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wilhung53
02/24/2005, 02:27 PM
Well, I don't know if this is a worthy tournament deck to play at States - but I like a fun concept, nevertheless. So I decide to make a serious Charizard ex deck:

Pokemon (25):
4x Charmander (Rage)
3x Charmeleon (Smokescreen, Fireworks)
2x Charizard ex
2x Charizard (Dragons)
4x Dunsparce
2x Pidgey
1x Pidgeotto
2x Pidgeot
2x Horsea (Paralyzing Gaze)
1x Seadra (Rocket Returns)
2x Kingdra (Rocket Returns - No Weakness)

Trainers (21):
3x Steven's Advice
3x Copycat
2x TVR
2x Meteor Falls
1x Switch
1x Warp Point
4x Celio's Network
4x Rare Candy
1x Pokemon Retreiver

Energies (14):
7x Fire
4x Rainbow
3x Boost

This is an experimental deck. The goal is to negate Weaknesses of Charizard, making it difficult to impossible to One-Hit KO. Then take advantage of Meteor Falls to Rage. Use Burn Down as needed - for 2 Fire and 1 Boost. Burn Down, however, means that you could have a hard time getting the next Charizard or Charizard ex up. In the long run, that's why Charmeleon with Smokescreen is needed. I think there are plenty of room for improvement. So any comments or suggestions are appreciated.

PokeMontoya
02/24/2005, 03:08 PM
Meteor Falls wont work for EX Pokemon but you may wanna sneak in a Suprise TIme Machine then you switch between Zard's and use the stadium to you plan

Charizard_Breeder
02/24/2005, 03:14 PM
hmmmmm, I dont know Wil?? looks more like a cool "FUN" deck?? the reason being is there's no way of getting your Fire Nrg back onto the Charizard line, unless you plan on burning your "BOOST" nrg's to "SLASH" your opponent, but then there goes your boost for the game...because "Meteor Falls" will not work on your EX?!! unless your planning on hitting them with "SMOKESCREEN" for like ever, until you have enough for Char EX's big attack...I dunno??

Another way would be to use it with something that either adds energy per turn via attack, power, body or trainer...just my opinion!??

later

Bobby
02/24/2005, 03:17 PM
Yeah, your energy count seems a bit on the low side, even with four boost. You don't have room for another pokemon line, so Energy Charge and ERS come to mind.

wilhung53
02/24/2005, 03:43 PM
Sorry, I didn't pay attention to Meteor Falls's restrictions - so a very different version:

Pokemon (19):
4x Charmander (Rage)
2x Charmeleon (Smokescreen, Fireworks)
3x Charizard (Dragons)
3x Chinchou (Pound, Spark)
3x Lanturn
4x Plusle (Deoxys)

Trainers (20):
3x Steven's Advice
2x Copycat
3x TV Reporter
3x Meteor Falls
1x Mr. Briney's Compassion
1x Switch
3x Swoop! Teleporter
4x Celio's Network
3x Rare Candy
1x Pokemon Retreiver

Energies (18):
6x Fire
6x Lightning
4x Double Rainbow
2x Scramble

So this time, the strategy is to do Bench damage and big damage to opponent's Active Pokemon. Ideally, the game should start with Plusle and end with Plusle. But in the mid-game, Charizard and Lanturn needs to get the job done.
Now Rage should be wonderful - because I can do the Flame Pillar first, then takes some good damage and Rage next turn. I don't think Charizard and Lanturn works very well together, despite the Energy advantage.

Currently, I'm want to Flame Pillar quickly with Boost, then Rage by attaching a Basic Energy next turn. However, the flip side of it is Double Rainbow with Meteor Falls can do the same thing. I'm not sure. But a Pidgeot and Charizard with ATM [Rock] and other utility cards may work too. Any comments and suggestions are appreciated.

Shard Maker
02/24/2005, 05:31 PM
Well, I don't know if this is a worthy tournament deck to play at States - but I like a fun concept, nevertheless. So I decide to make a serious Charizard ex deck:

Pokemon (25):
4x Charmander (Rage)
3x Charmeleon (Smokescreen, Fireworks)
2x Charizard ex
2x Charizard (Dragons)
4x Dunsparce
2x Pidgey
1x Pidgeotto
2x Pidgeot
2x Horsea (Paralyzing Gaze)
1x Seadra (Rocket Returns)
2x Kingdra (Rocket Returns - No Weakness)

Trainers (21):
3x Steven's Advice
3x Copycat
2x TVR
2x Meteor Falls
1x Switch
1x Warp Point
4x Celio's Network
4x Rare Candy
1x Pokemon Retreiver

Energies (14):
7x Fire
4x Rainbow
3x Boost

This is an experimental deck. The goal is to negate Weaknesses of Charizard, making it difficult to impossible to One-Hit KO. Then take advantage of Meteor Falls to Rage. Use Burn Down as needed - for 2 Fire and 1 Boost. Burn Down, however, means that you could have a hard time getting the next Charizard or Charizard ex up. In the long run, that's why Charmeleon with Smokescreen is needed. I think there are plenty of room for improvement. So any comments or suggestions are appreciated.

+2 Team Magma's Camerupt
+1 Team Magma's Numel
+2 Team Magma's Claydol
+1 Team Magma's Baltoy
+1 Boost
+3 Energy Charge
+2 Maxie

-2 Meteor Fall
-1 Rainbow Energy
-1 Kingdra
-1 Seadra
-1 Horsea
-6 Other things of your liking

with the Team Magma's Claydol/Camerupt line, together with Boost/.Energy Charge. you will be able to OHKO any of your opponent's Pokemon every turn. Dunsparce, Pigdeot and Maxie are of the up most importance for this strategy. With the constant OHKO you will not need such a large Kingdra line. A Stadium card might seem a good idea. :thumb: