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Old 01/13/2011, 04:22 PM   #1
Cardkeeper
 
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Uxie Donk

Hey guys, I am lookin' for some help with my Uxie Donk. I burn through the entire deck with a consistant 80 damage and then 70+ damage to the bench about 8 times out of 10.
Hoping to get some opinions. Thanks.

4 Uxie
2 Crobat G
1 Q
4 R
1 Regice

4 Poke Drawer +
4 Poke Blower +
4 Dual Ball
4 Pokedex Handy 910s
4 PokeTurn
4 SSU
4 Pokemon Rescue
4 Junk Arm
4 PlusPower
2 Quick Ball
2 Victory Medal
1 Luxury Ball
1 Seeker
1 Alph Lithograph (Look at your prizes)
1 Ruins of Alph
1 Expert Belt


2 Cyclone Energy
1 Psychic Energy

Basic Strategy is to try and Donk with Uxie, and use Set Ups and your massive trainer line to burn the entire deck away T1.
Then Psychic Restore all PlusPowers and Expert Belt away with Uxie on top, draw, Set Up, attach, Retreat, Psychic Restore, Rinse, Repeat.
I added Regice as a last ditch VileGar counter, as with SSU I can retreat him if I start with him and he's good Junk Arm fodder if I
don't face VileGar. Thanks for any help.

-Austin
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Old 01/13/2011, 04:26 PM   #2
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Looks pretty good.

Maybe 2 belts instead of the Alph?
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Old 01/13/2011, 04:52 PM   #3
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I don't think Regice can help your match up against Vilegar, as In order for you do to damage you need Belts and Plus powers, I think you should drop it because it a liability if it gets pulled active or you start with it. Honestly if your opponent starts with 2 tombs it's pretty much GG, take your loss and move on. You can try to play it out but I don't you'll get far
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Old 01/13/2011, 04:52 PM   #4
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looks pretty good, i would try to bump up the victory medals tho.
so imo:
- alph lithograph
- ruins of alph

+ 1 e belt
+ 1 Victory medal

i think it will just help with consistency and help rip through your cards that little bit more.
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Old 01/13/2011, 04:55 PM   #5
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Yeah, with no way to get the Regice out of your deck under a trainer lock, I'm not sure how including it does anything but increase your chances of opening with a three-retreat cost pokemon at the worst possible time.
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Old 01/13/2011, 05:52 PM   #6
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Okay I'll take out Regice for another Belt, I had a game where it was prized. The deck pretty much has a 9-in-10 chance of winning T1 if u dont face a Lock start and go second.
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Old 01/13/2011, 09:02 PM   #7
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I use Night Teleporter in mine. HEADS, search for an Uxie and Set Up for seven. Pretty good, it's flippy though. But worth a try. And you're using Victory Medals, flipping coin isn't the biggest problem.
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Old 01/14/2011, 10:18 AM   #8
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Not a bad list. Better than other list folks have suggested. You have been obviously extensively tested this before just posting a theorymon list.

I have said I wasn't going to post my list, and you are handful cards off my list, but the form and function makes it close enough to actually work consistently. I could actually believe your 9 out of 10 claim. You get to a level where you are trying to figure out the card differences between 88 out of 100 versus a list that can get you 92 out 100. I have my extensively tested list, but at some point I will recongnizes that lists are close enough. I doubt I have have the "ultimate/optimal" list yet either.

Just having the list doesn't mean someone can play it correctly. I go 9 for 10 with my list, and someone else does it and goes 6 out 10. They just don't have think through the full inventory of optimal order to play each hand so that you don't trip up during your turn and fall into a dead hand. (Anyone who has played this deck, and can think in terms of optimization, knows that playing quick ball first or dual ball first isn't a trivial choice.)

If you can invest as many junk arms for turns and SSU than you dropping damage output is 120+ range. But to do that you need a very efficient list. Keep testing and you will keep figuring out the cards and the game skill that work.

Yes, Regice is likely to cause problems more often than it solve problems.
Night Teleporter is a thought, a valid candidate, but ultimately never has been in an version of my list.
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Last edited by SLOW DECK; 01/14/2011 at 10:30 AM.
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Old 01/14/2011, 10:23 AM   #9
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Night Telereporter is crap. They can simply use a Power Spray and keep you with a 0-cards-hand. Good,uh?
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Old 01/14/2011, 10:38 AM   #10
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Assuming they get a Spray and 3 SP's out early game, as Uxie is supposed to Donk...
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Old 01/14/2011, 11:56 AM   #11
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In a early game Night Teleporter is very helpful. First turn, the chances to face 3 SP's Pokemon and a power spray is very rare. Assuming you play 4 Uxies, 3 Crobats, I mean, to many poke-powers are involved in this building. They can spray lots of pokemons before your Teleported Uxie. Night Teleporter can be awful in a middle game. (I've won matches in T4/T5). I'd drop 2 Pokemon Rescue for 2 Night Teleporter in case you decide to use it. Though, If you don't want to try it, I'd drop at least one Pokemon Rescue because 4 is plenty IMO. I know it is for the R's but they might come in handy if you don't get the donk.
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Old 01/14/2011, 01:30 PM   #12
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I know some players like Unown Q in the deck, but I don't (I prefer a Switch, or SSU if the Switch can't be accessed quickly).

Unown Q does allow you to escape faster from an active Unown R start.

But the card leaves you vulnerable to starting with a lone Unown Q, and quickly losing because of it. That stings.

I'm not sure which alternative is statistically the best choice.
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Old 01/14/2011, 04:27 PM   #13
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Night Telereporter is crap. They can simply use a Power Spray and keep you with a 0-cards-hand. Good,uh?
Absolutely on the power spray.

But in Uxie deck, a Pokeball works better than Night teleporter if you are looking for a Uxie. Pokeball you can flip, know if you are getting the uxie or not. Then play the rest of your hand with the knowledge that you have your next Uxie drop. If you play all the other cards in your hand, THEN play night teleporter and get tails, you lose. Uxie deck is about thining your deck on first trainer turn. BTW, I haven't had Pokeball in my list since Dual Ball was released....

If you can't deck your self with Uxie 9 out of 10 times. You aren't playing this deck right. Sorry. You might win a few battles by those donks, but if you aren't Uxie Looping after turn 2, you aren't playing the deck right yet.

Everytime I hear someone says you auto-lose if you don't win turn 1, I know they haven't seen the deck played right.

AGAIN, I do hate the deck for Tournaments. I think folks need to be realize that this is a fun deck to practice the game of pokemon solatiar with, but it isn't nice to your opponents to waste a round of their tournament experience playing.
-----

Bruce, when I first started to respond to the issue I thought absolutely Q over switch, but..... you did make me think and have change my position to a MAYBE you are right.
When the deck had Mesprites and Mime's in there, Unown Q was a abolutely needed, but current format, you are left with Crobats and Uxies after the first turn, maybe switch is an option on that first turn.
Warp Point are Clumsy to expert playing this deck. Play the deck with them in there long enough, and folks will understand why it is clumsy. Unown Q isn't clumsy, I had found it worth the risk. Switches..... I generally have thought Switch is clumsy also, since the only way to get rid of it is to play it, but thinking about switch has less draw backs than warp point, but it still can bit clumsy to get your active R out of position. (You have to play Switch to get it out of your hand, thus if you yet have a crobat out, you have to hold it.) Also, it is easier to get to the Unown Q to put on your active R and just wait until you need to discard that R. I probably risk the Q, and keep it in their, but it definitely worthy of debate.
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Last edited by SLOW DECK; 01/14/2011 at 05:58 PM.
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Old 01/14/2011, 07:31 PM   #14
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Night Teleporter is a solid card. Pokeball is a horrible choise. Quickball auto gets you a pokemon (even tho it might be crobat) Dusk ball gets you you're uxie back from the bottom incase you didn't donk. Dual ball is okay, but I prefer the latter. (then again I dont run R)

For Night Teleporter, you would never use it if you know they have a spray (ovb) However chances are you would have already used a uxie once before playing NT to get their spray out of the way. As for your arguement that pokeball is better then NT, logically it doesn't make sense. If you play your pokeball and get a uxie and play the rest of your hand and your uxie drop gets sprayed, you're in the same situation. Night teleporter has the added benifit of getting you that final poke-turn, plus power, expert belt, seeker, or energy that you need to complete the donk.
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Old 01/15/2011, 05:03 AM   #15
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...(You have to play Switch to get it out of your hand...)
If the Switch is not needed, it would be discarded with a Junk Arm.

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...If you can't deck your self with Uxie 9 out of 10 times. You aren't playing this deck right. Sorry. You might win a few battles by those donks, but if you aren't Uxie Looping after turn 2, you aren't playing the deck right yet.

Everytime I hear someone says you auto-lose if you don't win turn 1, I know they haven't seen the deck played right.
It seems to me that one must choose a first-turn objective, either:
(A) Try to strike the right balance between doing maximum damage to the opponent, and making sure that the draw engine does not stall.
Or:
(B) Make "decking yourself" (with a fully-powered Uxie active) the absolute top priority, unless the game win is imminent, in which case your priority changes to drop damage.

If the objective is B, then you want to maximize every Uxie drop, even if it means discarding useful cards. It also means you will generally use Junk Arm to get SSU, and SSU will be targeted at Uxie (even if you already have a Uxie in hand). If the absolute top priority is "decking yourself" then perhaps it might be worthwhile to replace the Poke Blower with Good Rod. (The 4 Poke Blower would only average 2 drop damage anyway, so you aren't losing very much. Good Rod heads could get you a discarded Uxie (placed on your deck right before you play an in-hand Uxie, to insure another Uxie when doing Set Up) or Unown R; or tails could get you SSU (which will be targeted at Uxie again).
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Old 01/15/2011, 05:39 AM   #16
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I'm not sure that your distinction between A & B are real. Of course, if you are facing a lone Sableye or something, you will not end up decking yourself, but in most games you may not know for sure whether or not it will end T1. Part of the skill of playing the deck is knowing when to Junk Arm for SSU rather than Turn, when to use a heads to pick up a Crobat for 10 more or an Uxie. You need to balance the deck speed with the damage. If you finish your deck having only done 60 damage prior to attacking with 2 Uxies in hand, you have not struck the right balance. If you stall in the middle, you also have not struck the right balance. People that say the deck takes no skill to play have mostly not played it.
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Old 01/15/2011, 08:44 AM   #17
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i would add a pokemon collector incase you really need it, that and seeker should be only 2 supporters you run imo
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