ultimatedra
New Member
List updated
Pokemon: 10
x4 Tornadus ex (DEX)
x2 Victini ex (PLS)
x4 Aerodactyl (DEX)
Trainers: 38
x1 Victory Piece
x4 N
x4 Professor Juniper
x4 Skyla
x3 Virbank City Gym
x3 Skyarrow Bridge
x4 Twist Mountain
x1 Super Rod
x2 Ultra Ball
x4 Random Receiver
x4 Hypnotoxic Laser
x4 Pokemon Catcher
Energy: 12
x4 Double Colorless Energy
x8 Fire Energy
The whole strategy is to open up turn 1 with major damage. Your mid/late game isn't any different with how fast you can get powered up with turbo energize and stack damage with Aerodactyl. And since you cannot start Aerodactyl, you will get your ideal start almost every time. Here is some T1 damage breakdowns for you:
Tornadus ex + Stadium + DCE = T1 60
Tornadus ex + Twist + Aerodactyl + DCE = T1 70
Tornadus ex + Twist + Aerodactyl + Laser + DCE = T1 80
Tornadus ex + Virbank + Laser + DCE = T1 90
Victini ex + Victory Piece = T1 50 (100 vs ex)
Victini ex + Twist + Aerodactyl + Victory Piece = T1 60 (110 vs ex)
Victini ex + Twist + Aerodactyl + Laser + Victory Piece = T1 70 (120 vs ex)
Victini ex + Virbank + Laser + Victory Piece = T1 80 (130 vs ex)
As you can see, the T1 potential is HUGE. And with Tornadus being the star and needing a stadium to open up damage possibilities T1, 10 Stadiums in the deck ensures that I am fully enabled and have control over the board - and every stadium has a purpose. Virbank for poison damage, Twist mountain for a permanent plus power, and sky arrow to get free retreat on anything.
Now here is where I talk about how it worked in a real tournament environment, testing it at a battle roads where Blastoise, Darkrai, & TDK are everywhere.
Round 1 - vs a newer player. She didn't even get to draw a prize because I kept her pokemon in check by using catcher on things she tried powering up.
Round 2 - vs TDK. The guy god hands getting Thundurus ex, 3 deoxys, blend against my tornadus T1. The guy went on to get 1st place.
Round 3 - vs Ninetales/Lasers. Got the donk. We played again, got the donk. Played the 3rd time and I won by keeping the vulpix in check.
Round 4 - vs Blastoise. Would have donked but I wiffed the stadium after starting Tornadus, DCE AND JUNIPER. Late game if I had got either an energy or one of my 3 hypnotoxic laser I would have won because he had all his energy in the discard and his blastoise only had 10 hp left. After that I only needed to keep squirtles in check and it would have been mine (no sour grapes here)
Round 5 - vs PlasmaKlang. Victini, skyla, donk.
Round 6 - vs Quad Sigilyph. Virbank + Hypnotoxic was how I won here as my only non-ex is Aerodactyl. Never got out the Aerodactyl, but I still won. Had I got the Aerodactyl the game would have gone a whole lot faster.
Thoughts? Comments?
Pokemon: 10
x4 Tornadus ex (DEX)
x2 Victini ex (PLS)
x4 Aerodactyl (DEX)
Trainers: 38
x1 Victory Piece
x4 N
x4 Professor Juniper
x4 Skyla
x3 Virbank City Gym
x3 Skyarrow Bridge
x4 Twist Mountain
x1 Super Rod
x2 Ultra Ball
x4 Random Receiver
x4 Hypnotoxic Laser
x4 Pokemon Catcher
Energy: 12
x4 Double Colorless Energy
x8 Fire Energy
The whole strategy is to open up turn 1 with major damage. Your mid/late game isn't any different with how fast you can get powered up with turbo energize and stack damage with Aerodactyl. And since you cannot start Aerodactyl, you will get your ideal start almost every time. Here is some T1 damage breakdowns for you:
Tornadus ex + Stadium + DCE = T1 60
Tornadus ex + Twist + Aerodactyl + DCE = T1 70
Tornadus ex + Twist + Aerodactyl + Laser + DCE = T1 80
Tornadus ex + Virbank + Laser + DCE = T1 90
Victini ex + Victory Piece = T1 50 (100 vs ex)
Victini ex + Twist + Aerodactyl + Victory Piece = T1 60 (110 vs ex)
Victini ex + Twist + Aerodactyl + Laser + Victory Piece = T1 70 (120 vs ex)
Victini ex + Virbank + Laser + Victory Piece = T1 80 (130 vs ex)
As you can see, the T1 potential is HUGE. And with Tornadus being the star and needing a stadium to open up damage possibilities T1, 10 Stadiums in the deck ensures that I am fully enabled and have control over the board - and every stadium has a purpose. Virbank for poison damage, Twist mountain for a permanent plus power, and sky arrow to get free retreat on anything.
Now here is where I talk about how it worked in a real tournament environment, testing it at a battle roads where Blastoise, Darkrai, & TDK are everywhere.
Round 1 - vs a newer player. She didn't even get to draw a prize because I kept her pokemon in check by using catcher on things she tried powering up.
Round 2 - vs TDK. The guy god hands getting Thundurus ex, 3 deoxys, blend against my tornadus T1. The guy went on to get 1st place.
Round 3 - vs Ninetales/Lasers. Got the donk. We played again, got the donk. Played the 3rd time and I won by keeping the vulpix in check.
Round 4 - vs Blastoise. Would have donked but I wiffed the stadium after starting Tornadus, DCE AND JUNIPER. Late game if I had got either an energy or one of my 3 hypnotoxic laser I would have won because he had all his energy in the discard and his blastoise only had 10 hp left. After that I only needed to keep squirtles in check and it would have been mine (no sour grapes here)
Round 5 - vs PlasmaKlang. Victini, skyla, donk.
Round 6 - vs Quad Sigilyph. Virbank + Hypnotoxic was how I won here as my only non-ex is Aerodactyl. Never got out the Aerodactyl, but I still won. Had I got the Aerodactyl the game would have gone a whole lot faster.
Thoughts? Comments?
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