW, notice this Trainer engine has no Supporters. That should give you a major speed boost. Most of the Trainers are pretty standard and self-explanatory, with Scoop Up and Fossil Egg being the only "oddballs". Fossil Egg obviously replaced Mysterious Fossil as a way to get Aerodactyl out. Scoop Up is there for the reasons you had Undersea Ruins, basically. If you need to evolve a Natu, you can Scoop Up Aerodactyl, evolve as much as you want, then use another Fossil Egg to put Aerodactyl back down. Note, BTW, that Fossil Egg lets you get multiple Aerodactyls in play, if you want them. With 4 Fossil Eggs and 3 Item Finders, you should have no trouble getting Aerodactyl out -- not that you'll tend to Item Finder for Fossil Egg, but still. What do you think?
     
  3. Carrington388

    Carrington388 New Member

    Playing more than 24 Trainers in a deck is a bad thing. The original had 28, and dkates's fix had 30. If you play with those decks, you'll get bashed for supporting Trainermon. Here's an appropriate fix:

    -2 Cleffa (Neo Genesis)
    -3 Moo-Moo Milk [crowd gasps] (You've got Super Potion in there, I think that's enough)
    -1 Mysterious Fossil
    -3 Undersea Ruins
    -3 Bill's Maintenance

    +2 Cleffa (Promo #31) (better with the Oracle combo)
    +4 Grass Energy
    +3 Energy Stadium
    +3 Town Volunteers
     
  4. dkates

    dkates New Member

    Carrington, that is not a good fix. Changing Cleffas from Genesis to Promo? I can think of no situation where that's a good idea. Energy Stadium would not help this deck much, and nobody needs 4 Town Volunteers in a deck. If you need to shuffle a total of 20 Pokemon and Basic Energy cards into your deck, something's majorly wrong. Also, like my sig says, "There is NOTHING wrong with Trainermon."
     
  5. Dek

    Dek New Member

    Thanks for the changes guys. I completely forgot about using Nightly Garbage Run (one of favorite, might I add). I dont have many of the cards in the suggestions, But I'll try to fix it as much as possible. Here's is the new version

    3 Aerodactyle-fossil
    3 Natu-skyridge
    3 Ditto-Skyridge
    2 Xatu-skyridge
    2 Mew-promo
    2 Cleffa-genesis
    1 Mewtwo-movie promo (only got one :( )

    4 Oak-Base Set
    4 Super Potion-Base Set
    4 Mysterious Fossil-Fossil
    3 Gust of Wind-Base Set
    2 Switch-Base Set
    2 Undersea Ruins-Aquapolis
    2 Oracle-Skyridge
    2 Nightly Garbage Run-Rocket
    2 Blane's Gamble-Gym Heroes
    2 Pokemon Trader-Base Set

    13 Psychic Energy
    4 Double Colorless Energy

    Not only does this deck have the same strategy as version 1, but I just thought of an interesting idea. Why not combine Blane's Gamble with Oracle? Have Oracle in play, Play Blane's Gamble, discard a card (either way, its gonna be brought back by Xatu), flip a heads, and draw the two cards i placed on top. If the flip fails, that just means more work for Xatu (or Mewtwo if it's energies I discarded). Now if you excuse me, I gotta go choke and sneeze on bird feathers and dust.
     
  6. dkates

    dkates New Member

    Looking good -- the Blaine's Gamble idea is clever, or you could use Secret Mission. The strategy changes a little, but you also get a peek at your opponent's hand, so you know whether to use something to disrupt it. Oops! You don't have any -- yet. Even a couple of Lass would fit the bill, or you could use Desert Shaman. Think about it.
     
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