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thephoenix
11/10/2010, 07:46 AM
HydroElectric

2x Magnemite (TM)
2x Magneton (TM)
2x Magnezone Prime (TM)
2x Totodile (HGSS)
2x Crocanaw (HGSS)
2x Feraligatr Prime (HGSS)
1x Uxie (LA)
1x Regice (LA)
1x Oddish (TM)
1x Gloom (TM)
1x Vileplume (TM)
1x Floatzel GL
1x Floatzel GL Lv X

Pokemon Total: 19

Trainers/Supporters/Stadiums:

1x BTS
2x Lookers
2x PONT
2x Interviewers Questions
2x Twins
1x Blackbelt
2x Expert Belt
1x Engineer's Adjustments
2x Lucians
2x Bebe's
1x Pokemon Reversal
2x Rare Candy
2x Fisherman

TSS Total: 21

Energy:

2x Rescue Energy
14x Water Energy
4x Electic Energy
2x Cyclone Energy

Energy: 20

Strategy:

The big thing about this deck is draw power and placement. Magnezone Prime allows you to not only choose how much damage you want to do in a single attack but also pull replacement cards into your hand. The big power being not only the higher level of health, but also the capability to do massive damage every turn in conjunction with Feraligatr. This also allows for better sniping and locking down of SP decks. Considering most decks would either not affect Magnezone or Feraligatr's weaknesses (Fighting for Magnezone unless he's brought up to Lv X, not sure if I want to go that route yet, and Grass for Feraligatr) and some heavy hitters like Gyarados could be dead in the water, no pun intended, I'm wanting to fine tune this deck and bring it to the upcoming city championships and see how well it does. The Vileplume is specifically to ensure total control over the game as I have only a few actual trainers, being the Rare Candies and the Reversal. While running mainly supporters, it allows me the better capability of not being locked down by my own Vileplume, while severely hurting most SP decks, as well as many others. The big draw is the fact that this deck cycles through cards quickly. Having two Magnezone Prime cards out means you can redraw up to 6 cards twice in one turn. Most of the trainers also are meant specifically to pull energy into your hand or draw more/new cards, continuing the flow of water to Feraligatr. In the end, I've won numerous battles against small-time players with this deck and I'm ready to ditch my old deck and focus on this one.

Cards:

Feraligatr Prime + line: Water flow. Simply put, he is the one that provides the energy for the massive bursts that Magnezone Prime can do. Plus, if Magnezone is about to get knocked out, you can consider switching him out with Feraligatr to finish off already wounded Pokemon. He is the backbone of the entire deck and it's power.

Magnezone Prime + line: The attacker. 50x every energy card you send to the lost zone sounds hefty until you have a Feraligatr with 6 energy on him to spare. Attach a rescue energy and one electric energy and you're even set at him having a back-up hit in case Feraligatr Prime gets pulled and knocked out. Not only that, the draw power will be a huge help in this deck to ensure you have more than enough water energy to place down.

Vileplume + line: Meant solely as a stopper, this would give a very easy ability to continue using most of this deck unhindered without worrying about trainer stoppage, which could severely hinder most other decks.

Floatzel GL Lv X + Line: Beef up Feraligatr, and you'll never have to worry about a knockout to him making you lose all those energy. Plus, if you need a quick, heavy hit, you could always use his attack to do 20x the energy in your hand and put them into your deck, just to pull them back using Magnezone Prime and Interviewer's Questions.

Regice: Discard two cards and your opponent is forced to switch their basic Pokemon? I won't complain. Mainly back-up but it still helps to have, especially against SP decks and early on in the game.

Uxie: Draw power.

BTS and Rare Candies: 3 stage 2 types of Pokemon means alot of evolving. This allows the rescue energy to do it's job even better, and gets the deck powered up to the point where you can easily have Magnezone Prime and Feraligatr Prime out and ready very early on in the game. Plus, again, if Magnezone Prime gets knocked out, bring out Feraligatr to do some hits for a turn, put Magnezone right back on your bench, and power him back up.

Lookers, PONT, Engineers: Draw power, each for their own seperate reasons. Lookers if I want to see what the opponent has and don't want to potentially keep my hand, PONT for simple hand reshuffling and drawing, and Engineer's just if I need more cards without wanting to shuffle in what I already have, like if I need a stage 1 or a Rare Candy because the Basic is out and the Stage 2 is already in hand.

Interviewer's Questions: I love this card in this deck. On average you're pulling approximately 3-4 energy per usage. You have over a 1/3 chance of each card you pull being an energy as well, so that does help. This has given enough energy to overpower a Feraligatr Prime if needed to continue getting 1-hit KOs.

Twins: If the opponent pulls out ahead, that's fine. Get any 2 cards you need and turn the game around. BTS and a Stage 2 is the normal way I go for this, but I've had different usage.

Blackbelt: I'm iffy about keeping him in but sometimes it does help if you need to get that extra bit of damage without wanting to waste another energy card.

Expert Belts: Feraligatr Prime's base damage turns to 80, plus any other damage the opponent has already taken. Magnezone goes from 50x to 50x+20, which can sometimes make all the difference. Luxray GL Lv X gets knocked out with 2 energy instead of 3, for instance. In short, it helps.

Lucians: If your Feraligatr is about to take a hard hit and you know it's going to get knocked out, just transfer the energy to another Feraligatr or whatever Pokemon you wish (including Magnezone Prime).

Bebe's: Pretty obvious in this format how this is helpful. Pulling a specific Pokemon you need helps in these decks.

Fisherman: Just in case you hit a snag with energy being discarded, you can put it right back in your deck.

Rescue Energy: Moreso for the Magnezone Prime but all in all it makes things easier to get right back in the game when your Pokemon is knocked out and you have the BTS ready to boost right back up.

Cyclone Energy: Be it for any reason, this card helps. Placing this as your energy placement for your turn means you can hit atleast another 50x as the card is pretty much already done with it's usage after the switch, and it can come in handy.

Other Energy: 14x Water Energy sounds like a hefty amount but it helps. Consider that placing just 3 water energy on using Feraligatr Prime means 150 damage in a single attack. This ensures you pull more than enough water energy without overdoing it, and leaves you the ability to put other energy on other Pokemon for your energy placement for that turn. 4x Electric is just to ensure you have the necessary to power your Magnezone Prime's Lost Burn.


Possible changes:

Remove 1x Blackbelt, replace with 1x Spiritomb: Evolution power and locking out trainers could be a big help. Would need to get a Spiritomb though...

Thoughts? Could really use some help bulking this deck up and prepping it for future tournaments, as well as finding out what kind of issues I may run in to. Thanks!

EDIT: Removed 2x Rescue Energy, replaced with Floatzel GL Lv X line

David's Confused Pokedad
11/10/2010, 07:55 AM
Cats out of the bag.

BigBattle
11/10/2010, 08:21 AM
You might want to thicken out your Zone line and also add in the zone from stormfront for backup. Since you have Regice you can discard energies(electric or metal of course) and get them back. You should also run another uxie if you can. As for the Vileplume...eh. It's your choice of tech. I personally wouldn't play it seeing as you are running heavy on stage 2s and you need as many trainers as you can get to get running quick. As for trainers and supporters, you NEED Pokemon Collectors and Bebes(Or Prof. Elm). You don't have enough search built in to your deck and you will have some problems getting Pokemon out in play. I would max out either BTS or Rare Candy(or both) because you are running essentialy mostly stage 2's. As for energy, there are way too many. I would drop it down to 16 max. I would say 4 Elec, 2 Calls(or tech energy of your choice), 2 warp, and possibly 8 water.

thephoenix
11/10/2010, 08:52 AM
You might want to thicken out your Zone line and also add in the zone from stormfront for backup. Since you have Regice you can discard energies(electric or metal of course) and get them back. You should also run another uxie if you can. As for the Vileplume...eh. It's your choice of tech. I personally wouldn't play it seeing as you are running heavy on stage 2s and you need as many trainers as you can get to get running quick. As for trainers and supporters, you NEED Pokemon Collectors and Bebes(Or Prof. Elm). You don't have enough search built in to your deck and you will have some problems getting Pokemon out in play. I would max out either BTS or Rare Candy(or both) because you are running essentialy mostly stage 2's. As for energy, there are way too many. I would drop it down to 16 max. I would say 4 Elec, 2 Calls(or tech energy of your choice), 2 warp, and possibly 8 water.

To answer a few of your bits of advice, the big thing about Magnezone Prime is that it technically replaces Claydol, so adding a second Uxie would be unnecessary. The first one is more for the start of the game if need be.

Rare Candies are good to work with but again, wtih Magnezone Prime and the other supporters, it's rather easy to cycle through up to 15 cards from your deck in a single turn. So the chances of getting what you need to evolve are easy. The two that are in there right now are simply for fast evolution. I may boost it up to 4x though, I did originally and replaced two with Fisherman.

I had collectors but with this deck being supporter heavy it actually hinders me more to go that route than to have others in there. With deck rotation as much as this one has, it's pretty simple to pull the cards naturally. There are already two Bebe's in as well and those are staying right where they are.

Vileplume is just meant as a stopper for most SP decks that base off trainers. There are too many decks in this format that are trainer heavy that are crippled because of Vileplume, while this deck itself only has a few that would fully be affected (though, there are alternatives...most trainers have supporter alternatives, and the RCs are replaced by BTS).

As far as energy goes, this NEEDS to have alot of energy. Consider in a full game you may see up to 2/3rds of your energy on average. The Feraligatr is the biggest part of this deck because you can drop massive amounts of water energy on to take out just about any Pokemon. Add that with Floatzel GL Lv X and you could beef a Feraligatr up all you want and just pick off your opponent turn after turn after turn. If you only have 16 energy in your deck max, and you only see even just 12 of those, 2 for the attack and maybe 10 for sending to the lost zone, that's 500 damage total that can be done the entire game. That won't even take out most decks. Even seeing every single energy card you have and never once discarding any, you max at 14 energy being able to be lost zoned, giving you 700, which is risky. With 14 water energy at the least, you're looking at 700 damage alone from that, with room to discard energy for things like Regice, Engineers, so on...and still have enough to hit with Magnezone or any other Pokemon.

I am going to see about switching out for Floatzel GL Lv X. That removes any issues with Feraligatr getting sniped and knocked out and losing any placed energy.

xcfrisco
11/10/2010, 02:47 PM
Lol I played against a version of this deck at league that only played supporters (4 judge included), 4 tomb, 4-4-4 Magnezone PRIME line with the standard 2-2-2 Gatr and 30 ENERGY and it was good to go. Fun deck. Once it got going it was ohko'ing things every turn and having to return KO magnezone after magnezone was a real pain :metal:

thephoenix
11/11/2010, 07:30 AM
I did some test runs against different decks, this is what it stacks up to.

Vilegar/Cursegar: Won 3 out of 4 games, with the 4th being nothing but a bad hand to blame (T2 KO). The supporters make things risky but keeping your hand low to reuse Magnezone Prime means that Gengar doesn't end up doing enough damage to fully knock out Magnezone Prime, only to get hit in return and knocked out the very next turn. Worked like a charm.

Gyarados: Won 3 out of 3. Destroyed this deck. Trainers being locked hurt it bad enough as it was, but then having it's weakness be +30 for electric attacks, two energy to the lost zone and Gyarados was dead.

Luxchomp: Won 2 out of 2. Trainer lock destroyed this deck yet again. Belting a Luxray GL Lv X didn't help at all when I could power up in a single turn and hit for a knock out. With most Pokemon in this deck being non-OHKO by Lux GL Lv X, it could get one or two good hits in before being destroyed in the end. No ability to return the discarded Luxrays hurt severely as well. Only one with weakness was Floatzel GL Lv X but he's purely meta to protect the Feraligatr, and even if he did knock out Floatzel, back out came Magnezone Prime and Luxray was done.

Donphan: Won 2 out of 3. Fighting weakness hurt Magnezone but allowed a OHKO by Feraligatr. Lost the one after he got up to Donphan T2 and destroyed my magnetons before I could go Prime. Was a pretty swift beating, but the next two games turned around and it was pretty dominant after I figured out to use Feraligatr instead.

xcfrisco
11/11/2010, 09:42 AM
Donphan: Won 2 out of 3. Fighting weakness hurt Magnezone but allowed a OHKO by Feraligatr

Did the Donphan have any damage counters on it? Gatr falls short of the KO, doing only 100 dmg on a fresh donphan due to his poke-body

amphy#1
11/11/2010, 09:46 AM
I might try a version of this out.

thephoenix
11/11/2010, 10:50 AM
@Xcfrisco, I used an e-belt on him when it was needed.

@Amphy, let me know how it works for you and if you find any interesting changes.

Lehuere
11/11/2010, 11:38 AM
- 1-1 floatzel gl lv.x line
- 1-1-1 vileplume
-2 cyclone energy
-2 rescue energy
-1 regice

+ 4 spiritomb
+ 1-1-1 magnezone prime
+1 uxie
+2 unown q


this would be a really great start!

your energy line without the special energy is solid, super solid.
your t/s/s needs some work, fishermen are kinda pointless.
ALAS! it is good to see someone else trying out this deck even if its just for fun

thephoenix
11/11/2010, 12:10 PM
@Lehuere, the big reason I am using Floatzel is not only for his attack just in case I need to use it after Feraligatr takes a hit but his Power is amazing, allowing for Water pokemon and all attached cards to return to your hand. That way if you have 10 energy on Feraligatr and he bites it, you don't lose any energy, or your pokemon. The Rescues are great with BTS so I can instantly replace Magnezone Prime after knock-out.

You're the second to mention a second Uxie. Would it really be necessary with all the draw power already in the deck? I'll give it a shot, see how it does.

As far as the rest, I'll play with it and see if it helps or hinders. I'm loving that every playtest has done really well so far. I'll post any updates.

Lehuere
11/11/2010, 12:30 PM
@Lehuere, the big reason I am using Floatzel is not only for his attack just in case I need to use it after Feraligatr takes a hit but his Power is amazing, allowing for Water pokemon and all attached cards to return to your hand. That way if you have 10 energy on Feraligatr and he bites it, you don't lose any energy, or your pokemon. The Rescues are great with BTS so I can instantly replace Magnezone Prime after knock-out.

You're the second to mention a second Uxie. Would it really be necessary with all the draw power already in the deck? I'll give it a shot, see how it does.

As far as the rest, I'll play with it and see if it helps or hinders. I'm loving that every playtest has done really well so far. I'll post any updates.

hey everyone has their own strat! not gonna knock you for it! instead of doing trainer lock all the way you need to run tombs its a staple in stage 2 decks. try to find room, those things are like gold in a evo deck like this

thephoenix
11/11/2010, 12:41 PM
I was just explaining my reason for the Rescues and Floatzel, I know it may seem odd at first but it's a huge help. The Spiritomb idea does sound good though...so I'll try it. The rest is interesting, I'll swap some things out and see how helpful it ends up being. Thanks!

fouryearstrong
11/11/2010, 12:53 PM
Would it really be necessary with all the draw power already in the deck? I'll give it a shot, see how it does.

Magnezone's draw power is amazing, but Claydol was way better and I've seen so many guys using 2-2 Claydol and 2 or 3 Uxie and sometimes Uxie LvX. I think you should run two. Level-Up is not needed considering the high retreat cost of Zone and Gatr. Vileplume is not a tech for this deck IMO. It can screw you up in a mid-game. I'd run Tombs and Unowns Q to set up you deck quicker. Froatzel is nice, I'd keep it! :biggrin:

thephoenix
11/11/2010, 01:02 PM
Alright, 2 uxies it is, and Vileplume is coming out. I'll give that a shot.

shmup-o
11/11/2010, 02:33 PM
Cats out of the bag.

Was this some sort of secret tech deck?

amphy#1
11/11/2010, 02:48 PM
I'll throw a Zone in my Gatrlord deck since it allready uses alot of water energys.

Pokemon=16
2-2 Wailord
2-1-2 Feraligatr prime
2. Uxie LA
1-1-1 Magnezone Prime
2. Mankey SV

Supporters=19
4. Bebe's
4. Judge
2. Collector
2. Palmer's
2. Twins
2. Seeker
2. Interviewer's Questions
1. Fisherman

Trainers=10
3. Warp Point
2. E-Belt
2. Communication
1. Luxury Ball
2. Rare candy

Energy=15
11. Water
2. Fighting
1. Metal
1. electric

Start attacking with Wailord, or Gatr and have Zone sit back there using the power. If you need him to attack, just send him up and start chucking energys away to the lost zone!!

Check out my deck in the deck help section. Let me know what you think of this new hybrid.