Charizardian
New Member
Pokémon: 18
3 Chingling
2 Magby
4 Magmar
3 Magmortar
1 Magmortar L.V X
2 Cyndaquil (MT)
1 Quilava (MT)
2 Typhlosion (MT)
Energy: 17
11 Fire Energy
4 Double Rainbow Energy
2 Scramble Energy
Trainers: 25
4 Celio's Network
3 Night Maintence
3 Mr. Stone's Project
3 TV Reporter
3 Rare Candy
2 Scott
2 Great Ball
2 Windstorm
2 Holon Adventurer
1 Warp Point
Magmar: A Solid Basic. Does 20 damage T1, AND has 70 HP. A great stepping stone to Magmortar.
Magby: If you ever find yourself with a decent opening hand (2 Celio's, a Celio and a Chingling, etc.) with this in your hand, you can play this and make Magmortar's Second attack cost-free.
Chingling: The main starter, but Magmar is pretty good too. Gets ANY Supporter for 0 energy.
Magmortar: A Great Card. It works like this: You have three fire on him, and you've just Chinglinged for a Mr. Stone's with 2 fire already in your hand. Sweeeet. Smoke Bomb is pretty decent as stall, and after a T1 Magmar attack your opponent already has 50 on it.
Magmortar L.V X: The finisher. Does 100 to anything for 2 fire discard. Has a pretty nice power too.
Cyndaquil: The worst opening basic, never play this active unless it's the only basic in your hand. But the ability to do damage for 0 energy is okay.
Quilava: Meh, mainly to evolve into Typhlosion. Has an okay attack though.
Typhlosion: Used to charge fires on your Benched Pokémon. Vaporizing heat can sometimes come in handy against water decks. Not really a big concept, but it's nice to have.
Fire Energy: To power up Magmoratr. You're gonna be using these alot, so we've packed 11.
Double Rainbow Energy: 10 less damage is a small price to pay for the fast power up of your Pokémon. a T2 70 isn't too hard to achive with this, Magmortar, and a Mr. Stone.
Scramble: Helps when your losing. If you get a Chingling start with this and a Magmortar on your bench, you can do damage very easily.
Celio's Network: Get's any Pokémon. Always a solid card to have.
Night Maintence: Can shuffle fires and Pokémon back into your deck, which is useful because the number of cards in your deck grow low. fast.
Mr. Stone's Project: Gets 2 fire energy in your hand. That's the same number of energies you have to discard from your hand for an attack. This and Magmortar equals almost a free 80 without Magby.
TV Reporter: Always a good choice for draw.
Rare Candy: To skip from Cyndaquil into Typhlosion. I'm not sure if you can skip from Magby to Magmortar, but it's still nice anyway.
Scott: To get a lot of Supporters. Three of them, to be exact.
Great Ball: I will probably replace this with Hamana's Research when it comes out, but it's a nice, non-supporter card that gets basics.
Windstorm: To get rid of Cessations for Typhlosions. He isn't the main aspect, so only 2 are ran. Also works good against Lake Boundary
Holon Adventurer: For more draw. Five draw cards is pretty good to have in a deck.
Reveiws/Suggestions plzthx.
3 Chingling
2 Magby
4 Magmar
3 Magmortar
1 Magmortar L.V X
2 Cyndaquil (MT)
1 Quilava (MT)
2 Typhlosion (MT)
Energy: 17
11 Fire Energy
4 Double Rainbow Energy
2 Scramble Energy
Trainers: 25
4 Celio's Network
3 Night Maintence
3 Mr. Stone's Project
3 TV Reporter
3 Rare Candy
2 Scott
2 Great Ball
2 Windstorm
2 Holon Adventurer
1 Warp Point
Magmar: A Solid Basic. Does 20 damage T1, AND has 70 HP. A great stepping stone to Magmortar.
Magby: If you ever find yourself with a decent opening hand (2 Celio's, a Celio and a Chingling, etc.) with this in your hand, you can play this and make Magmortar's Second attack cost-free.
Chingling: The main starter, but Magmar is pretty good too. Gets ANY Supporter for 0 energy.
Magmortar: A Great Card. It works like this: You have three fire on him, and you've just Chinglinged for a Mr. Stone's with 2 fire already in your hand. Sweeeet. Smoke Bomb is pretty decent as stall, and after a T1 Magmar attack your opponent already has 50 on it.
Magmortar L.V X: The finisher. Does 100 to anything for 2 fire discard. Has a pretty nice power too.
Cyndaquil: The worst opening basic, never play this active unless it's the only basic in your hand. But the ability to do damage for 0 energy is okay.
Quilava: Meh, mainly to evolve into Typhlosion. Has an okay attack though.
Typhlosion: Used to charge fires on your Benched Pokémon. Vaporizing heat can sometimes come in handy against water decks. Not really a big concept, but it's nice to have.
Fire Energy: To power up Magmoratr. You're gonna be using these alot, so we've packed 11.
Double Rainbow Energy: 10 less damage is a small price to pay for the fast power up of your Pokémon. a T2 70 isn't too hard to achive with this, Magmortar, and a Mr. Stone.
Scramble: Helps when your losing. If you get a Chingling start with this and a Magmortar on your bench, you can do damage very easily.
Celio's Network: Get's any Pokémon. Always a solid card to have.
Night Maintence: Can shuffle fires and Pokémon back into your deck, which is useful because the number of cards in your deck grow low. fast.
Mr. Stone's Project: Gets 2 fire energy in your hand. That's the same number of energies you have to discard from your hand for an attack. This and Magmortar equals almost a free 80 without Magby.
TV Reporter: Always a good choice for draw.
Rare Candy: To skip from Cyndaquil into Typhlosion. I'm not sure if you can skip from Magby to Magmortar, but it's still nice anyway.
Scott: To get a lot of Supporters. Three of them, to be exact.
Great Ball: I will probably replace this with Hamana's Research when it comes out, but it's a nice, non-supporter card that gets basics.
Windstorm: To get rid of Cessations for Typhlosions. He isn't the main aspect, so only 2 are ran. Also works good against Lake Boundary
Holon Adventurer: For more draw. Five draw cards is pretty good to have in a deck.
Reveiws/Suggestions plzthx.
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