TeamPwnyJF
Member
Ok, so I've been throwing around this idea for a deck. Not really getting too far. Here's what I'm looking at right now.
Pkmn (24)
4-3-5 Flygon Ex d DF (3), Flygon d (2) (This might be an unnecessary combo line)
2-1-3 Gardy Ex d DF (1), Gardy d (Energy Jump), Gardy PK (Psy Shadow)
2-2 Fearow d CG (Delta Sign) (also possibly unnecessary or can be replaced...I just don't like using Nidoqueen with this deck regardless of its late game capabilities)
1 Holon's Electrode
1 Holon's Castform (basically in here to set up the Holon Engine if you may need it, would be a good starter, if you must start with it, with so many delta in your deck.)
Trainers (20)
Holon Transceiver x4
Holon Mentor x2
Holon Lass x2 (maybe unnecessary)
Rare Candy x4
PETM x2
Scott x2
Pheobe's Stadium x2
Holon Adventurer x2
Energy (16)
Psychic-6
Fire-3
Grass-3
Delta Rainbow-4
(pretty sure multi energies could probably solve all my fire/grass problems, but with Flygon d just seems safer to go with the basic energies.)
Strategy/Goal: Again, this deck is pretty stupid I believe. But the goal is to set up a barrage of Flygon Ex's with Gardy's to back it up. With Pheobe's Stadium you can retreat in the sign of trouble with all Psychic types. The most unnecessary card in the deck is probably Gardy Ex d. The other Gardy's and the non-ex flygon are to speed up energy and move them in the sign of trouble. So, if you set up fast, which is helped with Fearow, you can (if you have awesome luck) 3 energies per turn with the ability to jump them. A couple of good ideas are to Psy Shadow the Psychic energies onto Fearow and then jump them with the other Gardy to the pkmn you actually want it on, so it doesn't take damage. I know that there is a gardy from EM the removes 2 damage counters per turn, but that makes this deck even slower. Decks using things such as Shiftry own this deck because of the psychic resistance. In this case, Gardy Ex d can be used, and moving the energies shouldn't be a problem. Some other personal techs I have tried to use are Celebi Ex from POP2 just for experimenting. Also, Mawile to mine out Rare Candy.
ANY SUGGESTIONS? (NOTE I DON'T HAVE THIS DECK BUILT THIS WAY, THIS IS JUST A WAY I'D LIKE TO GET RESPONES TO.)
Pkmn (24)
4-3-5 Flygon Ex d DF (3), Flygon d (2) (This might be an unnecessary combo line)
2-1-3 Gardy Ex d DF (1), Gardy d (Energy Jump), Gardy PK (Psy Shadow)
2-2 Fearow d CG (Delta Sign) (also possibly unnecessary or can be replaced...I just don't like using Nidoqueen with this deck regardless of its late game capabilities)
1 Holon's Electrode
1 Holon's Castform (basically in here to set up the Holon Engine if you may need it, would be a good starter, if you must start with it, with so many delta in your deck.)
Trainers (20)
Holon Transceiver x4
Holon Mentor x2
Holon Lass x2 (maybe unnecessary)
Rare Candy x4
PETM x2
Scott x2
Pheobe's Stadium x2
Holon Adventurer x2
Energy (16)
Psychic-6
Fire-3
Grass-3
Delta Rainbow-4
(pretty sure multi energies could probably solve all my fire/grass problems, but with Flygon d just seems safer to go with the basic energies.)
Strategy/Goal: Again, this deck is pretty stupid I believe. But the goal is to set up a barrage of Flygon Ex's with Gardy's to back it up. With Pheobe's Stadium you can retreat in the sign of trouble with all Psychic types. The most unnecessary card in the deck is probably Gardy Ex d. The other Gardy's and the non-ex flygon are to speed up energy and move them in the sign of trouble. So, if you set up fast, which is helped with Fearow, you can (if you have awesome luck) 3 energies per turn with the ability to jump them. A couple of good ideas are to Psy Shadow the Psychic energies onto Fearow and then jump them with the other Gardy to the pkmn you actually want it on, so it doesn't take damage. I know that there is a gardy from EM the removes 2 damage counters per turn, but that makes this deck even slower. Decks using things such as Shiftry own this deck because of the psychic resistance. In this case, Gardy Ex d can be used, and moving the energies shouldn't be a problem. Some other personal techs I have tried to use are Celebi Ex from POP2 just for experimenting. Also, Mawile to mine out Rare Candy.
ANY SUGGESTIONS? (NOTE I DON'T HAVE THIS DECK BUILT THIS WAY, THIS IS JUST A WAY I'D LIKE TO GET RESPONES TO.)
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