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Author Topic: Mind Games (Unlimited and Modified Versions)
Seraph
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Member # 307



posted June 22, 2002 04:18 AM      Profile for Seraph   Email Seraph    Edit/Delete Post Report This Thread to Moderators
MIND GAMES (Unlimited)

Pokémon (15)
4 Slowpoke (Fossil)
4 Slowking (Neo: Genesis)
4 Sneasel (Neo: Genesis)
3 Cleffa (Neo: Genesis)

Trainers (33)
4 Professor Oak
4 Computer Search
4 Item Finder
4 Lass
4 Super Energy Removal
4 Energy Removal
3 Gust of Wind
3 Switch
3 Sprout Tower

Energy (12)
4 Darkness Energy
4 Rainbow Energy
4 Recycle Energy

Strategy: This is your standard Mind Games (unlimited) deck with Sneasel as your hitting power. Trainer cards range from searching (i.e. Professor Oak and Computer Search) to disruption (i.e. Lass, Super Energy Removal, Energy Removal, and Gust of Wind).

MIND GAMES (Modified)

Pokémon (15)
4 Slowpoke (Neo: Genesis)
4 Slowking (Neo: Genesis)
4 Rocket's Zapdos (Gym Challenge)
3 Cleffa (Neo: Genesis)

Trainers (29)
4 Professor Elm
4 Misty's Wrath
4 Double Gust
4 Balloon Berry
3 Gold Berry
3 Nightly Garbage Run
3 Sprout Tower

Energy (16)
12 Lightning Energy
4 Steel Energy

Strategy: This is your standard Mind Games (modified) deck with Rocket's Zapdos as your hitting power. Trainer cards range from searching (i.e. Professor Elm and Misty's Wrath) to support (i.e. Balloon Berry and Gold Berry).

Thank you!

Matthew [Smile]

[ June 23, 2002, 11:04 AM: Message edited by: Seraph ]

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"You can't always control what happens in your life, but you can control how you react to it." - Willy Jolly

From: Texas, USA | Registered: Feb 2001  |  IP: Logged
DarkcrobatsR4me
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Member # 71131



posted June 22, 2002 08:54 AM      Profile for DarkcrobatsR4me   Email DarkcrobatsR4me    Edit/Delete Post Report This Thread to Moderators
I say these 2 decks are good the way they are.I dont see any fixes here. Good job! [Wink]

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From: Buffalo,NY | Registered: Mar 2002  |  IP: Logged
zapdoskid2k2
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Member # 83948



posted June 22, 2002 11:27 AM      Profile for zapdoskid2k2   Email zapdoskid2k2    Edit/Delete Post Report This Thread to Moderators
in unlimited i see a nice deck but not enough nrg id drop the oaks for elms since you realy dont want to discard and to keep you deck from goin down. um id also drop a few of your 33 trainers [Dubious] to drop in a few more pokes you dont have realy aenough basic right there id say a kangaskohn or even a snorlax and some ppoke centers so you can stall and remove damage se you bye

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From: Indiana | Registered: May 2002  |  IP: Logged
Seraph
Member
Member # 307



posted June 23, 2002 10:56 AM      Profile for Seraph   Email Seraph    Edit/Delete Post Report This Thread to Moderators
quote:
Originally posted by zapdoskid2k2:
not enough nrg

I realize I only have 12 Energy, but since all I'm going to be using is Sneasel as my attacker, I only need 4 Darkness and 4 Rainbow Energy. I'm defiently not going to be using Slowking as attack, and Cleffa can use the 4 Recycle Energy.

quote:
Originally posted by zapdoskid2k2:
drop the oaks for elms since you realy dont want to discard and to keep you deck from goin down.

I don't like Professor Elm for one reason. Yes, while the card doesn't make you discard your hand like Professor Oak does, you can't play any more Trainer cards after using it for the rest of the turn. This deck needs to be able to set up as many Slowkings as soon as possible and playing Professor Elm would be counter-productive because he'd stop my searching for the rest of the turn dead in it's tracks. Also, I have Cleffa to help make sure I don't run out of cards after using Professor Oak a lot.

quote:
Originally posted by zapdoskid2k2:
um id also drop a few of your 33 trainers to drop in a few more pokes you dont have realy aenough basic right there id say a kangaskohn or even a snorlax and some ppoke centers so you can stall and remove damage

33 Trainer cards isn't a whole lot. This deck is designed to quickly disable the opponent with Slowking and Trainer card disruption (i.e. Lass, Super Energy Removal, Energy Removal), and then hit them hard and fast with Sneasel. Obviously, to pull this off, there needs to be a lot of Trainer cards. Also, I feel adding more Basic Pokémon, especially for stalling, would go against the deck's theme and just make it slower.

Thanks for the suggestions. Any more?

Matthew [Smile]

[ June 23, 2002, 11:02 AM: Message edited by: Seraph ]

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"You can't always control what happens in your life, but you can control how you react to it." - Willy Jolly

From: Texas, USA | Registered: Feb 2001  |  IP: Logged
Dark Ho-oh
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Member # 65055



posted June 23, 2002 12:03 PM      Profile for Dark Ho-oh      Edit/Delete Post Report This Thread to Moderators
For your standard Mind Games, do this:

-1 Sneasle
-1 Lass

+1 Murkrow
+1 Elekid

Murkrow is thee for the classic Lock and the Elekid is there to to get threw those annoying Focus Bands. Speaking about Focus Bands, you'll also need this:

-1 Lass
-1 Oak
-2 Sprout Tower
-1 Switch

+2 Focus Band
+1 Time Capsule
+1 Energy Charge
+1 Tyrouge

There, that should be better.

[ June 23, 2002, 12:34 PM: Message edited by: Dark Ho-oh ]

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From: Toronto, Ontario | Registered: Feb 2002  |  IP: Logged
Seraph
Member
Member # 307



posted June 24, 2002 02:13 AM      Profile for Seraph   Email Seraph    Edit/Delete Post Report This Thread to Moderators
quote:
Originally posted by Dark Ho-oh:
+1 Murkrow

Murkrow is thee for the classic Lock

While Murkrow is a viable option in Dark Vileplume decks, I just feel that it isn't worth it in Mind Game decks. It takes a lot out of a deck to pull the lock off, but in Dark Vileplume decks it's worth it because it's almost impossible to break once in place. In Slowking decks, the opponent could possibly get the 3 or 4 heads needed to end the lock and you would have wasted all that searching. I suppose Murkrow is a possibility, but I'd go with at least 3 if I decided to use it. See, because of the fact that the Murkrow lock is usually an once in a while thing for even a deck that has 3 or 4 Murkrow, with just 1 in the deck, I would probably be better served just going with all Sneasel, which I know will work in almost any situation.

quote:
Originally posted by Dark Ho-oh:
+1 Elekid

...the Elekid is there to to get threw those annoying Focus Bands. Speaking about Focus Bands, you'll also need this:

+2 Focus Band

Really, I don't see the big deal about Focus Band at all. It requires a coin flip, meaning half the time, it's a wasted card in your deck. That's why no one uses Pokéball... [Wink]

While Focus Band could be annoying, if I play my cards right, because of Slowking's Mind Game Pokémon Power, the opponent shouldn't even get the chance to play Focus Energy. If they do happen to play 1 or 2, well, I guess Sneasel will just half to keep on pounding away. Once I lock up their Trainer cards and discard all there Energy, Focus Band won't do much but delay the inevitable. Also, I feel that Elekid (another card that only works 50% of the time) whould just end up being a wasted space that could be used for more important things. Besides, if Sneasel isn't attacking every turn possible, I've probably already lost.

quote:
Originally posted by Dark Ho-oh:
-1 Oak
-2 Sprout Tower

I feel getting rid of an Professor Oak to be replaced by something else would hurt the deck. This deck is meant to go as fast as possible and to get as many Slowking set up as soon as possible. There is no better way to get the cards you need than through Professor Oak, and I feel that nearly every deck in existence should have 4.

To remove 2 out of the 3 Sprout Tower could be risky. It wouldn't be that hard for my opponent to drop a Ecogym on turn 1 and throw my whole Energy Removal plan out the window. I need to be able to discard counter-productive Stadium cards whenever needed and I feel that I just couldn't efficiently do that with only 1 in the deck.

quote:
Originally posted by Dark Ho-oh:
+1 Time Capsule
+1 Energy Charge
+1 Tyrouge

Time Capsule might not work too good because it would allow my opponent to shuffle the Trainer cards they had on the top of their deck from failed attempts back into their deck and possibly get a needed Energy or Pokémon card.

Also, Energy Charge, while it has the chance to get recover lost Darkness and Rainbow Energy, is another card the only works half the time. If I get to the point where I'm struggling for Energy, my chances of pulling away with a win are already looking pretty dire indeed.

Ok, I really don't understand the idea of putting Tyrogue in a deck. Once again, it's a card that only works half the time, yet I've seen Tyrogue being put in quite a few other decks these days. Could someone please explain the big deal about it to me, because I just can't see it.

Thanks for the suggestions. Any more?

Matthew [Smile]

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"You can't always control what happens in your life, but you can control how you react to it." - Willy Jolly

From: Texas, USA | Registered: Feb 2001  |  IP: Logged
nick15

Member # 142



posted June 24, 2002 03:06 AM      Profile for nick15   Email nick15    Edit/Delete Post Report This Thread to Moderators
Now assume you did add 2 or 3 Murkrow to your deck. What would you take out? More importantly, what could you do with them to help your deck? Stall for time? [Big Grin]

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From: Dukhovskoknabilebskohatsk, Russia | Registered: Feb 2001  |  IP: Logged
Seraph
Member
Member # 307



posted June 24, 2002 09:09 PM      Profile for Seraph   Email Seraph    Edit/Delete Post Report This Thread to Moderators
nick15,
Oh come on, everyone knows the reason for using Murkrow lock... you stall as long as you can and hope that the opponent forfits from bordom. [Evil Smirk]

Matthew [Smile]

[ June 24, 2002, 09:10 PM: Message edited by: Seraph ]

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"You can't always control what happens in your life, but you can control how you react to it." - Willy Jolly

From: Texas, USA | Registered: Feb 2001  |  IP: Logged


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