1. Point at something in the other direction.
2. Steal half of their deck when they look away.
3. ???
4. Profit!
*POPULAR ALT STRATEGY:*
Donk them.
lol
1. Point at something in the other direction.
2. Steal half of their deck when they look away.
3. ???
4. Profit!
*POPULAR ALT STRATEGY:*
Donk them.
I'd advise double rainbows. You wouldn't think houndoom would have energy problems, but it's exactly the kind of deck that does. Hard hitting, discarding deck that requires constant reattach to the active. When that active finally gets ko'ed by their heavy hitter, which has been stall-built behind a wall of furrets or pachirisus, you're going to find that you'll start losing houndooms fast, and the only thing you'll be able to do, at best, is hit them for 20-30 with its first attack. Add to that that you'll more likely get benched, and you have a recipe for disaster. At least DRE will allow you to trade punches a little longer, tossing it for the extra damage and burn.
I'd also find room for castaway.
So many people are saying I should play DRE. I'll add 2-3, not 4 because I need room for other energy. NO Claydol because I want 1 tech not 2 (cardwise AGAIN). How about:
- 2 Crystal Beach
- 1 B. Fire
- 1 B. Dark
+ 4 DRE
Yes, no?