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Author Topic: Beedrill bad buissiness
Moltres
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Member # 123159



posted June 21, 2003 11:27 AM      Profile for Moltres   Email Moltres    Edit/Delete Post Report This Thread to Moderators
4 Grass Energy
1 Water Energy
3 Cyclone Energy
2 Recycle Energy
4 Retro Energy
3 Warp Energy
4 Bounce Energy
(21)

4 Weedle (SR)
4 Kakuna (SR)
4 Beedrill (SR)
3 Grimer (LC)
2 Muk (LC)
2 Elekid (Neo 1) ;/
1 Cleffa (Neo 1)
(20)

2 Professor Elm
1 PETM
4 Super Scoop Up
3 Hyper Devolution Spray
2 Power Charge
2 Gold Berry
2 Undersea Ruins
1 Fisherman
2 Lure Ball
(19)

I made this deck 14 days ago. It was a nice deck, but then, there where a lot of card changes and other things happend to this deck and now it's CRAP.

Do you want to fix this?!

Edited: "Here on the Gym, we don't rate decks, we fix them." Joshman 2002

[ June 21, 2003, 07:25 PM: Message edited by: WizPog_BJJ ]

From: The Netherlands | Registered: Jan 2003  |  IP: Logged
Arthas_Zero
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Member # 134971



posted June 21, 2003 11:42 AM      Profile for Arthas_Zero      Edit/Delete Post Report This Thread to Moderators
dude, if u have 26 energies, 25 pokemon, and 19 trainers, that adds up to 70 cards. I suggest taking out the cards that you REALLY dont need to make it a 60 card deck.
From: Earth | Registered: Apr 2003  |  IP: Logged
Moltres
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Member # 123159



posted June 21, 2003 11:53 AM      Profile for Moltres   Email Moltres    Edit/Delete Post Report This Thread to Moderators
Sorry miscalculation it has to be this: see edit
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Arthas_Zero
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Member # 134971



posted June 21, 2003 02:48 PM      Profile for Arthas_Zero      Edit/Delete Post Report This Thread to Moderators
Now that the deck is fixed to be 60 cards, lets look at what can be fixed IN the deck:

-1 Water energy (???)
+1 Grass Energy

From: Earth | Registered: Apr 2003  |  IP: Logged
Bullados
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Member # 139064



posted June 21, 2003 06:21 PM      Profile for Bullados   Email Bullados    Edit/Delete Post Report This Thread to Moderators
dude, you got 21 energies. The most a deck should ever have (with one G8r exception) is 16. Take out the Warp and Bounce energies, added space is good. Also, take out that PETM. We now got 8 spaces to work with. Since this deck revolves more around having the correct card at the correct time than brute card drawing, I'm going to opt against the usual Copycat/Trader engine for 4 Bill and 3 Oracle. For that last spot, make it a Gold Berry, you can't have enough healing!!!

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From: Outside this world, inside my own mind | Registered: May 2003  |  IP: Logged
Moltres
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posted June 21, 2003 09:01 PM      Profile for Moltres   Email Moltres    Edit/Delete Post Report This Thread to Moderators
Ah, here's some good advice, thanks.
From: The Netherlands | Registered: Jan 2003  |  IP: Logged
One Eight Seven
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Member # 145970


posted June 22, 2003 08:42 PM      Profile for One Eight Seven      Edit/Delete Post Report This Thread to Moderators
This deck is MISERABLY weak to Mag-Entei.. and you'd probably lose to Big Fire, too, since the weakness is SO GREAT. Suicune doesn't save you, because they'll take them out with Entei, and then leave Magcargos on the bench-- eventually they'll Double Gust out of Para and OHKO you.. then take the game.

You need something to stop Scizor. Yes, Muk stops Scizor's power, but 4 Gold Berries and the speed Scizor has (along with the fact that you're probably going to HAVE to kill it with Muk+Poison) leaves you in trouble. Scizor can snatch through Suicune and get your Muk, or simply DGOW it and OHKO.

It's an uphill battle. So why not drop Muk, and add something that gives you the edge in BOTH games. Starmie. Starmie will take out even a 4-metal'd Scizor and gives you a good edge vs. fire. Here's a revised decklist of my NAMESAKE deck: 187.

187 (Poke-Neo style)

4 Weedle (Discovery)
3 Kakuna (Legendary Collection)
3 Beedrill (Skyridge)
2 Staryu (Skyridge 2)
2 Starmie (Skyridge W)
2 Suicune (Non-Holo)
2 Cleffa

4 Retro
4 Boost
3 Recycle

4 Professor Elm
4 Copycat
4 Pokemon Trader
4 Double Gust
4 Lure Ball
3 Hyper Devospray
3 Undersea Ruins
2 Strength Charm
2 Energy Charge
1 Town Volunteers

Boost is great with both Starmie AND Beedrill, leaving them in a bad situation sometimes. Strength Charm is needed to OHKO a 4-metal'd Scizor, and it OHKOs Magcargo after a 187 and Starmie attack. Energy Charge is to get back Retro and Boost. The combo is THERE. Suicune is AMAZING in this deck. You simply 187 them, then retreat and leave Suicune active, so if they try and attack you, they'll only get Suicune. It's really necessary. If you have any changes for this deck, I'll be glad to tell you why they're wrong [Razz] awwwwwww JK [Smile]

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Registered: Jun 2003  |  IP: Logged
Moltres
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Member # 123159



posted June 22, 2003 09:53 PM      Profile for Moltres   Email Moltres    Edit/Delete Post Report This Thread to Moderators
I know it'a deck of *************** (just a peep)

It is the worst deck I ever made.

Edited: Masking of words that aren't allowed also is not allowed. Please do not use masked words.

Edit: I use a * I didn't knew that was wrong too. sorry...By the way thanks for warning me.

[ June 23, 2003, 04:43 AM: Message edited by: Moltres ]

From: The Netherlands | Registered: Jan 2003  |  IP: Logged


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