Author
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Topic: Alakazam's Stall and Slam
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Arthas_Zero
Member
Member # 134971
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posted May 18, 2003 04:35 PM
4 Abra-Exp 2 Kadabra-Exp 2 Alakazam-Exp 1 Mewtwo-Exp 3 Wooper-Genesis 2 Hoothoot-Genesis 2 Noctowl-Genesis 2 Cleffa-Genesis ------------------ 3 Elm's Training Method-Exp 3 Potion-Exp 3 Moo-Moo Milk-Exp 2 Copycat-Exp 2 Pokemon Fan Club-AQ 2 Energy Search-Exp 2 Full Heal-Exp 2 Sprout Tower-Genesis 2 Switch-Exp/LC 2 Heal Powder-Destiny 1 Town Volunteers-AQ ------------------- 12 Psychic 02 Rainbow 02 Metal 02 Crystal
Strategy- Use Cleffa and Sprout tower to stall your opponent to death, lol. While Cleffa stalls, Hoothoot/Mewtwo can put to sleep, Noctowl can make opponents shuffle their trainers back into their deck, and Kadabra and Abra can confuse opponents. Meanwhile, Alakazam can attack with 80 damage when both ALakazam and the Defending pokemon have the same number of energies. Wooper can use Slam when things heat up (as in pokemon type).
From: Earth | Registered: Apr 2003
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annisarich
Member # 105838
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posted May 19, 2003 04:52 AM
I played the Alakazam Card. It was fun. But you do need to have the correct # energies. Recycle energies help you do that. You should drop a few psycic and get 4 recycle.
This way if you have too many energy (yes this happens ,) you can retreat to drop a recycle energy. Then play a baby or switch etc to get kZam back up with the correct energy count.
-------------------- Rich
From: A2 MI | Registered: Sep 2002
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Otaku
Member # 42359
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posted May 19, 2003 09:29 AM
The Crystal Energies seem pointless: they only copy basic energy cards. The only basic energy card you are running is Psychic. IF you are focusing on Synchroblast, you should run Boost Energy, so that you can hit your opponent for a surprise 80 when they have only two energy cards attatched. To make good use of Psymimic, run 4 Rainbow Energies: often you'll only need one on 'Kazam. If you do need more, you already have healing cards in your deck to offset the damage. I am a bit puzzled by the amount of Wooper: Encargo can be annoying, but unless it has been established that several of your local skilled players are running it, I wouldn't TecH to heavily against it. One Wooper could be enough, and two should be plenty: remember, Wooper's Amnesia is one of its greatest strengths. Most Big Fire Pokemon have one attack, so Amnesia shuts them down. If they have already used an Entei or two, they may very well deck themselves by the time the can break the "Wooper-lock". WOrry about all the water being played: I have seen several fast, hard-hitting water decks ebing used by prominent players. Paragatr (a.k.a NuGatr, a.k.a. the 'Gatr), Dark Blastoise, and EXP Gatr are big.
-------------------- Imakuni Rules!
You can reach me at Otakutron on AIM and nihon_game_otaku on Yahoo Messenger.
From: Iowa | Registered: Sep 2001
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