Water Pokemon Master
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The deck is Version 1.0, so bash it as much as necessary.
22 Pokémon
4 Mudkip (Not sure yet)
2 Marshstomp (bubble)
4 Swampert (holo)
3 Wailmer
3 Wailord
3 Wingull
3 Pelipper
22 Trainers
4 Breeder
4 Elm
4 Gold Berry
3 Switch
3 Lady Outing
2 Oak's Research
2 Copycat
16 Water Energy
Question:
One Mudkip can paralyze and do 10 damage. The other can do 30. Which one should I choose? Should I use 2 of each?
Strategy:
If Swampert is your Active, you can use it's power to attach a water to it and then attach a water to it for it's turn. That means 2 per turn, or you could use the power and your one energy per turn to do the same thing for Wailord and Pelliper to do major damage. I think I should also add some more search cards, too. Want do you think?
22 Pokémon
4 Mudkip (Not sure yet)
2 Marshstomp (bubble)
4 Swampert (holo)
3 Wailmer
3 Wailord
3 Wingull
3 Pelipper
22 Trainers
4 Breeder
4 Elm
4 Gold Berry
3 Switch
3 Lady Outing
2 Oak's Research
2 Copycat
16 Water Energy
Question:
One Mudkip can paralyze and do 10 damage. The other can do 30. Which one should I choose? Should I use 2 of each?
Strategy:
If Swampert is your Active, you can use it's power to attach a water to it and then attach a water to it for it's turn. That means 2 per turn, or you could use the power and your one energy per turn to do the same thing for Wailord and Pelliper to do major damage. I think I should also add some more search cards, too. Want do you think?