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Author Topic: LC Sealed Deck Team Strategy
KYDAD

Member # 30575


posted August 12, 2002 09:41 AM      Profile for KYDAD   Email KYDAD    Edit/Delete Post Report This Thread to Moderators
I played in my first Legendary Collection Sealed Deck tournament last Saturday. I wanted to put out a couple of lessons learned and general deck strategy. These lessons are only applicable to this type of tournament.

In the tournament each 2 player team received 10 packs of Legendary collection cards. These cards were used to build 2-40 card decks. There were 22 teams in the tournament. Here's what I learned:

1> You can't win if the other team has a Dark Dragonair and you don't. All right, maybe 'can't' is too strong, but it gets real difficult. In our tournament all of the final 4 teams and 7 of the top 8 teams had one player with a Dark Dragonair. His Evolutionary Light Pokemon Power is just too strong to be without. Since Dark Dragonair is Uncommon, there should be a couple in 10 packs. Dark Dragonite is optional. If you can't come up with a Dark Dragonair then a Grimer/Muk line would be good to shut off all pokemon powers.

2> Status Effects are crucial. The conventional wisdom is that Poision is stronger, Sleep is weaker, and Paralysis and Confusion are unchanged in their strength. Personally I think all of the effects are much stronger and must be used. Sleep is weakened somewhat since there's a flip after each turn. However I think the effect of sleep much stronger. Missing an attack in team play means that you don't get to attack again until both of your opponents have played. Therefore the effects that cause you to miss a turn (sleep, paralysis, confusion) are much stronger. In our matches I used Haunter to great effect by putting the opponent asleep. Using these effects are vital. Also adding to their strength is the fact that there are very few "rescue" trainers (Gust, Miracle Berry, ect.) to nullify effects in Legendary Collection. The only ways I know of is using a Full Heal Energy (a rare card) or by evolving that pokemon.

3> Get enough basics in your deck. Several teams lost matches (including us) by getting one partner knocked out and having no more basics. I would say that at a minimum you need 10 basics in each deck to ensure this doesn't happen. Twelve would be even better.

4> You need some free retreat "wastoids" to absorb punishment early in the game while you are preparing. Spearow/Fearow is good, as is Gastly/Haunter. I'm sure there are others, but those were most used. One good thing is you can prepare in peace since the other team can't gust out your weak basic while you are powering it up.

5> High retreat basics are pretty weak. We had a snorlax and only put it out once. The only way to get it back to the bench is to discard 4 energy. We put one out to stall once with no energy, thinking he would be knocked out later. The other team refused to attack him, attacking only the other pokemon in play. We couldn't get energy on him to retreat and eventually lost that match.

6> In the absence of Pichu, Igglybuff, and most other anti Pokemon Power guys, Pokemon Powers are great. Dark Dragonair, Alakazam, Haunter, Dodrio, and Omanyte are some that I saw. Either use some of these or shut them off with Muk.

That's all for now, I may come up with some more later. Please feel free to add your own.

[mods. I think this fits here under the "general strategy" part of the group. If not please move.]

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1st Place-- 2002 GenCon Team Sealed Deck Challenge

Kentucky Dad

From: Crestwood, KY, US | Registered: Jul 2001  |  IP: Logged
Soslowpoke

Member # 70



posted August 12, 2002 01:04 PM      Profile for Soslowpoke   Email Soslowpoke    Edit/Delete Post Report This Thread to Moderators
Also in sealed, Water Pokemon dominate because there is no strong Lightning to stop them. Dewgong and Tentacruel are the two most powerful (and easiest to obtain) water pokemon in LC Team Sealed because Dewgong has that straight 50 damage attack and Tentacruel has autopoison. Gyarados is useful too but has that grass weakness but Dark Vaporeon and Golduck are also good for Energy Denial.

Here was my deck:

4 Nidoran (Male)
3 Nidorino
2 Nidoking
4 Weedle
3 Kakuna
4 Spearow
3 Fearow
1 Tauros
1 Bill
1 Potion
14 Grass Energy

And my brother(partner)'s deck:

3 Gastly
2 Haunter
2 Gengar
4 Abra
3 Kadabra
2 Jynx
3 Dratini
2 Dark Dragonair
1 Bill
2 Challenge
1 Full Heal Energy
15 Psychic Energy

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Soslowpoke:

Current Team Multiplayer Sealed DCI Ranking:
-1st in Illinois
-5th in the World
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From: Chicago | AIM: cool runnings93 | Registered: Feb 2001  |  IP: Logged
yoshi1001

Member # 825



posted August 12, 2002 01:32 PM      Profile for yoshi1001   Email yoshi1001    Edit/Delete Post Report This Thread to Moderators
Sleep should be relegated to player A (to minimize chances of waking up), Poison to player b (to maximize damage counters placed) KYDAD and LAB used this positioning to strong advantage.

As a judge, I was able to observe all matches easily. Here are my ideas:

1. Combo with Ninetales. Lure isn't normally very powerful, but in team player B can use it, allowing player a to get an easy prize.
2. Abuse Challenge! like heck. You can't play Bill on your partner, but Challenge! can.
3. Don't count on single stage 2s that lack a solid stage 1. Nidorino is good if you only have one Nidoking, but be weary of just 1 Butterfree in a deck (not that I'd use it in sealed anyway).
4. Look for colorless attacks. I saw someone use Flareon to attack using grass on Quick Attack (quite an irony, really)
5. There's no Horsea in LC (in case you haven't heard yet), so forget those Seadras-they're orphaned cards.
6. with Flipping attacks with the same damage average, keep in mind that those with more flips are more likely to be near that average.

That's about it. Being a limited event, you really have to play it or see it in person.

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AIM: yoshi1001

From: Janesville, Wisconsin | Registered: Feb 2001  |  IP: Logged


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