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Author Topic: 2 Fast 2 Ferious(MF)
Prime
Member
Member # 102940



posted May 19, 2003 06:13 PM      Profile for Prime   Email Prime    Edit/Delete Post Report This Thread to Moderators
3 SR Beedrill
2 Kakuna(dunno)
3 Weedle(dunno)
3 AQ Jumpluff
2 Skiploom(dunno)
3 Hoppip(dunno)
3 NG Cleffa

4 Professor Elm
4 Double Gust
3 Copycat
4 Gold Berry
4 Pokemon Breeder
1 Fisherman
3 Focus Band
1 Town Volunteer

2 Warp Energy
13 Grass Energy
3 Rainbow Energy

The good thing about this deck is that it doesn't need alot of energy to power up. Jumpluff needs only one grass, and Beedrill only needs two colorless. I haven't tried this deck out yet, so maybe somebody can give me some constructive critism, so that this deck can get better. I hope to use it after SBZ.

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"Do not follow where the path may lead. Go instead where there is no path and leave a trail." ~ Ralph Waldo Emerson

From: Asheville, North Carolina | Registered: Aug 2002  |  IP: Logged
Elumew
Member
Member # 141141



posted May 19, 2003 06:46 PM      Profile for Elumew   Email Elumew    Edit/Delete Post Report This Thread to Moderators
Ok, this deck looks like it's got potential, but there are a few errors that you've overlooked. Let's see what we can do here, eh?

3 Beedrill (SR)
2 Kakuna(SR)
3 Weedle (Base or Discovery)
3 Jumpluff (AQ)
1 Skiploom(Gen.)
3 Hoppip (Gen.)
3 Cleffa (Gen.)
2 Yanma (Discovery)

4 Professor Elm
3 Double Gust
3 Copycat
3 Gold Berry
4 Pokemon Breeder
3 Focus Band
2 Town Volunteer
2 Breeder Fields
2 Pokemon Fan Club

14 Grass Energy

Ok, I know the first thing you're going to say is, YANMA!? But seriously, taking a good look at this cad you will relize it helps this kind of deck. Doing ten damage to everyone will help when it comes down to coin flips for Beedrill (I call this "Reassurence Damage"). Also, Why were there rainbow energy in this deck? I took them out as well as the warp energies, I think you can get by with a little bit of a retreat cost. Also, I stuck the Genisis Hopip in because if you can get it out safely, Sprout for the others. If not, fan-club them out and breed away. I stuck 14 energy in the deck, and that might even be pushing it a bit, concidering who you want your main focus to be, Jumpluff or Beedrill. Anyway, take a look over it and good luck!

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~Elumew Sometimes a little elegance is all that's needed to make the difference between a defeat, and a victory...

From: On the corner of insanity and genius! | Registered: May 2003  |  IP: Logged
Prime
Member
Member # 102940



posted May 19, 2003 09:07 PM      Profile for Prime   Email Prime    Edit/Delete Post Report This Thread to Moderators
Rainbow was in the deck to trigger Jumpluff's power fast. Without them, I have to wait for them to damage me before the power activates.

I like Yanma, it isn't that bad. But I do need some rainbow energy in the deck, so lets decrease the grass by 3, because I won't need it that much, and put in 3 rainbow. And lets take out another grass and put in another skiploom. But lets also take out a cleffa, and put in another grass energy. Ok so it looks like this now:

3 Beedrill (SR)
2 Kakuna(SR)
3 Weedle (Base or Discovery)
3 Jumpluff (AQ)
2 Skiploom(Gen.)
3 Hoppip (Gen.)
2 Cleffa (Gen.)
2 Yanma (Discovery)

4 Professor Elm
3 Double Gust
3 Copycat
3 Gold Berry
4 Pokemon Breeder
3 Focus Band
2 Town Volunteer
2 Breeder Fields
2 Pokemon Fan Club

11 Grass Energy
3 Rainbow Energy(to activate fluff)

Okay, anybody else got any critism to give?

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"Do not follow where the path may lead. Go instead where there is no path and leave a trail." ~ Ralph Waldo Emerson

From: Asheville, North Carolina | Registered: Aug 2002  |  IP: Logged
Prime
Member
Member # 102940



posted May 25, 2003 08:28 PM      Profile for Prime   Email Prime    Edit/Delete Post Report This Thread to Moderators
I played this at SBZ and it didn't do so good. I couldn't do any good amounts of damage and steel wiped the floor with me using its resistance. So I decided to change it to this:

3 Zubat (NR)
2 Golbat (S)
2 Crobat (NR)
2 Crobat (S)
3 Jumpluff (AQ)
2 Skiploom
3 Hoppip
2 Cleffa

4 Professor Elm
4 Double Gust
4 Gold Berry
3 Copycat
4 Focus Band
2 Pokemon Breeder Fields
4 Pokemon Breeder
2 Town Volunteers

11 Grass Energy
3 Rainbow Energy

The beedrill was nice but unless I had a hyper devolution spray, it didn't help at all. And beedrill was too flippy anyways. So I switched in Crobat. the new one is top notch and the old one is good too. I stayed with the whole free retreat thing, and this way, I even had the base stages both free retreat. Please critique.

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"Do not follow where the path may lead. Go instead where there is no path and leave a trail." ~ Ralph Waldo Emerson

From: Asheville, North Carolina | Registered: Aug 2002  |  IP: Logged
Dendrobatida

Member # 140617



posted May 26, 2003 12:23 AM      Profile for Dendrobatida   Email Dendrobatida    Edit/Delete Post Report This Thread to Moderators
Most people know
I love the Cro',
yo,
but from this deck, it's gotta go,
pronto.

Alright, Nas I ain't, but your two stage twos of the same color scare me a bit. I agree that crobat is filthy good, but if I had a suggestion to make, I'd say trim the sails a bit by going Jumpluff line + stage one of your choice (suggestions coming). That would reduce your overall amount of cards, making it possible to add more hoppip and 'pluff for the second turn smackaround with breeder, or play it safe and add another 'loom or two, dropping the breeder, and settling for turn two automatic poison, with turn three pluffage. Consider:

4 hoppip (gen)
3 skiploom (gen)
4 jumpluff (AQ)
3 (basic of your choice)
3 (stage one of your choice)
3 cleffa
total: 20

4 Professor Elm
4 Double Gust
3 Copycat
4 Focus Band
2 Pokemon Fan Club
2 Pokemon Breeder Fields
3 Pokemon Breeder
2 Town Volunteers
3 Pokemon Center
1 broken ground gym/mirage stadium
Total: 28

8 grass energy
4 rainbow energy

Total: 12

Now, you've got a deck essentially revolving around jumpluff, especially with the pokemon centers. True, that clears off the essential damage counter, but you were running gold berries anyway, and with this setup, you can clear all the damage off of multiple pluffs, utilizing their low energy cost to work with pokemon center. The speed is still there (3 stage 1's in the big line, and three breeders). So too will be the tech, with that other stage one line. Here are some suggestions:

Fire, to counter steel:
-eevee/skyridge flareon. Flareon has a colorless fire attack for 40, or 50 with a rainbow. It is a discard attack, though. You have its weakness covered with jumpluff (AQ).

-vulpix/expedition ninetails. Another colorless energy fire attacker, ninetails does 30 damage, or 50 with a rainbow discarded. 80 hp, 1 retreat cost.

-ponyta/expedition rapidash. A third fire pokemon that has a colorless attack (overrun). Less damage than flareon or ninetails, but free retreat and ability to hit the bench.

Another Grass:

-ledyba/ledian(sk)/light ledian: I'd recommend a 2 skyridge ledian/1 light ledian combo here. The skyridge ledian has that 50 damage swift attack that will get you around steel pretty well. Light ledian can combo with jumpluff in a pretty devious way. On turn two, you could flash touch up a rainbow'ed jumpluff. By turn three, that pluff would be attacking, and not only would feature its own nasty power, but would also be immune to status effects (no skyridge beedrill problems here...). Ledians are also, of course, free retreaters.

Or, you could "can'tbeatemjoinem", with the ever-splashable steelix or AQ scizor of your own. Watch out for fire, though.

That auxiliary stage one line is one of my favorite aspects of pokemon. I know I'm gonna face beedrill, and crobat, and kingdra, and venusaur, and light dragonite, and...etc. What I don't know is what that extra other pokemon will be. That's where it gets interesting. Let us know what you decide to do with this deck, if anything at all. I, for one, am curious...

--------------------
Dendrobatida
Ersatz creator of
Noccromancer
Member of team Reverse Holo Dunsparce.
Winner: Most 'rogued at Origins...and proud of it.

From: Cincinnati, Ohio | Registered: May 2003  |  IP: Logged
Prime
Member
Member # 102940



posted May 26, 2003 10:51 AM      Profile for Prime   Email Prime    Edit/Delete Post Report This Thread to Moderators
Theres only a few things I see wrong with that. With a combined of 12 energy, if I add in another pokemon that needs like three or four energy to attack, I will be in a huge pickle when I want more than one of it out.

Have they ruled that if you flip a tail on mirage stadium if you can try to retreat the same turn again?

I don't like pokemon center in the deck. Not only will it be horrid to those of the stage 1 I pick to accompy it, but it will also discard my energy even when only one damage counter is on it. When your playing venusaur, that is fine because you can move the energy to a pokemon with no damage counters on it, but not in this deck.

I liked the two stage two's idea because crobat(or the beedrill I used before) could do damage for only 2 or three energy. Sure the beedrill could do the best damage for the cost, but the whole line wasn't free retreatable and could move around and such, and didn't have the good attacks that the crobat line did. I have played and won with many two stage two decks. My friend plays a almost impossible meganium-venuscenter deck in which he double the energy and moves it around so he can attack fully powered on turn two-three. The only weakness that deck has is fire and muk, and half the time he can whoop them anyways.

But you are right about the added in space, so I will go with that. What would go with Jumpluff is the question. In this metagame, you need constant pure damage and alot of it to even win. But sure it needs a grass or colorless attack too. But one thing I do need to do is bump up the energy. I'm going to take out two fan club and the stadium and put in 3 more grass energy. Also I will exchange the 3 pokemon centers for gold berry.

Now back to the evolution. Scizor is not a bad possiblity. But IMO there really isn't a good one that would not need steel energy, and I cannot afford to put in 4 more energy. I can't think of a good idea for it. It could actually go with my second idea, skyridge (G) forretress. The forretress does the same damage as one of the crobats and has a nifty power and can do 10 to your opponents whole bench. The only problem here is that it has two retreat and I have no switches or warp energies in the deck. Well my mind is blank so maybe I will think up another card that can go with it, but if not, I will just use my deck in the post above.

--------------------
"Do not follow where the path may lead. Go instead where there is no path and leave a trail." ~ Ralph Waldo Emerson

From: Asheville, North Carolina | Registered: Aug 2002  |  IP: Logged


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