Author
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Topic: Charizard deck that I don't know how to improve. Please help!
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Rickdraco
Member
Member # 22369
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posted January 13, 2003 02:59 AM
Hi guys. This is my next new deck, it looks good to me, but I just have this feeling it needs improvement somewhere.
Pokemon:16 4 charmander :Expedition(Tail rap/Flare) 3 Charmeleon :Base 2 Charizard :Expedition(120 hp) 1 Charizard :Base 2 Tangela :Base 2 Weedle :Base 2 Elekid :Base
Trainer Cards:24 2 Chaos Gym 2 Item Finder 3 Comp Search 2 Balloon Berry 2 Gold berry 2 Defender 3 Oak 3 Nightly Garbage Run 2 Healing Field 3 Bill
Energy:20 10 Fire 10 Grass
Ok, with a little luck most of the deck speaks for itself. The 'zards are my main hitter. Elekid Weedle and Tangela are to cover my weakness. Gold Berry, HEaling Field and Balloon Berry are there just in case. Biggest problem I can see at the moment is the dread scenario of only having a weedle in play, and no grass energy. How can I fit in a couple of energy search to avoid this?
Any help will be much appreciated. Bai!
-------------------- I can last an eternity, or be over in the blink of an eyelid. But so long as two or more stay together, forever I will be.
From: Blackpool, England | Registered: May 2001
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RabidRaichu
Member # 36118
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posted January 13, 2003 07:58 AM
I am assuming that this is an Unlimited Format deck.
I would suggest:
-2 Weedle -2 Tangela -2 Defender -2 Chaos Gym -2 Healing Field -10 Grass Energy
+3 Erika's Bellsprout (Careless Tackle) +2 Cleffa (Neo Genesis) +3 Pokemon Trader +2 Energy Stadium +10 Fire Energy
The Erika's Bellsprout requires one colorless to do Careless tacle for 20. Relying on this, you can change all of your Grass Energy to Fire -- You don't have to worry about Charizards' Pokemon Power being turned off. The poison attacks by weedle or tangela either require a flip or three grass energy, and therefore I assume you were not relying on poison anyway. Pokemon Trader can help you either get that Bellsprout or Elekid if you need them, or be used to find the evolution card you need to get your Charizard up and burning. Cleffa -- it's an easy way to search your deck without discarding cards! Energy Stadium will help retrieve some of the Fire Energy you are going to discard when attacking with the Charizard Line.
I eliminated Chaos Gym because you are relying on Trainers, and Chaos Gym will hurt you as much as it will hurt most of your opponents. I've also dropped Healing Fields -- they help your opponent out if you have to use the Bellsprout or the Elekid, and once you have Charizard up, you won't really need it.
-------------------- *******************************
I want to believe!
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From: Modesto, CA | Registered: Aug 2001
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Espeon Eevee
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Member # 121749
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posted January 13, 2003 03:42 PM
OK. Let's start with the "superstar pokemon" of the deck (Charmander-Charmeleon-Charizard family).
4 Charmander (Expedition) 3 Charmeleon 1 Charizard (Exedition #1) 1 Charizard (Expedition #2)
This is a pretty decent family to build your deck around. Not many Charizard are seen in decks, but more pesky Scythers other poisonous Grass pokemon. Set your family in a good algebraic ratio, like 4:3:2. There was just 1 minor glich in the origingal Charizard plan: The base set Charizard. The Charizard from the base set wasn't very playable: 3 colorless energy retreat cost and not a 4 energy card attack that can be powered up on every two turns. Use both Expedtion Charizards. The 120 attack Charizard (#1) is VERY effective against those dreaded 120 HP opponents, and is a BIG step up from the Base Set. Unfortunately, it lost its resistance to fighting pokemon. This is why the other Charizard is included. It has a very nice, stable 2nd attack, perhaps a 1st turn attack, and a resistance to fighting. When these Charizards work together, I believe that they should be very efficient.
4 Scyther (Jungle)
If you cannot tackle the particular water obstacles in Rain Dance with an unevolved Charizard, bring out Scyther. Use its Slash attack to dry up those water pokemon. Plus, as an added bonus, Scyther has no retreat cost and the needed resistance to fighting. This deck falls prey to the vicious Haymaker decks. And with the Charmander all KO'd this deck won't serve a purpose anymore. Scyther adds an extra bonus: It can take out this deck's worthy adversary, Fossil Aerodactyl. Use Scyther as much as possible in the early game! It's only weakness is fire, and if that's what your opponent is playing, you are evenly matched in power!
2 Lickitung (Jungle)
Lickitung is the perfect wall pokemon for holding up that opponent until Charizard is primed and ready. Always attempt to Confuse your opponent if they are not already. Supersonic is a highly underrated move, and dishes out one of the most effective ailments. It's first turn attack should not be attempted unless you lack the energy to power it up. Paralysis is very strong if the coin flip is in your favor. This is well against Energy Removal-based decks, as you will always be affecting them with ailments. Lickitung also has the PERFECT resistance against Psychic pokemon (and Mr. Mime doesn't stand a chance if he is Paralyzed or Confused; Alakazam can't do much either). Now it's time for trainers.
4 Bill 2 Professor Oak 3 No Removal Gym 3 Super Energy Retrieval 3 Computer Search 1 Item Finder 3 Energy Search 2 Switch 1 Pokemon Breeder
Once again, you need to use Bill and decrease the Professor Oak. You'll also need the following: 1) No Removal Gym, as these beefy fire pokemon require lots of discards to use effectively. 2) Super Energy Retrieval. 3) Computer Search to get all the necessary cards. 4) Item Finder; I trust you will need it to get valuable trainers. 5) Energy Search; you'll need energy then and there to power your Charizard. 6) Switch to make sure you don't have to pay those horrificly high retreat costs. 7) Pokemon Breeder just in case that Charizard shows up right after the Charmander. Then you can Knock Out any pokemon your opponent puts forward.
21 Fire Energy 2 Double Colorless Energy
The Fire Energy in this deck is severely--and I mean SEVERELY--lacking. I've managed to take out all the grass energy, as you can power Scyther with colorless energy. I know, I know. Charizard's new and improved Energy Burn could convert all that energy. But in case you don't have the right energy to power your basics, what's going to happen? Also, 2 Double Colorless energy cards have been included for your Scythers. Don't waste them on Charmeleon or Lickitung. If Lickitung gets E.R.'d and you don't have that No Removal Gym in play, his entire plan of 2 separate basic energy cards has been eliminated (that way you'll have a back-up energy that you can use to Paralyze your opponent).
So the final result of this Charizard Deck is:
Pokemon (15) 4 Expedition Charmander 3 Base Set Charmeleon 2 Expedition Charizard (1 of each) 4 Jungle Scyther 2 Jungle Lickitung
Trainers (22) 4 Bill 2 Professor Oak 2 Switch 1 Item Finder 3 Computer Search 3 Energy Search 3 Super Energy Retrieval 3 No Removal Gym 1 Pokemon Breeder
Energy (23) 21 Fire Energy 2 Double Colorless Energy
Play well! And always remember to trust your judgement and think ahead. Which comes first, energy or evolution? When will this card focus to its maximum potential? Does it rely on other cards? Think ahead. I know this deck has lots of potential! Just remember: it's not the deck that loses the game, but how the player utilizes his or her resources. [ January 13, 2003, 04:19 PM: Message edited by: Espeon Eevee ]
-------------------- The TCG is a strategy game So all these custom decks are just the same; Really boring, really lame.
Only when new creations come into play "What deck is this?" the copiers say. "This is MY deck," you reply with confidence. Only then do copiers realize the custom decks have no prominence.
Registered: Jan 2003
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Professor Elm
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Member # 115848
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posted January 13, 2003 03:55 PM
Uhm...
Pokémons: The Principal Strategy is a Charizard in the game, I'm right? OK. Weedle and Tangela needs Grass Energy, and you want to remove it. More Babies like Cleffa come to help. More 1 Charmeleon and Erika's Bellsprout by Weakness (Thanx, RabidRaichu). Let's fixed Pokémons: 4 Charmander (Expedition) 4 Charmeleon (Base Set) 3 Charizard (1 Base - 2 Expedition) 3 Erika's Bellsprout (Gym Challenge) 2 Elekid (Neo 1) 2 Cleffa (Neo 1) 19 Pokémons
I thing only Pokémons and Energies modificaed. (20 Fire). Trainers are good.
I Hope help
-------------------- Elm - Shufle your hand into your deck. Then, draw 7 cards. You can't play any more Trainer cards this turn. ----------------- The Greatest Card, The Greatest Person, The Greatest Name, The Greatest I.
Registered: Nov 2002
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The Dark Llama
Member
Member # 75434
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posted January 13, 2003 06:27 PM
Try adding Recycle Energy and removing those Tangelas Throw in an EX Electabuzz (Reflect Energy) to power up your Charizards and still do 20 damage.
-------------------- Best Decks Kurai Tsuki no Kokoro Dark Ampharos/Dark Espeon 31-7
Kage Ha! Dark Scizor 8-0
Elm, Oak, Cleffa and Copycat are archetypes.
YGO Deck: Yukai na Shi ni yotte Ryu Pleasant Death by way of Dragon 25-8
My have/want list
One Sentence Add-On!
From: San Diego | Registered: Apr 2002
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Rickdraco
Member
Member # 22369
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posted January 14, 2003 02:39 AM
miracles never cease! people actually seem to have noticed a post of mine! Well, these are interesting fixes.. now let's weed out what I can and can't use..
Basically, all the fixes do look good, but unfortunately my card collection is a little limited.. I only have the 1 Cleffa and no Jungle Scyther not even any energy stadium.. what expansion is that from?
As to the weedle/Tangela, I know they rely on either a flip or three enrgy to inflict status.. The Tangela was really the one of the two I was most uncertain about.. let's replace them with 2 Lickitung.. ok, here's the new version, see what you think, and advise..
Pokemon:15 2 Charmander (Base) 2 Charmander (Ex:Flare) 3 Charmeleon (Base:Only version I have enough of ) 2 Charizard (Ex:120 hp) 1 Charizard (Ex:100 hp) nice idea, but I still need the two BIG hitters 2 Elekid (Neo1) 2 Lickitung (Jungle) 1 cleffa (I only have 1! ) Trainer cards:24 2 Poke'balls (coin-flippy, but helpful to search my deck) 2 Comp search (Essential deck-hunting) 3 No Removal gym ( A good point about this one) 2 healing field (Always useful, and with the big hitters healing them is a moot point) 2 item finder (Get back those trainer cards.) 3 nightly garbage run(Anti-decking 3 oak 3 bill 2 gold berry 2 energy search (I think these cards speak for themselves, don't you?) 2 miracle berry (Prevention is better than cure! but instant cure works fine anyway!)
Energy 19 19 fire
Well, there you go, enjoy! and do suggest more fixes. See ya l8r!
-------------------- I can last an eternity, or be over in the blink of an eyelid. But so long as two or more stay together, forever I will be.
From: Blackpool, England | Registered: May 2001
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Rickdraco
Member
Member # 22369
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posted January 14, 2003 02:44 AM
oops, my browser won't let me edit Replace the poke'balls with Super energy retrieval. That should make it work.
-------------------- I can last an eternity, or be over in the blink of an eyelid. But so long as two or more stay together, forever I will be.
From: Blackpool, England | Registered: May 2001
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Rickdraco
Member
Member # 22369
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posted January 15, 2003 03:44 AM
just looked through my entire card collection.. and though I have no jungle scyther, I did find...
Giovanni's Nidoran (female)
so: -2 Pokeball +2 G. Nidoran (f)
Ok, so double-edge hurts it as well, but it only needs 2 colorless to ko a dactyl, which is my biggest threat!
-------------------- I can last an eternity, or be over in the blink of an eyelid. But so long as two or more stay together, forever I will be.
From: Blackpool, England | Registered: May 2001
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CmonIWanaPLaYa
Member
Member # 101319
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posted January 15, 2003 09:40 AM
Pokemon:17 4 charmander :Expedition(Tail rap/Flare) 3 Charmeleon :Base 2 Charizard :Base 1 Charizard Expedition (100HP) 3 Eevee (Promo) 2 L. Jolteon (Stall) 2 Cleffa (Promo or Gen)
Trainer Cards:22 3 Oak 3 Bill 2 Item Finder 3 Comp Search 3 Nightly Garbage Run 2 Switch/ Warp Point 2 MTM 01 3 Gold Berry 2 Energy Stadium
Energy: 20 10 Fire 4 Electric 4 rainbow 2 recycle
Frankly, the Expedition Zard doesn't work as well as the Base. Yeah, the e-zard has achance of not discarding any nrg, but what if it is all gone. You spent four turns for squat. The base is more consistent and easier to plan a strategy. You know that you will discard 2 energy every trun. Known fact over chance. The Light Jolteon serves 2 purposes--Stall with the first attack--And damage with second with possible status. Plus the free retreat helps with gettin Zard back out. The MTM's are there for Zard as he is repowering. hit for 100--next turn Paralyze--next turn hit for 100. It works better than most people think. I really don't know how well Zard will do in Standard though. I think he does better in MF cuz the absence of SER and the less of ER. Good Luck!! And I hop it works for you.
-------------------- Either, you Pokemon Yes, or you Pokemon no. If you Pokemon Guess So, sooner later, "squish" justa like bug Pokemon!!
Registered: Aug 2002
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Rickdraco
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Member # 22369
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posted January 16, 2003 03:31 AM
Okay... let's see..
The Charizards, a good point, shame I've only got 1 of the base set version. And theJolteons.. truth be told, I have got no cards whatsoever from Destiny. I never got around to buying them when they were in my local shop.
what is MTM? I have never heard of this card.. is it from a set not released in the UK yet?
Thanks anyway, all suggestions are gratefully accepted. Bai!
-------------------- I can last an eternity, or be over in the blink of an eyelid. But so long as two or more stay together, forever I will be.
From: Blackpool, England | Registered: May 2001
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CmonIWanaPLaYa
Member
Member # 101319
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posted January 16, 2003 06:26 AM
MTM is the Multi Technical Machine 01 released in Expedition. (MTM) Aquapolis will introduce Type Specific Cubes. I would suggest the MTM strongly in this type of deck that takes some time to build. For C nrg you can Paralyze causing them to either use a Trainer card to switch or pass. Good Luck!!
-------------------- Either, you Pokemon Yes, or you Pokemon no. If you Pokemon Guess So, sooner later, "squish" justa like bug Pokemon!!
Registered: Aug 2002
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Mori
Member
Member # 122839
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posted January 17, 2003 11:22 AM
Pokemon:
Basing the deck on Charizards You MUST REMEMBER about its weakness to water. And that's a problem: water Pokemon have sometimes weakness to grass, sometimes to thunder. So, this means you have to add some Pokemon from these types: My proposition is: Neo Genesis Pikachu (or Electabuzz) and (as EspeonEevee said) Scyther from Jungle set.
Trainer: Some Professor Oaks and Professor Elms, Computer Searches, NGR (I like them more than Time capsule), Gold Berrys ETC.
Energy: 20 fire energy enough.
The rest tomorrow.
-------------------- If you have nothing to say, shut up.
From: Koszalin, Poland | Registered: Jan 2003
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Rickdraco
Member
Member # 22369
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posted January 18, 2003 04:18 AM
Ok, thanks for the responses, here's the deck as it stands now.
Pokemon:15 4 Charmander (Expedition, Flare/Tail Rap) 3 Charmeleon (Base) 3 Charizard (1 Base, 2 Expedition:120hp) 2 Elekid (NG:my electric in the deck) 2 Giovanni's Nidoran female (GC, my grass in the deck) 1 Cleffa (NG, I only have 1)
Trainers:28 2 Super Energy Retrieval 3 Nightly Garbage Run 2 Bill 3 Secret mission 2 No Removal Gym 2 Chaos Gym 3 Computer Search 2 switch 2 gust of wind 3 gold Berry 2 defender 2 Item finder Energy :17 3 Double Colourless 14 Fire
Ok, I have fiddled with it a little bit, as I don't have any (Jungle) Scyther, so I have Giovanni's Nidoran female. Using a double colorless energy I can use it to take down most water threats that are grass-weak before they can evolve. Off-hand I can't think of any water basics with more than 60 hp that are weak to grass. Elekid is for use against those weak to lightning, as it doesn't need energy, it is very useful to the deck. Also note that with Giovanni's Nidoran female I can take out an Aerodactyl in one hit, which should help against that kind of deck, which I saw as my biggest real threat due to them stopping me getting my zards into play. The trainer cards should speak for themselves, I prefer Secret mission to oak because it is more flexible. Any more suggestions will be gratefully accepted. Thanks guys!
-------------------- I can last an eternity, or be over in the blink of an eyelid. But so long as two or more stay together, forever I will be.
From: Blackpool, England | Registered: May 2001
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Magnum123
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Member # 49536
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posted January 18, 2003 07:57 PM
Have you thought about comboing Charizard with Neo Revelation Aerodactyl? With it, you can use the attacks of Charizard's previous forms while you save the big attack for when it becomes nessecary, giving the big lizard a lot more flexibility and speed.
-------------------- Offical Bhaal head Long live the Lord of Murder
Registered: Nov 2001
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Mori
Member
Member # 122839
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posted January 19, 2003 03:56 AM
Magnum's right! Charizard+ Neo Revelation Aerodactyl is not new, but very playful combo! In Poland many people use so, but usually with Base Set Charizard. Either way, CHARMELON MUST BE the BS one.
-------------------- If you have nothing to say, shut up.
From: Koszalin, Poland | Registered: Jan 2003
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Rickdraco
Member
Member # 22369
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posted January 21, 2003 02:31 AM
I did consider it, guys, but I only have 1 of it, and no space in the deck to fit them anyway. At the moment I think everything in the deck is basically essential.
-------------------- I can last an eternity, or be over in the blink of an eyelid. But so long as two or more stay together, forever I will be.
From: Blackpool, England | Registered: May 2001
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mkymws
Member
Member # 2337
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posted January 25, 2003 01:28 AM
3 cleffa 3 charmander 3 charizard 3 electabuzz 3 j. scyther 4 recycle e. 4 dce 2 fhe 6 lightning e. 4 pro oak 4 cmp srch 3 pkmn brdr 3 gust o win 3 lass 3 itm fndr 3 grbg run 2 scp up 2 no rmvl gym 2 rsa the cards you are missing are cheap and plentiful. especially in bs2 versions. have fun later
-------------------- jovial evil
From: orange islands | Registered: Mar 2001
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