Cyrus
Iron Chef - Master Emeritus
~Dendrobatida~
"Gardevoir, Delta Species:
This is one bizarre pokemon...Both attacks have damage that is controlled by your opponent, and that he or she can see coming from a mile away. The pokemon power is useful, but is outdone by any number of more useful powers, like metagross, venusaur, delta dragonite, or even the new delta mewtwo.
I'll see if I can't try to make use of delta gardevoir's power and at least one of its attacks:
Blackbird:
4 Rocket's Zapdos -ex
4 Ralts (EM)
4 Kirlia (EM)
3 Gardevoir (Delta Species)
2 Gardevoir (EM)
2 Slugma (collect)
2 Magcargo (smooth over)
1 Aipom (UF)
Total: 22
4 TV Reporter
4 Rocket's Mission
2 Rocket's Admin
2 Lanette's Net Search
4 Rocket's Hideout
4 Super Scoop Up
1 Pokemon Retriever
Total: 21
2 Darkness energy
4 Dark Metal Energy
8 Lightning energy
3 psychic energy
Total: 17
Strategy: Though Zapdos is your ideal starter, Ralts will do as well (and slugma collects, so in a pinch that ain't bad). Assuming a zapdos start, simply begin powering it up, attacking for 10 (or 20), then 60 or 70 as early as turn 2, provided you can get a lightning in the discard via any one of your 8 supporters that can do so, or by retreating your starting ralts. Meanwhile, as zapdos acts as a shield, begin building the benched gardevoir(s). The self-damage from Zapdos's attack may be placed on benched ralts, kirlia, and gardevoirs, particularly those you intend to evolve into the delta species gardy. Emerald gardevoir serves to help modulate the damage flow if you aren't ready to unleash the delta gardy, or to combine with zapdos's pokebody to allow it to shield longer. Once zapdos has attacked 3 times, there is a good possibility you'll have 90 damage on a Gardevoir D, which allows a powerful (albeit suicidal) attack at anything on the board. When you're ready for that, or if the active zapdos has taken too much damage, use Gardevoir D to trans energy down to either another zappy or Gardevoir D, super scoop up the active, and bring out the new attacker. Alternatively, super scoop up can be used to effectively absorb more zapdos attacks by picking up damaged benched zapdos. In short, the cycle goes Zapdos-Zapdos-Zapdos-Trans+scoop-Gardevoir-Zapdos-Zapdos-Zapdos, etc. Ideally, a quick zapdos will also force them to fill their bench, so as to avoid early t2 or t3 ko's. That will make Gardevoir D's second attack more useful. Through early zapdos + Zapdos's second attack + the trans and scoop combo, we're successfully utilizing all three aspects of Gardevoir D with greater control than relying on our opponent to activate our attacks for us.
Individual card explanations:
4 Kirlia: When adding damage to ourselves, building it up to snipe things off with gardevoir, it doesn't pay to candy up to gardy, since an ATM rock can ruin things for us pretty darn quick.
Gardevoir (EM): Keeps Zapdos in there longer (aggregate -30 damage per turn w. pokebody activated), or lets us better control how much our Gardevoir D is taking; keeps it out of plusle range.
Magcargo: Pidgeot would have made the deck too frontierable. It functions particularly well with the amount of straight draw we run in order to get lightning energy to the discard for Rocket's Zapdos. It also works well with the next card...
Aipom: Serves 2 purposes - combo with Magcargo for instant search, and absorbs shots from zapdos. Being able to take the 30, then shuffle him in the next turn is a good safety valve.
Lanette's net search: I'm the biggest plusle fan there is (no, really), and with lightning in the deck it's incredibly tempting. However, we need to be attacking ASAP with Rocket's Zapdos, so it becomes our designated starter. With 4 different types of pokemon, Lanettes will fill the bench nicely. I run only 2 because it tends to be useless mid and late game.
4 rocket's hideout: Allows Zapdos to last that much longer, and, more importantly, counters both battle frontier and desert ruins, both of which mess this deck up badly. Hence 4 of them, and magcargo to get them in case frontier is in play.
Darkness energy: Since we're adding damage to ourselves anyway, I decided to go with this over metal. More damage=good, and since zapdos is going to be active the majority of the time (ideally), I think benefitting him is better than benefitting the kamikaze Gardevoir.
Dark Metal: Activates Zapdos's pokebody and powers Gardevoir D's first attack.
Pokemon Retriever: Assuming we aren't going to lose at least one gardevoir evolution line is just naive.
Overall, a tough card - incredibly opponent-dependant, bizarre mix of abilities, no extremely obvious combos right now. I would have loved to have found room for Unown E, or plusle but the list is tight as it is, and sacrifices must be made....
Thanks; it was a challenge!"
~Ruler of Ice~
"!!~!IrOn ChEf!~!!
Ingredent:Gardy"d"
Date:October 21st, 2005
Pokemon:19
4 Ralts(EM cause I dont know what DS one does)
3 Kirlia(EM..Same as Ralts)
3 Grady"D"
1 Gardy(EM)
3 Pidgey
2 Pidgeotto
3 Pidgeot
Trainers:27
4 TVR
3 Stevens
4 RC
4 Celios
4 Great Balls
3 Briney
3 Magnetic Storms
2 Stength Charm
Energy:14
10 Psychic
4 MEtal
Now,I know I wont get much Creativity...but this actually has a strat besides Swarm...(Well..Sorta)What you do..Is you hope to ahve 3 Gardy"D" out..Gardy EM is to keep it from Dieing...When Gardy"d" is almost dead..you can use Energy Jump(Gardys Power) to Move ALL three energy to another gardy...Then Briney!Thus giving yers, a swarm effect...but very effective.."
"Gardevoir, Delta Species:
This is one bizarre pokemon...Both attacks have damage that is controlled by your opponent, and that he or she can see coming from a mile away. The pokemon power is useful, but is outdone by any number of more useful powers, like metagross, venusaur, delta dragonite, or even the new delta mewtwo.
I'll see if I can't try to make use of delta gardevoir's power and at least one of its attacks:
Blackbird:
4 Rocket's Zapdos -ex
4 Ralts (EM)
4 Kirlia (EM)
3 Gardevoir (Delta Species)
2 Gardevoir (EM)
2 Slugma (collect)
2 Magcargo (smooth over)
1 Aipom (UF)
Total: 22
4 TV Reporter
4 Rocket's Mission
2 Rocket's Admin
2 Lanette's Net Search
4 Rocket's Hideout
4 Super Scoop Up
1 Pokemon Retriever
Total: 21
2 Darkness energy
4 Dark Metal Energy
8 Lightning energy
3 psychic energy
Total: 17
Strategy: Though Zapdos is your ideal starter, Ralts will do as well (and slugma collects, so in a pinch that ain't bad). Assuming a zapdos start, simply begin powering it up, attacking for 10 (or 20), then 60 or 70 as early as turn 2, provided you can get a lightning in the discard via any one of your 8 supporters that can do so, or by retreating your starting ralts. Meanwhile, as zapdos acts as a shield, begin building the benched gardevoir(s). The self-damage from Zapdos's attack may be placed on benched ralts, kirlia, and gardevoirs, particularly those you intend to evolve into the delta species gardy. Emerald gardevoir serves to help modulate the damage flow if you aren't ready to unleash the delta gardy, or to combine with zapdos's pokebody to allow it to shield longer. Once zapdos has attacked 3 times, there is a good possibility you'll have 90 damage on a Gardevoir D, which allows a powerful (albeit suicidal) attack at anything on the board. When you're ready for that, or if the active zapdos has taken too much damage, use Gardevoir D to trans energy down to either another zappy or Gardevoir D, super scoop up the active, and bring out the new attacker. Alternatively, super scoop up can be used to effectively absorb more zapdos attacks by picking up damaged benched zapdos. In short, the cycle goes Zapdos-Zapdos-Zapdos-Trans+scoop-Gardevoir-Zapdos-Zapdos-Zapdos, etc. Ideally, a quick zapdos will also force them to fill their bench, so as to avoid early t2 or t3 ko's. That will make Gardevoir D's second attack more useful. Through early zapdos + Zapdos's second attack + the trans and scoop combo, we're successfully utilizing all three aspects of Gardevoir D with greater control than relying on our opponent to activate our attacks for us.
Individual card explanations:
4 Kirlia: When adding damage to ourselves, building it up to snipe things off with gardevoir, it doesn't pay to candy up to gardy, since an ATM rock can ruin things for us pretty darn quick.
Gardevoir (EM): Keeps Zapdos in there longer (aggregate -30 damage per turn w. pokebody activated), or lets us better control how much our Gardevoir D is taking; keeps it out of plusle range.
Magcargo: Pidgeot would have made the deck too frontierable. It functions particularly well with the amount of straight draw we run in order to get lightning energy to the discard for Rocket's Zapdos. It also works well with the next card...
Aipom: Serves 2 purposes - combo with Magcargo for instant search, and absorbs shots from zapdos. Being able to take the 30, then shuffle him in the next turn is a good safety valve.
Lanette's net search: I'm the biggest plusle fan there is (no, really), and with lightning in the deck it's incredibly tempting. However, we need to be attacking ASAP with Rocket's Zapdos, so it becomes our designated starter. With 4 different types of pokemon, Lanettes will fill the bench nicely. I run only 2 because it tends to be useless mid and late game.
4 rocket's hideout: Allows Zapdos to last that much longer, and, more importantly, counters both battle frontier and desert ruins, both of which mess this deck up badly. Hence 4 of them, and magcargo to get them in case frontier is in play.
Darkness energy: Since we're adding damage to ourselves anyway, I decided to go with this over metal. More damage=good, and since zapdos is going to be active the majority of the time (ideally), I think benefitting him is better than benefitting the kamikaze Gardevoir.
Dark Metal: Activates Zapdos's pokebody and powers Gardevoir D's first attack.
Pokemon Retriever: Assuming we aren't going to lose at least one gardevoir evolution line is just naive.
Overall, a tough card - incredibly opponent-dependant, bizarre mix of abilities, no extremely obvious combos right now. I would have loved to have found room for Unown E, or plusle but the list is tight as it is, and sacrifices must be made....
Thanks; it was a challenge!"
~Ruler of Ice~
"!!~!IrOn ChEf!~!!
Ingredent:Gardy"d"
Date:October 21st, 2005
Pokemon:19
4 Ralts(EM cause I dont know what DS one does)
3 Kirlia(EM..Same as Ralts)
3 Grady"D"
1 Gardy(EM)
3 Pidgey
2 Pidgeotto
3 Pidgeot
Trainers:27
4 TVR
3 Stevens
4 RC
4 Celios
4 Great Balls
3 Briney
3 Magnetic Storms
2 Stength Charm
Energy:14
10 Psychic
4 MEtal
Now,I know I wont get much Creativity...but this actually has a strat besides Swarm...(Well..Sorta)What you do..Is you hope to ahve 3 Gardy"D" out..Gardy EM is to keep it from Dieing...When Gardy"d" is almost dead..you can use Energy Jump(Gardys Power) to Move ALL three energy to another gardy...Then Briney!Thus giving yers, a swarm effect...but very effective.."