Pokémon TCG: Sword and Shield—Brilliant Stars

deck to play kind with

crazycarl91

New Member
whenever in go to league i like to play the kids and halp them learn the game better, but i only have tournt decks so gither i bliw them aay or i hold back and the game is pointless. i just wanted some ideas on good pokemon to build a deck with that are fun, but wont blow kids away.
 
Mario and T2 Kricketune are good examples, they show kids how an orginized deck works, but aren't ridiculously powerful like GG and MBC. BlissCatty would be another good deck.
 
I have a theme deck that I changed about 4 cards in for this exact reason. When my kids start out on new decks this is the one I use for them to play against. They know that they can beat it so the pressure of winning is off and the game becomes just about learning the new thing they are playing.

I've recently tried a halfway approach. I built a deck with Prugly and Weavile that's not really tourny worthy pokemon or trainer wise but that isn't a complete pushover either. My kids real decks can beat it ... but when I tried it in league today it totally smashed the one kid I played against. Not really sure if I'm going to be able to keep it as is. Sadlly even Prugly is better than I though ... I just wanted a deck with cat like things that wasn't going to have delcatty energy draw and upstream which I knew would be too much. But as it is Prugly can luck out for up to 150 points of damage with Weavile, the special darks, and rolling 3 heads. lol. Back to the drawing board I guess.
 
Make a completely ridiculous ROGUE deck! I make them to battle my friend. He always looses though. Use cards that are simple to understand like pokeball and energy search.
 
OR you could play..

T2A
Pokemon: 12
4/4/4 Azumarill

Trainers: 31
3 Tom Hanks
4 PlusPower
2 Charm
4 Poke Ball
4 Quick Ball
3 Holon Mentor
3 Night M
4 Steven
4 ER2

Trainers: 17
13 Water
4 DRE
 
Mario and T2 Kricketune are good examples, they show kids how an orginized deck works, but aren't ridiculously powerful like GG and MBC. BlissCatty would be another good deck.

If you dont use Boosts or Pluspowers then maybe. Even then it might be too much lolol.
 
I have a theme deck that I changed about 4 cards in for this exact reason. When my kids start out on new decks this is the one I use for them to play against. They know that they can beat it so the pressure of winning is off and the game becomes just about learning the new thing they are playing.

I've recently tried a halfway approach. I built a deck with Prugly and Weavile that's not really tourny worthy pokemon or trainer wise but that isn't a complete pushover either. My kids real decks can beat it ... but when I tried it in league today it totally smashed the one kid I played against. Not really sure if I'm going to be able to keep it as is. Sadlly even Prugly is better than I though ... I just wanted a deck with cat like things that wasn't going to have delcatty energy draw and upstream which I knew would be too much. But as it is Prugly can luck out for up to 150 points of damage with Weavile, the special darks, and rolling 3 heads. lol. Back to the drawing board I guess.

I like this idea and will most likley use it, but what do you do when some of the kids start to get to the point where they could use some advanced combos/ well common turny combos like candy. i mean how do you introduce combos while still keeping the game close:rolleyes:
 
Playing a stage 1 deck is probably the way to go.

If you're playing kids, you'll likely want a deck that they can look at and go "Wow, this seems cool. I wanna try it!" and still be able to understand what's happening, while also exposing them to the various nuances of the game.

So... A simple and easy to copy engine is probably a good place to start. Claydol + tons of trainer engines are fairly easy to make, fairly simple to understand, while being effective, and similar to what people actually play.

I'd... Stay away from stage2 decks and fossil using decks, as those can be a tad disorienting (fossils in particular are weird with the trainer basics, and stage 2s require players to be more familiar with their evolution lines then stage 1s do).

So a stage 1 deck is the way to go...? Something that showcases special conditions, stage 1s, favors good set up (getting multiple weezings out, gets them used to idea of setting up cards), and gives them a type that is super effective against a popular deck is a poison deck (Toxicroak, Weezing, Arbok if you really want, but is not needed as much).
Actually, Floatzel GE and something like Octillery would make for an interesting deck as well, with demonstrations of damage spread (Floatzel), countering (Octillery's first attack countering special energies), and the deck is open to include Empoleon (DP Empoleon is similar to Floatzel, which they'll be familiar with playing, and of course the same type) when kids are ready for Rare Candy tricks and more complicated pokemon lines.

Just two ideas there. I WOULD however try to keep them using trainers that are using competitively (like the Balls), rather then stuff that's never used (like Potions), to keep them used to the methods of getting set up (pokemon search and draw cards). Sure, if the kids can't read yet, something such as Galactic's Wager might be a bit much, but cards that are simple yet effective like Pokedex and Great Ball will be very useful.
 
Fun decks

I tend to slow down my decks by using basic energy (most of the newbies at league have no access to DRE or Scramble as they only buy the latest boosters/decks) and no candies (although the kids have some now that GE has come out), but I've always felt the best way to learn is by example. We use proxies at our league, so I don't feel bad about introducing a lot of different cards and combos that the kids may not think of playing - because they come in next week with identical decks filled with proxies.

Here's a fun deck that introduces a lot of concepts to kids:

3-3-3 Ampharos
2-2 Delcatty
2-2 Pickachu
2-2 Electrode
1 Minun
1 Pachirisu (GE)

4 Multi-energy
10 Lightning energy

Then I throw in a bunch of trainers like Roseanne, Bebe, ER2, Holon Circle (for when you're just one energy away from powering Ampharos), Super Scoop Up, etc. With this deck, you can show the kids what a setup deck looks like; how to get a "free" 3 card draw, how Electrode's suicidal attack can be used to advantage, or how to use Ampharos' attack to full advantage when a Mult-energy and Electrode is under it, etc.

Other fun decks that the kids like to proxy include Sceptile+Claydol+Exeggcutor - it won't stand up to a fire deck, but the kids have fun rolling so many dice!
 
When first teaching someone to play I like to cut down the cards in the deck. Building a 2 same card max 30 card deck and playing to 3 prizes (like the trainer half deck sets that are released) is a great starting point. Limiting the trainers to Switch, Potion, Professor Oak's Research (or Rowan), and Night Maintenance will allow them to understand trainers enough to get the basic gist of them. Playing to only 3 prizes makes the games very quick which is good for a young child and allows the new player to take their time without spending an hour playing one game. Typically, it's best to swap decks after this so they can see how the deck they just played against is different.

Other things I like to do is save my Prerelease 40 card decks (just take note of what energy you used before you turn them back in). Most Prerelease decks will be about the same in terms of power. 40 cards and 4 prizes, also help the young/new player catch on the the rules of the game. When they have a good grasp of the basics for the game you can then worry about strategy and deck-building.
 
When first teaching someone to play I like to cut down the cards in the deck. Building a 2 same card max 30 card deck and playing to 3 prizes (like the trainer half deck sets that are released) is a great starting point. Limiting the trainers to Switch, Potion, Professor Oak's Research (or Rowan), and Night Maintenance will allow them to understand trainers enough to get the basic gist of them. Playing to only 3 prizes makes the games very quick which is good for a young child and allows the new player to take their time without spending an hour playing one game. Typically, it's best to swap decks after this so they can see how the deck they just played against is different.

Other things I like to do is save my Prerelease 40 card decks (just take note of what energy you used before you turn them back in). Most Prerelease decks will be about the same in terms of power. 40 cards and 4 prizes, also help the young/new player catch on the the rules of the game. When they have a good grasp of the basics for the game you can then worry about strategy and deck-building.

this is a good idea but almost all of the kids at the league started with starter decks so they get the basics of the game. i am thinking of the next step, like powers bodys and other effects on the game. also tools and stadims.

i like the idea of electrode that Yarac posted because he is ok and he in troduces powers and an atack with an effect. of course i would not blow them up often, 100 damage can be real mean
 
this is a good idea but almost all of the kids at the league started with starter decks so they get the basics of the game. i am thinking of the next step, like powers bodys and other effects on the game. also tools and stadims.

i like the idea of electrode that Yarac posted because he is ok and he in troduces powers and an atack with an effect. of course i would not blow them up often, 100 damage can be real mean

Buy a theme deck and add in some okay pokemon with powers and bodies(I.E. Plusle).
 
Azumarril is a good idea. I wish I had thought of that.

When I was first teaching my little brother how to play and build decks for pre-releases, I would start off with a stage two line of one type and a stage one line of another. This taught him how to save his energies for later instead of attaching them all to one pokemon.

When building decks for kids at league, stay close to the pokemon from the theme decks. You dont have to have the decks set up the same way, but most kids buy a theme deck, or they are planning on buying one, and this way you are using cards that they already know.

The hardest point for me to get across before was pokepowers and pokebodies. I've found that Quagsire delta is a good pokemon to introduce powers with. He gets cards out of the discard so no shuffling. It only works when you evlove so they dont have to worry about using it every turn, or if the deck is for you, you dont have to worry about remembering powers that you are not used to. Baby evolution is also a good power to include(going back to azumarril).

I still have not found a good pokemon to introduce pokebodies with however. I was using Zangoose but his attacks either shuffle, or are flippy so he didnt really work out. If anyone can offer suggestions I would be willing to listen.

I hope this helps.
 
Mime Jr. and Mr. Mime can cover both powers and bodies without completely crushing a new kid. Mr. Mime might annoy them quite a bit though...

Venemoth has a fairly straightfoward Pokebody that even my 6 yr. old daughter understands. It's attack is pretty straightforward as well.
 
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