|08/12/2003, 02:11 PM||#1|
Aggron Madness (Unlimited, Non-DCI)
4 Aron (w/Double Stab) (EX: Ruby & Sapphire)
3 Lairon (w/Metal Claw) (EX: Ruby & Sapphire)
2 Aggron (EX: Ruby & Sapphire)
2 Magnemite (Legendary Collection)
2 Magnemite (Neo Discovery)
1 Magneton (Neo Revelations)
2 Magneton (Aquapolis)
2 Aerodactyl (Neo Revelations)
2 Jynx (Neo Revelations)
3 Mysterious Fossil (Legendary Collection)
3 Super Potion (Base Set 2)
3 Energy Stadium (Neo Destiny)
3 Town Volunteers (Aquapolis)
3 Energy Charge (Neo Genesis)
3 Copycat (Aquapolis)
2 Secret Mission (Gym Heroes)
4 Metal Energy (EX: Ruby & Sapphire)
4 Rainbow Energy (EX: Ruby & Sapphire)
8 Lightning Energy
4 Psychic Energy
Aggron is the main hitter, which can do up to 140 damage. However, this is not an early-game attacker. Nevertheless, I put the most efficient of the Aron and Lairon to keep the deck going until Aggron can hit.
The other main Metallic hitters are the Magneton. The Neo one can shuffle Lightning Energy between Magnemite and Magneton, and the Aquapolis one can go at your opponent's strategy and attack all those of the same type as its opponent. Neo Magnemite can do a two-turn guaranteed Paralysis. LC Magnemite is tech for Aerodactyl, which allows a Pokémon to use attacks from its earlier Evolutions. Even if you don't have enough Energy or damage counters on Aggron, you can still dish out damage, or not get hurt with the right combination of Energy on Magneton evolved from an LC Magnemite. Jynx is to combat Fire.
Super Potion is the healing card, and Energy Stadium and Energy Charge can help you retrieve your cards (this is handy especially if you don't have Neo Magneton in play). Town Volunteers can shuffle Pokémon back into your deck, Copycat is the main draw engine, and Secret Mission works well with Neo Magneton.
Any comments, fixes, and/or suggestions would be greatly appreciated.
|08/12/2003, 03:08 PM||#2|
O...K. Joking around again, Carrington? I can't tell if you're serious or not! Seriously, though, this deck looks like it'd be way too slow to be able to much of anything in Unlimited. However, since I don't know the text of the EX-set cards you're using, I can't be sure. Anyway, try going 4-1-3 plus two Breeders on your Stage 2 set. Use Gold Berry instead of Super Potion (no Energy discard. Instead of Jynx, use something like Qwilfish to combat Fire -- type advantage, and no need for a second Energy type. Drop the Energy Stadiums -- this deck does not need them. Also, bring the Town Volunteers down to 2. You'll need Computer Searches (and/or a Bill/Oracle combo), Item Finder, Energy Charge, and maybe a couple of Oaks. Instead of just 3 Mysterious Fossils, try 2 Mysterious Fossils and 2 Fossil Eggs. Overall, interesting idea -- I think -- but far from ready to play, IMO.
Every time I think I can't say anything stupider, I prove myself wrong. Maybe I should just stop thinking.
There's an exception to every rule, except this one. This one has two.
|08/15/2003, 03:52 PM||#4|
Ah, BigChuck Energy Charge and Power Charge do exactly the same thing. I agree with dkates on Qwilfish to combat fire. It has a flippy attack, but it is a colorless attack, and pretty effective.
|08/16/2003, 05:37 PM||#6|
+4 RaNd0m's Immense And Undying Laughter
+32 Psychic Energy
+1 Grass Energy (TecH)
+4 Blue Eyes White Dragon
+15 Poke mon mon mon!
+1 Tyrogue (OBVIOUSLY the expedition one)
Vote Libertarian in 2006!
TEAM ODELA... coming to a Gym Challenge near you! Current record: 24-20... if you ignore my sister and Brad Moran, we're 18-6!
2nd place at Sedalia, MO GC
|08/17/2003, 01:48 PM||#7|
r u serious or just pulling my string. go with rand0ms fix or quit
Edited: Using abbreviations for words not allowed is also not allowed. Please do not use those abbreviations.
Last edited by BJJ763; 08/17/2003 at 08:56 PM.
|08/18/2003, 09:36 AM||#8|
No, j'sdkblastoise- Power Charge does not do EXACTLY the
same thing as Energy Charge. The diffrence is, that if you have
2 energy cards to retrieve in your discard pile, and You use
Power Charge, You must retrieve both of them. Playing Energy
Charge you have choice whether to take 1 of the energies, or
both of them.
About the deck- I agree with dkates- You should rather use
Breeders to evolve Aggron. However, if you prefere the Lairons,
use the 80 Hp version. Drop all 4 water energies, and add 4 Boost
Energies. May be useful for Aggrons and Lairons. Drop the Jynxes,
too- Qwlfishes or Woopers are much better. Replace MFs with Fossil
Eggs, and Energy Stadiums with Professor Oaks. Drop 1 TV and 1
Copycat, and add 2 Lighting Cubes, then.
Hope I've helped.