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Moonstep
03/21/2008, 05:41 AM
I want to know what decklist to play so I can get the experience.

4-4 Houndoom GE
1 Tech (Umbreon Star or Plusle)
= 9

4 Celio
3 Mars
2 TGW
3 Roseanne
4 Quick Ball
3 Pokenav
4 Pokedex Handy
3 Energy Recycle System
3 CC
2 Crystal Beach
2 NM
4 Plus Power
= 37

3 Multi
3 Sp. Dark
4 Basic Dark
4 Fire
= 14

I want this deck fast and disruptive, so don't say 'Why do you play Pokenavs?'.

Pokeric
03/21/2008, 06:54 AM
IMO Pokenav's are a waste in T2 decks becuase they rarely even get a card. If they work for you then use them, but if they don't I would toss them for 3 ER2 for more disruption. And I would play Umbreon* over Plusle just because Minun and Plusle never seem to pull their weight when I use one of them in a deck. If it's disruption you're aiming for, I think you could toss a Celio's for another TGM. That's about it, good deck and good luck at Regionals. I just hope I don't face you, Houndoom tears right through me :frown:.

Moonstep
03/21/2008, 07:23 AM
The good thing about Umbreon Star is that if I am stuck with it, I can snipe. Pokenavs work for me though. I wouldn't toss a Celio because in a T2 Deck 4 Celio work nicely.

Dendrobatida
03/21/2008, 09:34 AM
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.

Prize_Card
03/21/2008, 11:03 AM
Hi, My friend has a deck like this.. My advice would be to add in 4 absol, and take out the umberon star because its a one time thing and absol will do the job enough.. Also for the energy it should be

4 multi
4 double rainbow
4 sp. dark
3 basic dark
3 fire

thats what I would do. And for the trainers take out beach, energy recycle, and pokenav, for the absol and mroe useful trainer spotslike more draw power, stevens advice, tv reporter etc..

Pokeric
03/21/2008, 11:12 AM
Wow....dude..I just tested out a T2H deck for the heck of it (a little bit different then yours) and all I can say is AMAZING!!!! I never thought much of it, but now that I played it IDK...I'm pretty tempter to use it for Regionals myself :tongue: I would say to toss a Sp. Dark for a DRE though because it comes in ver handy late game if your opponent manages to get a set-up.

TODDakaESTEBAN
03/21/2008, 11:19 AM
i almost feel this deck needs more pokemon MEW * for example as a mag tech , stuff along those lines but that's just me and how i played it when i tryed it

Moonstep
03/21/2008, 03:43 PM
No DRE because I want to STOP G&G from using it with Crystal Beach. NO Absol, it ruins speed. Possibly 1 DRE.

mrdraz07
03/21/2008, 04:02 PM
No DRE because I want to STOP G&G from using it with Crystal Beach. NO Absol, it ruins speed. Possibly 1 DRE.

Have fun mulling 6+ times a game and losing after they KO one Houndoom.

=)

Moonstep
03/21/2008, 04:12 PM
NOT true. It is easy to get 2 Houndour without mulliganing for some reason. I only Mulligan 1-3 times anyway.

UFtroll
03/21/2008, 04:16 PM
If I were to tech it would be a 1-1 Darkrai LV X

TODDakaESTEBAN
03/21/2008, 04:16 PM
look at your energy, look at magmorter, then look at mew*

yes 1/1 darkrai is one of the many techs that make this idea work

this MIGHT donk gardy or mag that's a big MIGHT if you can't tell from the capitolization, but without techs it's not enough to consistantly beat either of those decks, i know this for a fact i will back it up as well against my gg over redshark

Flygon999
03/21/2008, 04:24 PM
Why not +1 special dark??

Moonstep
03/21/2008, 05:42 PM
If you play too many Sp dark, you might run into Multis and cancel it out. I need ONE tech not 2(cardwise). I know this is a idiotic question, but how does the Mew Star strategy work?

TODDakaESTEBAN
03/21/2008, 05:55 PM
well you have to be very careful about energy placements, since houndoom discards energy every turn , but if you can buy a couple early turns with houndooms first attack you should have enough time to copy any of mags attacks that you want, keep in mind you only need 1 fire or multi to deal 50 damage to a mag, and with a multi and a fire you can use rainbow wave to deal 50 to mag and 20 to any fire type on your opponents bench

it doesn't really require much strat at all just put energy on when you can and copy any of your opponents attacks that you need to, using your multis you should be able to copy almost any deck you come across, the 3 energy placements may be slow but to copy and attack like psychic cut can give you a big advantage you wouldn't have otherwise

Moonstep
03/21/2008, 07:05 PM
The only problem is that the deck is supposed to be so fast, my oppontent won't have enough time to get ready. If it is slow the whole strategy is ruined. It's not that I hate the strategy though.

superman123
03/21/2008, 08:24 PM
how can this beat gardelade

mrdraz07
03/22/2008, 12:55 AM
how can this beat gardelade

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.

Pokeric
03/22/2008, 05:41 AM
Ya when I tested this deck and it 6-oed and 3-0ed G&G

Moonstep
03/22/2008, 06:18 AM
This deck donks G&G a lot and if not, it's not hard to beat.

OllieK
03/22/2008, 06:46 AM
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

Aggy&Co.
03/22/2008, 06:48 AM
4 Multi & 4 DRE should be a must for black fire and quick charge ups, as mentioned ealier I would do the Mew* as well Absol and Umbreon* with super scoop ups wouldn't hurt either. Change the crystal beach to buffer pieces or cessation crystals as well.
I play a deck similiar but with Magmortar as my base and doom as a back up and Houndoom is pretty good.

Pokeric
03/22/2008, 06:54 AM
hmmm Mew* AND Umbreon*!?!? I don't think so

TODDakaESTEBAN
03/22/2008, 03:29 PM
mew is better IMO if your thinking about using umbreon, so many decks use claydol that umbreon is a waste of space and a much worse starter than mew,

billbilski
03/22/2008, 03:51 PM
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.

I've found this to be true as well. Warp points also help you to steal a few prizes and get the win in swiss. Top Cut is rough against a good Mags or G&G player. It's a fun deck though. As far as what to play with it - I've tried Absol and Darkrai, the former is ok,but becomes useless after turn 1 and Darkrai takes too long to get set up. The key is to start ohkoing ASAP. 2-2 claydol does help you keep up late game with your maintenence recycling etc..... I dunno, just my two cents.....

B_B_C
03/22/2008, 04:24 PM
You need DRE.

Moonstep
03/22/2008, 06:07 PM
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
+ 2 DRE
+ 1 Warp point
+ 1 ???
Yes, no?

B_B_C
03/22/2008, 06:13 PM
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?

I think you should max out DRE beucase you can discard and get both effects. FIXED

Moonstep
03/23/2008, 06:11 AM
How about an energy line like:
4 DRE
3 Sp. Dark
3 Multi
3 FIre
3 B. Dark
= 16