my profile | search | faq | all boards index
  next oldest topic   next newest topic
» Wizards.Com Boards   » Deck Help and Strategy   » Impulse v1.0

   
Author Topic: Impulse v1.0
Pie
Member
Member # 123693


posted January 27, 2003 12:31 AM      Profile for Pie   Email Pie    Edit/Delete Post Report This Thread to Moderators
I orginally came about this deck in preparation for some funky modified format tourney that actually never ended up happening. Long story short, each deck had to include one of the new energy cube cards for the type of Pokemon one had in the deck. I have always liked Lightning Cube so I narrowed my search to lightning Pokemon from Neo Genesis on up.

I found Light Jolteon - a card that has existed under the radar for far too long.

Light Jolteon (70 HP/ Free Retreat) Reads...

Light Jolteon
Pokémon card
LV. 31 #135
L
70 HP
Stage 1 Pokémon
Evolves from Eevee
Put Light Jolteon on the Basic Pokémon
Weakness: {F}
Resistance: n/a
Retreat cost: n/a
{L} Pulse Guard During your opponent’s next turn, whenever 30 or more damage is done to Light Jolteon (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.)
{L}{L}{C} Thunder Needle Flip 3 coins. This attack does 20 damage times the number of heads. If you get 2 or more heads, the Defending Pokémon is now Paralyzed. 20x

Pulse Guard is simply amazing. Do you know how many decks can only attack for 30+? Basically all the elite decks as of now.

I think this attack has been underated for so long becuase people fail to realize that it is an attack. Most decks are prepared for this type of damage "nullification" but only in the form of Pokemon Powers, i.e. Erika's Dratini, Mr. Mime etc. with Pichus,Magbies,Igglybuffs,Muks etc. etc. to prevent it as a pokemon power not as an attack.

L. Jolteon's second attack is pretty solid, but the Lightning cube can finish off most any pokemon with a few energy attached.

The Light Jolteon/Lightning Cube combo doesn't exactly jump out at you, but it is extremely solid and consistent, and can be made better with the infusion of a few more cards.

Impulse v1.0 [EDIT]Check the next deck list after the one listed below for the current version of Impulse. [/EDIT]

Pokemon (15)

4 Cleffa
3 Eevee (LV14 Neo Destiny)
3 Light Jolteon
2 Chansey
2 Slowpoke(Fossil, Legendary Collection)
1 Pichu

Trainers (27)

4 Professor Elm
4 Energy Removal
4 Super Energy Removal
3 Gold Berry
3 Scoop Up
3 Lightning Cube 01
2 Pokemon Tower
2 Computer Search
2 Town Volunteers

Energy (18)

12 Lightning Energy
6 Psychic Energy

As you see the goal of Impulse is to get Light Jolteon out as soon as possible - this is made easier by Neo Destiny Eevee's Energy Evolution Power which can get Light Jolteon out first turn with a heads flip. You then proceed to place Lightning Energy on Jolt each turn if possible, continually using the Pulse Guard attack. Gold Berry is used to heal L. Jolt of any small damage incurred - if the opponent can manage. With L. Jolt active the defending Pokemon can never surprise you, at most they can do 20 damage. A heavy 4/4 ER/SER line is included to combat your opponent's bench. You only remove energy from your opponent's bench, and never the active, as you intend to knock it out with a Cube 01 or Jolt's second attack. The heavy removal line is to make sure that when Jolteon attacks nothing will pose a threat to him the following turn.After you have exhausted your opponent's energy supply for a while, you can Ko the defending pokemon with Jolteon - if it is a threat - and bring out Slowpoke to get back any cube 01's, ER's or SER's as well as town volunteers and Pokemon Towers - or any thing else that your opponent allows you to get.This combo with Slowpoke's Scavenege is never ending as he can continually get the Volunteers back to replenish his psychic energy. Ideally it is possible to only have Light Jolteon on the table to protect against a possible double gust.
If this sounds like too much work for the combo to be successfult, it isn't...the only huge problem with the deck might be an apparent weakness to vileplume/murkrow or slowking/murkrow but it still possible to scoop up your bench if you see it coming - which would be easier if you do not play a bunch of unnessecary basics on the bench. Also I believe "Swift" attacks can get past Pulse Guard but then again who uses those? In any case the beauty of this deck is that you can lightning cube 01 it for the KO along with any other small damaging threat Pokemon while you keep any bigger hitting Pokemon at bay with your removals for the turn following the attack.

Try it out or think about the possibilities, you will be surprised by how strong the deck can be, I believe this deck could not only be amongst the elite decks in unlimited and modified, but also have the ability to consistently beat them.

[Pie]

[ February 02, 2003, 01:06 AM: Message edited by: Pie ]

From: Seattle, WA | Registered: Jan 2003  |  IP: Logged
Khimari Ronso
Member
Member # 124266



posted January 27, 2003 03:42 PM      Profile for Khimari Ronso   Email Khimari Ronso    Edit/Delete Post Report This Thread to Moderators
Simply Wow...this deck is immaculate. It can reach the upper eschelons of deckdom =\! Seriously!

You may want prepare more for Slowking though

From: N/A | Registered: Jan 2003  |  IP: Logged
Pie
Member
Member # 123693


posted January 27, 2003 08:21 PM      Profile for Pie   Email Pie    Edit/Delete Post Report This Thread to Moderators
Maybe Warp Energy but the Energy is already kind of tight. I think Scoop Up may be a good defense, if used before 2-3 Slowkings come in play, but this needs testing.

I feel this deck can definitely go places, mainly because no one is expecting cube 01...or Light Jolteon for that matter.

I think this is or could be the deck that can consistently beat all the top 5 in unlimited that people seem to name these days, but I'm not sure about bad decks that you might run into at say Battlezone or Super BattleZone with smaller hitting types and ridiculously massive amounts of energy.

[Pie]

From: Seattle, WA | Registered: Jan 2003  |  IP: Logged
The Dark Llama
Member
Member # 75434



posted January 27, 2003 09:10 PM      Profile for The Dark Llama   Email The Dark Llama    Edit/Delete Post Report This Thread to Moderators
WOW! Finally a genius here!

I used to run a powerful Psychic/Electric deck with the Discovery Holo Espeon and Light Jolteon, it was amazingly powerful! Jolteon could stall while I built up the strong hitters on the Bench. Attach a Metal Energy t him to pay for the C part of his attack's cost and get some protection from the smaller Basics that only do 20 or 10.

Besides, even tho Metal reduces damage of his 2nd attack, you're mainly gonna use him to defend, right? THen use the Cube when you get one

BTW- where can I find scans of the Aquapolis cards, I've searched Pojo and Pokemonzeo but never found anything...

[ January 27, 2003, 09:12 PM: Message edited by: The Dark Llama ]

--------------------
Best Decks
Kurai Tsuki no Kokoro
Dark Ampharos/Dark Espeon
31-7

Kage Ha!
Dark Scizor
8-0

Elm, Oak, Cleffa and Copycat are archetypes.

YGO Deck:
Yukai na Shi ni yotte Ryu
Pleasant Death by way of Dragon
25-8

My have/want list

One Sentence Add-On!

From: San Diego | Registered: Apr 2002  |  IP: Logged
Pie
Member
Member # 123693


posted January 27, 2003 09:26 PM      Profile for Pie   Email Pie    Edit/Delete Post Report This Thread to Moderators
With further thought I decided Warp Energy was a definite must.

Status effects kill Pulse Guard's Strength as paralysis prohibits the attack next turn - i.e Electabuzz - making Jolt prone to say a Tyrogue or some like Pokemon coming off the bench. Without status effects however, which are becoming less and less prevalent in popular decks fighting is actually weak against Light Jolteon.

If Status affected however, Warp Energy can bring out say a baby or Scyther - which I am now including in the deck list - and then bring Jolteon back out.

Also Warp Energy is extra defense against Slowking/Murkrow

And...sadly, no more pichu's. I didn't have the resources to make him really effective, focus band for example. Early Scoops as well as Warp Energies seem to be enough preperation for Slowking and its many variants. I'm not sure if the deck is weak against other pokemon powers...maybe so.

Impulse v1.4

Pokemon (13)

4 Cleffa
4 Scyther
2 Eevee (Neo Discovery)
2 Light Jolteon
1 Rocket's Zapdos

Trainers (26)

4 Item Finder
4 Energy Removal
4 Super Energy Removal
3 Pokemon Fanclub
3 Pokemon Tower
3 Lightning Cube 01 (Check this cards text!)
3 Gold Berry
2 Town Volunteers

Energy (21)

14 Lightning Energy
4 Metal Energy
3 Warp Energy


I believe the deck can still function with two Light Jolteon as the two Eevee (Neo Dsicovery) can search and evolve from it with the placement of an energy - including on the first turn.

Dark Llama - Thanks for the advice and compliment, metal energy would be dastardly [Devilish] ...in fact that's way too dastardly, this might be the *sic*est combo in the game. I was thinking of metal, but as I mentioned before the energy is pretty tight, so I'm going to have to ditch slowpoke for space. This may be a great direction for the deck, he's just taking up too much room. In his place are 4 Item Finder

Pokemon Fanclub replaces Comp. Search because I only really need to search for a cleffa or an eevee. This may change back to Comp. Search as I test its reliability.

I felt I needed another strong basic. Rocket's Zapdos is a splashable in this deck.

[Pie]

[ February 02, 2003, 01:03 AM: Message edited by: Pie ]

From: Seattle, WA | Registered: Jan 2003  |  IP: Logged
Pie
Member
Member # 123693


posted January 29, 2003 08:11 PM      Profile for Pie   Email Pie    Edit/Delete Post Report This Thread to Moderators
Here is a quick Viewlet Demo of the Deck, constructed using Qarbon's viewletbuilder 3, you may or may not be required to download it, if it takes too long - obviously don't worry about it. But here it is...

http://theepie03.tripod.com/cgi-bin/impulse.qvp [EDIT]this link is malfunctioning right now, I'll try to fix it[/EDIT]

the download for the viewlet application can be found at...

http://www.qarbon.com/download/

I'll be making a demo for the InSaNe Boost Wiggly as well in the next couple of days.

If there are any problems, please let me know.

[Pie]

[ January 29, 2003, 09:30 PM: Message edited by: Pie ]

From: Seattle, WA | Registered: Jan 2003  |  IP: Logged
Pie
Member
Member # 123693


posted February 02, 2003 12:57 AM      Profile for Pie   Email Pie    Edit/Delete Post Report This Thread to Moderators
Sorry that I can't get that link open.

In any event I think it's neccesary to include some additional info with this deck.

Basically

- Wigglytuff - based decks have no real chance to beat this deck at all. esp if they also play Scyther. They can only hope to lullaby, but even then there is a 25% chance of it working, and we have warp energy. Or they could use pound with Jigglypuff...laugh, making then very ER prone and easy to KO.

-Slowking/Murkrow + Attacker(possibly sneasel) Sneasel is rendered useless against the Light Jolteon and their only attacking option is feint attack. Impulse can consistently beat Slowking by simply continuing to play energy. Jolteon only needs a few energy to threaten with thunder needle or a successful Lightning cube. Each turn we threaten with a multitude of ER's on the Murkrow. What is most important however is the Metal Energy.It is never played in the beginning turns on Light Jolteon. Metal should only be played after bulk lightning energy has seen the floor and been removed by the opponent and therefore exhausting his/her ER reserve somewhat. Late play of Metal energy more insures its staying power, and most likely you can get 1-2 metal on the light jolteon preventing damage from feint attack. Also Warp Energy is a definite plus.

Rocket's Zapdos/Arithmetic - Initially, it would seem that Arithmetic is the Kryptonite of Impulse. Rocket's Zapdos can attack for a consistent 20 damage - essentially bypassing pulse guard protection. Many still play Base Electabuzz as well, which can paralyze Light Jolteon and open it up to any attack. I feel Impulse has an advantage however. Light Jolteon can only receive at most 20 damage under the right circumstances, Rocket's Zapdos can receive any amount of damage. Because of this, Light Jolteon can abuse its Gold Berry trainers, while Zapdos has to deal with the big surprise damage of Lightning Cube 01(Amazing Card). Continous Zapdos can threaten the Jolteon however since Zap is a basic and can get going pretty fast, so even with a KO of one Zap the battle is far from over. Again however in mid to late game the Impulse has a trump...Metal Energy. After your Lightning has been removed and you expect your opponent has used most or all of their ER resources, or he or she does not play any, you drop 1-2 metal and Zap can't touch you, nothing in their deck can touch you =\.

Any Sneasel- If anything is to take down Impulse, it will not be their main attacker - Sneasel. An active Tyrogue with a 50% chance of doing 60 damage to Light Jolteon isn't going to be chipping away at anything. Snichu or some other Sneasel deck with a pokemon power-killer baby...i.e. magby, igglybuff, or pichu isn't at all prepared for this deck, it's assuming any hamper on Beat Up damage is due to a pokemon power which they can shut down, or some attack the requires discarding or a coin flip...Light Jolteon's Pulse Guard adheres to none of these =|.

Typhlosion - can't touch Pulse Guard

Scizor or Steelix - can't touch Pulse Guard either especially when Impulse has a 4/4/4 Item Finder/ER/SER and 3 Pokemon Tower.

Again, in General, you can attack with confidence as your opponents bench is going to be energyless due to our heavy removal.

Tyrogue however can be played immediately from your opponent's hand for a surprise smash punch for 60. There is no defense against this, and although it is a 50/50 chance you have to fear it...if it fails jolt can retreat for free and bring up either it's own Rocket's Zapdos or Scyther against Tyrogue. To be safe, and if you know your opponent has Tyrogue you can attack with Zap if neccesary or you can drop a metal energy reducing the possible damage from smash punch to 50 - s smart opponent won't play 2 plus powers on the inconsistent albeit deadly smash punch.

Thanks!

[Pie]

[ February 02, 2003, 01:01 AM: Message edited by: Pie ]

From: Seattle, WA | Registered: Jan 2003  |  IP: Logged


All times are Pacific Time  
   Close Topic    Move Topic    Delete Topic    next oldest topic   next newest topic
Printer-friendly view of this topic
Hop To:

Contact Us | www.Wizards.com | Privacy Statement



Powered by Infopop Corporation
Ultimate Bulletin BoardTM 6.2.0

ShopGamesBooksMagazinesStoresEventsCompanyWorldwideCommunity