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
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