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Author Topic: 6 unlimited decks (originally "A trio of grass decks")
dkates
Member
Member # 113463



posted February 24, 2003 02:42 PM      Profile for dkates      Edit/Delete Post Report This Thread to Moderators
Three different decks, each grass-themed, all unlimited. Any suggestions/fixes would be appreciated, but please do not suggest Aq cards-- I don't have any.

Deck 1: Bring on the Bugs!
Pokemon (25):
1 Koga's Ditto
3 Koga's Weedle
2 Koga's Kakuna
1 Koga's Beedrill
4 Weedle (3 base, 1 Discovery)
3 Kakuna (base)
2 Beedrill (1 base, 1 Discovery)
4 Caterpie (base)
3 Metapod (2 Discovery, 1 base)
2 Butterfree (1 Discovery, 1 Base)

Note: I would love to replace some of the Base set evolution cards with Discovery versions, but I can't.

Trainers (17):
2 Full Heal
1 Blaine's Gamble
1 Hyper Devolution Spray
2 Gust of Wind
1 Koga
2 Potion
1 Multi Technical Machine 01
2 Energy Ark
2 Bill
2 Moo-Moo Milk
1 Pluspower

Note: Other than Pluspower, any single Trainers I have in this deck are because I only have one.

Energy (18):
18 Grass Energy

Strategy: Pour on Status Conditions right from the start. This deck may not have any support Basics, but it still works pretty quickly. Hyper Devolution Spray allows a second use of Koga's Beedrill's Hyper Needle. Other trainers provide healing, drawing power, or small boosts to attacks.

Deck 2: True Grass
Pokemon (28):
4 Oddish (Rocket)
3 Gloom (2 Jungle, 1 Genesis)
2 Dark Gloom
2 Vileplume (Jungle)
1 Dark Vileplume
4 Bulbasaur (Base)
4 Ivysaur (3 Base, 1 E-reader)
2 Venusaur (1 Base, 1 Promo)
4 Sunkern (1 Genesis, 3 Rollout/Sunbathe [set?])
2 Sunflora (Genesis)
1 Light Sunflora

Trainers (15):
1 Energy Amplifier
2 Bill
2 Energy Retrieval
4 Pokemon Center
2 Mr. Fuji
1 Miracle Berry
1 Full Heal
2 Super Energy Removal

Energy (17):
17 Grass Energy

Strategy: Vileplume provides power and healing, Dark Vileplume for Trainer denial, Base Venusaur for Energy Trans, including Venucenter combo. Promo Venusaur as an anti-status condition benchwarmer, especially if Dark Gloom's power goes tails. Sunflora for power, Light Sunflora for energy attachment and emergency attack. Trainers focus on healing and energy manipulation.

Deck 3: The old Nidos
Pokemon (23):
4 Nidoran male (Base)
3 Nidorino (Base)
3 Nidoking (Base)
3 Nidoran female (Jungle)
2 Nidorina (Jungle)
1 Nidoqueen (Jungle)
3 Scyther (2 Discovery, 1 Jungle)
1 Dark Scizor
1 Heracross
2 Pinsir (Jungle)

Trainers (19):
1 Recall
1 Pokemon Breeder Fields
3 Moo-Moo Milk
2 Computer Search
2 Switch
1 Gambler
1 Pokemon March
2 Berry
1 Professor Oak
2 Poke Ball
2 Pokemon Trader
1 Full Heal

Energy (18):
18 Grass Energy

Strategy: Use Scyther/Dark Scizor, Heracross, and Pinsir as early-game powerhouses, while building up multiple Nidoking, and sometimes a late-game Nidoqueen. The bugs also spread weaknesses, which I haven't done in the other two decks. A few healing trainers, but most trainers provide drawing power and deck searching. I'm sure the Aquapolis Nidos are great, but I don't have them, so don't suggest 'em.

[ March 02, 2003, 06:02 PM: Message edited by: dkates ]

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Every time I think I can't say anything stupider, I prove myself wrong. Maybe I should just stop thinking.

From: Houston, TX | Registered: Nov 2002  |  IP: Logged
dkates
Member
Member # 113463



posted February 24, 2003 04:52 PM      Profile for dkates      Edit/Delete Post Report This Thread to Moderators
Changes made since original post:

Deck 1:
- 2 Potion
+ 1 Secret Mission
+ 1 Professor Elm's Training Method

Deck 2:
- 1 Ivysaur (Base)
- 1 Sunkern (Rollout/Sunbathe)
- 1 Sunflora
- 2 Pokemon Center
- 1 Energy Amplifier
+ 1 Pokemon Breeder
+ 3 Mysterious Fossil (sorry, no Fossil Egg)
+ 1 Aerodactyl (Prehistoric Memory)
+ 1 Grass Energy

Deck 3:
- 1 Moo-Moo Milk
+ 1 Balloon Berry

Does anybody out there fix Unlimited decks anymore? Anybody?

[ February 26, 2003, 08:46 PM: Message edited by: dkates ]

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Every time I think I can't say anything stupider, I prove myself wrong. Maybe I should just stop thinking.

From: Houston, TX | Registered: Nov 2002  |  IP: Logged
dkates
Member
Member # 113463



posted February 28, 2003 10:14 PM      Profile for dkates      Edit/Delete Post Report This Thread to Moderators
A couple more decks, and new versions of the first 3.

Deck 1: Bring On the Bugs! v. 2

Pokemon (30):
2 Shuckle (Hard Shell)
1 Koga's Ditto
2 Koga's Ekans
1 Koga's Arbok
3 Koga's Weedle
2 Koga's Kakuna
1 Koga's Beedrill
4 Caterpie (Base)
3 Metapod (1 Base, 2 Discovery)
2 Butterfree (1 Discovery, 1 Base 2)
4 Weedle (3 Base, 1 Discovery)
3 Kakuna (Base)
2 Beedrill (1 Base, 1 Discovery)

Trainers (13):
2 Bill
2 Energy Ark
2 Grass Cube 01
1 Hyper Devolution Spray
2 Koga
1 Koga's Ninja Trick
2 Moo-Moo Milk
1 Professor Elm's Training Method

Energy (17):
17 Grass Energy

Strategy: Shuckle and Koga's Ditto as early-game walls/attackers, occasionally follow up with a mid-game Koga's Arbok. Meanwhile, build up Beedrill, Koga's Beedrill, and Butterfree on the bench. Throughout the game, pour on the status conditions-- Poison of all three types, paralysis, sleep, confusion. Note that I have not playtested this version.

Deck 2: True Grass

Pokemon (29):
3 Erika's Bulbasaur
2 Erika's Ivysaur
1 Erika's Venusaur
4 Bulbasaur (Base)
3 Ivysaur (1 A-03, 2 Base)
2 Venusaur (1 Base, 1 Promo)
4 Oddish (Rocket)
2 Dark Gloom
3 Gloom (1 Genesis, 2 Jungle)
1 Dark Vileplume
1 Bellossom (Aqua)
2 Vileplume (Jungle)
1 Aerodactyl (Prehistoric Memory)

Trainers (14):
1 Bill
2 Energy Retrieval
1 Full Heal
2 Goop Gas Attack
1 Miracle Berry
2 Mr. Fuji
2 Mysterious Fossil
2 Pokemon Center
1 Rocket's Secret Experiment

Energy (17):
17 Grass Energy

Strategy: Get a lot of Evolutions out quick, and move Energy around with Base Venusaur while healing damage and status with Promo Venusaur and Vileplume. Erika's Ivysaur can be effective as an early or mid-game stall. Aerodactyl allows early attacks to be used on later evolutions, and Dark Vileplume provides Trainer denial. This version has not been playtested.

Deck 3: The Old Nidos

Pokemon (22):
2 Pinsir (Jungle)
3 Nidoran [female] (Jungle)
2 Nidorina (Jungle)
1 Nidoqueen (Jungle)
4 Nidoran [male] (Base)
3 Nidorino (Base)
4 Nidoking (3 Base, 1 Aqua)
3 Scyther (1 Jungle, 1 Discovery, 1 Sharp Sickle)

Trainers (17):
1 Balloon Berry
2 Berry
2 Computer Search
1 Full Heal
1 Gambler
2 Moo-Moo Milk
1 Poke Ball
1 Pokemon Breeder
1 Pokemon Breeder Fields
1 Pokemon March
2 Pokemon Trader
1 Professor Oak
1 Recall
2 Switch

Energy (21):
2 Fighting Energy
17 Grass Energy
2 Rainbow Energy

Strategy: A lot lighter on Pokemon than the other decks. This is an old-style Nidoking deck with a small number of new twists. Strategy is to start with Pinsir/Scyther, then bring out Nidorino and Nidoking mid-game. Late game, bring out a Nidoqueen. With a lot of luck and a little skill, Nidoqueen's Boyfriends can do 100 damage. Some healing trainers, but mostly draw and search trainers to bring out the right Pokemon.

Deck 4: Feel the Burn! (working name)

Pokemon (26):
3 Magby (1 Energy Catch, 2 Sputter)
2 Magmar (1 Fossil, 1 Genesis)
3 Vulpix (2 Aqua, 1 Ember)
1 Light Ninetails
1 Ninetails (Base)
3 Charmander (2 Base, 1 Rocket)
2 Charmeleon (1 A-11, 1 Base)
1 Charizard (Base)
4 Cyndaquil (3 Genesis, 1 A-13)
2 Quilava (Genesis)
2 Dark Quilava
1 Typhlosion (Genesis)
1 Dark Typhlosion

Trainers (16):
2 Copycat
2 Energy Ark
1 Energy Charge
2 Energy Stadium
1 Energy Switch
1 Nightly Garbage Run
1 Pokemon Breeder
1 Power Charge
2 Professor Elm's Training Method
2 Super Energy Removal
1 Super Energy Retrieval

Energy (18):
2 Double Colorless Energy
16 Fire Energy

Strategy: Fairly standard fire deck strategy. Start out with Magby/Magmar, move to Ninetails, then Charizard/Typhlosion/Dark Typhlosion. Sometimes, use Light Ninetails to bring back discarded/KOd Pokemon from the discard pile. As usual, this deck discards a lot of energy, so the trainers are mostly focused on finding and retrieving energy. Playtesting has shown this deck to be very powerful, with fair speed. Obviously, a pure or nearly pure water deck would give this one a run for its money.

Deck 5: Shockwater v.2

Pokemon (27):
1 Lugia (Aerowing)
1 Elekid
3 Chinchou (2 Genesis, 1 Negative/Positive Ion)
2 Lanturn (Genesis)
3 Eevee (1 Jungle, 1 Promo, 1 Discovery)
1 Light Jolteon
1 Jolteon (Jungle)
1 Dark Vaporeon
3 Pikachu (Genesis)
1 Raichu (Base 2)
1 Dark Raichu
3 Dratini (1 Rocket, 2 Dragon Smash)
2 Dark Dragonair
1 Dark Dragonite
3 Sentret (Discovery)
2 Furret (Aqua)

Trainers (11):
1 Bill's Maintenance
2 Bill's Teleporter
1 Professor Elm
1 Sabrina's Gaze
2 Gust of Wind
2 Lightning Cube 01

Energy (22):
1 Darkness Energy
12 Lightning Energy
9 Water Energy

Strategy: This is a very fast deck! I have not playtested this particular version. Basically, use Elekid, Surfing Pikachu, and Qwilfish in the early game. Get a Dark Dragonair or two on the bench quickly, and start pulling evolution cards out of the deck at will. Dark Dragonite is there for the PP, but can attack if needed. Lugia is an unplaytested addition. It is meant to be a mid or late-game type surprise, with a lot of power when needed. Lanturn provided the idea for this deck. Attach a couple of lightning energy and a lot of water energy, and you have a very powerful electric attack that can paralyze. Late game, Lanturn becomes the deck's true powerhouse, providing OHKOs to just about anything.

[ March 04, 2003, 06:11 PM: Message edited by: dkates ]

--------------------
Every time I think I can't say anything stupider, I prove myself wrong. Maybe I should just stop thinking.

From: Houston, TX | Registered: Nov 2002  |  IP: Logged
Sea Crobat
Member
Member # 100598


posted March 01, 2003 05:17 AM      Profile for Sea Crobat      Edit/Delete Post Report This Thread to Moderators
Deck one:
Try Dscovery Kakuna instead.

Registered: Aug 2002  |  IP: Logged
dkates
Member
Member # 113463



posted March 01, 2003 09:46 AM      Profile for dkates      Edit/Delete Post Report This Thread to Moderators
Thanks. I'll think about that one. Any more ideas? By the way, what sets are the ones I gave attack/power names or id numbers for?

[ March 01, 2003, 09:48 AM: Message edited by: dkates ]

--------------------
Every time I think I can't say anything stupider, I prove myself wrong. Maybe I should just stop thinking.

From: Houston, TX | Registered: Nov 2002  |  IP: Logged
dkates
Member
Member # 113463



posted March 02, 2003 06:16 PM      Profile for dkates      Edit/Delete Post Report This Thread to Moderators
Deck 6: Sleep and Move

Pokemon (29):
3 Doduo (Base)
2 Dodrio (Jungle)
1 Rocket's Mewtwo
1 Mewtwo (Promo #14)
1 Mr. Mime (Jungle)
4 Gastly (2 Nightmare, 2 Fossil)
4 Haunter (Nightmare/Dream Eater
2 Gengar (1 Chaos Move, 1 Fossil)
3 Drowzee (Rocket)
2 Hypno (1 Fossil, 1 Aqua)
3 Abra (Rocket)
2 Kadabra (Base)
1 Alakazam (Base 2)

Trainers (15):
2 Bill
1 Lucky Stadium
2 Magnifier
1 Max Revive
2 Pokemon Center
1 Pokemon Trader
4 Sleep!
2 Switch

Energy (16):
16 Psychic Energy

Strategy: Mewtwos for power at any point in the game (especially mid/late-game); Dodrio to switch at will; put opponent to sleep with Nightmare Gastly/Haunter/AQ Hypno/Sleep!; move damage around with Gengars/Damage Swap; Mr. Mime as late-game wall.

--------------------
Every time I think I can't say anything stupider, I prove myself wrong. Maybe I should just stop thinking.

From: Houston, TX | Registered: Nov 2002  |  IP: Logged


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