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Author Topic: Disorderly "Conduct" Version I.5
bombasticlovegirl

Member # 55731



posted September 20, 2002 04:27 PM      Profile for bombasticlovegirl   Email bombasticlovegirl    Edit/Delete Post Report This Thread to Moderators
Okay everybody I have had great input with my zany ideas so far and I have tried and I cannot emphasize the word try enough with this kind of deck (Just ask LizardOTC he was trying to get it to work with me at GenCon). It's Dark Ampharos and I love the card and love the power but in new modified I have given up all hope of getting the deck to work. It's just not as fast as it should be, I even gave it to a Pojo deck mech and with all do respect....I hated her fix [Smile] . So I decided to go on the other side of the looking glass and try it standard and I was ecstatic at the success it had. So let me know what ya think folks [Smile]

4 Mareep (Headbutt)
2 Dark Flaafy
3 Dark Ampharos
3 Cleffa
3 Igglybuff (Gaze, since Magby and Pichu are a bit drastic)
2 Tyrogue

18 Pokemon

3 Oak
3 Focus
3 NGR
3 Rocket's Minefield
3 Computer Search
3 Energy Removal
3 Lass
3 Pokemon Breeder
2 Boss' Way
2 Energy Charge

28 Trainers

4 Double Colorless
8 Electric Energy
2 Darkness Energy

14 Energy

Hopefully you haven't left my post after seeing this but so far it's done good, I didn't pack the deck with Removals cause that's not really the point and I didn't want to waste card space on that crap. Basically the point is to get Dark Amphy out by turn 2, powered up if possible with a DCE and one electric. The Minefields are just fun, with tails you can do 20 to a baby and attacking an energy kills them. I call that neat, don't you think? The Darkness are very minimal in here because it's just something nice to have if I'm bored and need to attach something to Amphy but otherwise the Minefield and the Conductivity power act as constant Pluspowers to me. Most of the trainers here are pretty self explanatory so I hope you get the drift of the deck. Hopefully more positive feedback is to come with this, so let me know! [Big Grin]

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Archetypes suck and will be destroyed, those of you not bright enough to make your own decks don't deserve your victories and aren't worthy of my admiration or respect...anyone else of course with neurons to build their own deck can be my friend and partner in crime. Hahaha :)

From: South Milwaukee, Wisconsin | Registered: Jan 2002  |  IP: Logged
Persian'
Member
Member # 107076



posted September 23, 2002 06:11 PM      Profile for Persian'   Email Persian'    Edit/Delete Post Report This Thread to Moderators
Hey I really like the deck [Smile]

From what I know (is STILL getting used to all these different rules) the deck looks great.

You mentioned that the Darkness are there really for...the way it flows into your deck as an extra 'punch' to things. But you made it seem _not_ as important.

So I vouch for maybe the removal of your Energy Charges for...*tries to think of a more disruptive trainer*

Are Gust or Dbl Gust ok to use in the format? *blinks* Ugh... I hate having to practically relearn these rules.

I suggest one of those two trainers in place of the Energy Charge. Could help with the Rocket's Minefield *a mind game in making the opponent want to play another creature onto their bench - subtle control as I like to say it*. It allows also the flexibility to handle a status effect of some sorts, or the need to retreat without the energy cost.

Hrmm..it also bothers me that a good deck like yours..has no replies. Easily one of the best on the page (or the best for now)... *mutters about the ignorance*

Oh well. Nice deck, I hope I had _something_ of an impact on the help of this deck...lol.

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Email: [email protected]
AIM: Unavailable for now since my net connection sucks. Sorry ^^;

From: Somewhere...out..there...beneath the pale moo- *slaps self* | Registered: Sep 2002  |  IP: Logged
bombasticlovegirl

Member # 55731



posted September 25, 2002 11:53 AM      Profile for bombasticlovegirl   Email bombasticlovegirl    Edit/Delete Post Report This Thread to Moderators
Thank you so much for your reply, I have noticed nobody really responding to this post. The people are really weird like that here, the posts I don't think people will get into or relate to get tons of hits and the one I expect people to have lots to say about, don't. I don't know I build the decks and use them regardless I just try and let people know that you can build your own decks and you can be daring and use risky cards and still win. It's hardly anything to be ashamed of or scared of doing, lord knows I'm not. But thanks for the good press and feel free to e-mail me with comments or keep posting if you see me around. Thanks

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Archetypes suck and will be destroyed, those of you not bright enough to make your own decks don't deserve your victories and aren't worthy of my admiration or respect...anyone else of course with neurons to build their own deck can be my friend and partner in crime. Hahaha :)

From: South Milwaukee, Wisconsin | Registered: Jan 2002  |  IP: Logged
Professor Warbuzz

Member # 60431



posted September 25, 2002 04:59 PM      Profile for Professor Warbuzz      Edit/Delete Post Report This Thread to Moderators
I think the reason most people disregard this post is because Amphrose is weak to fighting and right now everybody is using Tyrogue. One hit will do a alot of damage to any of your pokemon.

I recommend you put something to heal you pokes because minefield gym will also hurt you. Try Pokemon Center. Use it after you place your babies or after someone super energy removes you.

Also, I would encourage you to take your advantage further by adding the regular Flaffy. The one that does 30 damage and flip a coin, if heads do 10 damage to each of you opponents pokemon. Helps take out babies.

Gust of wind is also a strong trainer that will help you avoid the baby flip and let you take out sneasles and stuff.

As for Modified, I'm playing a deck that combos D.Amphy, Crobat, and D. Dragonair. It does pretty good but still needs some work.

Hope this helps

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WCSC2002 - Top 8 Professor Draft
Self-Proclamed - Master of Rogue Decks

The New Pokémon Labs|The New PokéLabs Forum|PIRN

From: East Los Angeles, CA | Registered: Jan 2002  |  IP: Logged
Persian'
Member
Member # 107076



posted September 25, 2002 05:20 PM      Profile for Persian'   Email Persian'    Edit/Delete Post Report This Thread to Moderators
Well I had the urge to reply since your style in decks really...is like mine. Your running what looks to be a breed of hunter/disabler; something that I would have made back in the day. But I was highly into disabler works, and stuck to status effects, to cause an area of 'limbo' in a game, this 'limbo' is not quite like a disabling 'lock' like the lock decks with the gyms, but more or less something that causes the opponent to take many routes of self destruction. In a sense, I played the game, but it was the opponent who lost the game for themselves. I merely set up the necessary 'hits' and parameters for them to work in.

Ok so maybe the above didn't make sense lol! ^^; But basically; your like me deck building wise, always unafraid of being original, and doesn't care truly upon the win - albeit you win often enough don't you? Rogue is a powerful strategy to use.

Anyway cool to help.

I just also noticed you said the deck is standard, so I also suggest the Flaffy the other guy mentioned, quite useful as your basically allowing a degree of flexibility in hitting opponents. Hunting so to say. You 'could' increase this dynamic by adding in Murkrow...but their not needed really. I also highly suggest Gust - unless you've found yourself easily not needing it. Because play styles are always different. Well I hope this helps!

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Email: [email protected]
AIM: Unavailable for now since my net connection sucks. Sorry ^^;

From: Somewhere...out..there...beneath the pale moo- *slaps self* | Registered: Sep 2002  |  IP: Logged


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