Regis_Neo
Moderator
PorygonZ is honestly much as its appearance suggests: Insane. With this deck, you'll be able to quickly maximize setup speed by continually abusing 2+ Supporters each turn while also abusing the Weakness of your opponent's Pokemon to score easy OHKOs.
Pokemon: 16
4 Stantler
4 Porygon
4 Porygon2
4 PorygonZ
Trainers: 28
4 Celio's Network
4 Scott
2 Felicity's Drawing
2 Bebe's Search
2 Castaway
2 Night Maintenence
2 Copycat
2 Lake Boundary
2 Roseanne's Research
2 Steven's Advice
2 Warp Point
1 Mr. Stone's Project
1 Strength Charm
Energy: 16
5 Fire
3 Psychic
3 Water
3 Holon Energy FF
2 Double Rainbow
Strategy:
Basically, this deck seeks to setup quickly with Porygon2, then evolve into PorygonZ and abuse Conversion to (hopefully) OHKO your opponent's Pokemon via their Weakness. Stantler, I realized, is the best starter for this deck; he searches out Supporters for free, providing an easy source to get Supporters from to use with Porygon2. Even Porygon is useful, letting you rearrange the top 3 cards of your deck. Using Porygon2 here is actually a bit scary, in terms of how fast you'll go through your deck; playing 2+ Supporters each turn almost guarantees that on any given turn, you will be able to search out whatever you need, power up whatever you need, etc. Once you're all setup, turn your active Porygon2 into PorygonZ, use Conversion if necessary, and then attack (weighted dice and coins not recommended, as that would be cheating :lol.
The only real downfall so far is the lack of consistent damage; Porygon Z can be a great attacker with Lake Boundary and Conversion support. However, obviously the problem is flipping for Heads, which depending on your luck can make or break you. I've been experimenting with a secondary attacking line, so hopefully I'll be able to get out an alternate version soon. This isn't to say PorygonZ isn't bad; a potential 120 damage attack per turn (more with Conversion and Lake Boundary) for only 2 Colorless Energy is increadibly cool. But again, it's the lack of consistent 120, or even 40 damage per turn. This deck is meant for those who aren't afraid to win big or lose big.
Overall, the deck is Supporter-heavy so you can use Porygon2's Poke-Power to maximum effect, as it is really nifty to be able to use 2+ Supporters essentially each turn. It is scary almost at how fast you'll be able to go through your deck; in fact, you might even want to be slightly conservative when using your Porygon2 as it is very possible to deck yourself by accident. More in-depth, Night Maintenance is prefered over TSD since you can recycle Energy in the discard back into the deck. 2 Bebe's Search might seem redundant when you're using max Celio's, but I find that they help in keeping cards in your deck and general searching, as 4 Celio's will not get you through the whole game.
Lake Boundary helps in being able to deal the extra damage. With Lake Boundary in play, you can OHKO any threat with 2 Heads for Tri Attack (80 damage from 2 Heads + 2x Weakness from Lake Boundary = 160 total, which is what you're aiming for usually), with a minimum of 80 damage with 1 Heads, and 240 maximum damage with 3 Heads. Heck, as it is, only Wailord would require a flip of 3 Heads to OHKO, factoring in Lake Boundary and Conversion.
As for the Energy tech choices, they really are dependent on the metagame and what decks are popular, though this set reflects the most popular right now. Psychic lets you take on G&G and Lucario (despite being weak to them), Water punishes Magmotar and Infernape, Fighting lets you smack Blissey and Electivire about, and Lightning lets you hit Empoleon and a few other Waters. Fire and Grass are kept to a limited number, as many popular decks are not weak to either of these types (though they're sill included for protection against any random decks).
Concerning potential problems, Absol of course is always a pain; hopefully, you'll be able to get Porygon2 running before he destroys the essential Trainers in your hand. Fighting Weakness also hurts, as the entire deck is weak to Gallade and Lucario. But it's just the nature of the deck I suppose; it's tempting to up the Fire Energy and use Holon FF to rid yourself of the Weakness, but I think it would limit overall the different Pokemon you can hit. Still worth testing though (as I will be), especially if a particular area's metagame revolves around 2 primary Weaknesses.
Any comments/suggestions are appreciated. Thanks :thumb:
Pokemon: 16
4 Stantler
4 Porygon
4 Porygon2
4 PorygonZ
Trainers: 28
4 Celio's Network
4 Scott
2 Felicity's Drawing
2 Bebe's Search
2 Castaway
2 Night Maintenence
2 Copycat
2 Lake Boundary
2 Roseanne's Research
2 Steven's Advice
2 Warp Point
1 Mr. Stone's Project
1 Strength Charm
Energy: 16
5 Fire
3 Psychic
3 Water
3 Holon Energy FF
2 Double Rainbow
Strategy:
Basically, this deck seeks to setup quickly with Porygon2, then evolve into PorygonZ and abuse Conversion to (hopefully) OHKO your opponent's Pokemon via their Weakness. Stantler, I realized, is the best starter for this deck; he searches out Supporters for free, providing an easy source to get Supporters from to use with Porygon2. Even Porygon is useful, letting you rearrange the top 3 cards of your deck. Using Porygon2 here is actually a bit scary, in terms of how fast you'll go through your deck; playing 2+ Supporters each turn almost guarantees that on any given turn, you will be able to search out whatever you need, power up whatever you need, etc. Once you're all setup, turn your active Porygon2 into PorygonZ, use Conversion if necessary, and then attack (weighted dice and coins not recommended, as that would be cheating :lol.
The only real downfall so far is the lack of consistent damage; Porygon Z can be a great attacker with Lake Boundary and Conversion support. However, obviously the problem is flipping for Heads, which depending on your luck can make or break you. I've been experimenting with a secondary attacking line, so hopefully I'll be able to get out an alternate version soon. This isn't to say PorygonZ isn't bad; a potential 120 damage attack per turn (more with Conversion and Lake Boundary) for only 2 Colorless Energy is increadibly cool. But again, it's the lack of consistent 120, or even 40 damage per turn. This deck is meant for those who aren't afraid to win big or lose big.
Overall, the deck is Supporter-heavy so you can use Porygon2's Poke-Power to maximum effect, as it is really nifty to be able to use 2+ Supporters essentially each turn. It is scary almost at how fast you'll be able to go through your deck; in fact, you might even want to be slightly conservative when using your Porygon2 as it is very possible to deck yourself by accident. More in-depth, Night Maintenance is prefered over TSD since you can recycle Energy in the discard back into the deck. 2 Bebe's Search might seem redundant when you're using max Celio's, but I find that they help in keeping cards in your deck and general searching, as 4 Celio's will not get you through the whole game.
Lake Boundary helps in being able to deal the extra damage. With Lake Boundary in play, you can OHKO any threat with 2 Heads for Tri Attack (80 damage from 2 Heads + 2x Weakness from Lake Boundary = 160 total, which is what you're aiming for usually), with a minimum of 80 damage with 1 Heads, and 240 maximum damage with 3 Heads. Heck, as it is, only Wailord would require a flip of 3 Heads to OHKO, factoring in Lake Boundary and Conversion.
As for the Energy tech choices, they really are dependent on the metagame and what decks are popular, though this set reflects the most popular right now. Psychic lets you take on G&G and Lucario (despite being weak to them), Water punishes Magmotar and Infernape, Fighting lets you smack Blissey and Electivire about, and Lightning lets you hit Empoleon and a few other Waters. Fire and Grass are kept to a limited number, as many popular decks are not weak to either of these types (though they're sill included for protection against any random decks).
Concerning potential problems, Absol of course is always a pain; hopefully, you'll be able to get Porygon2 running before he destroys the essential Trainers in your hand. Fighting Weakness also hurts, as the entire deck is weak to Gallade and Lucario. But it's just the nature of the deck I suppose; it's tempting to up the Fire Energy and use Holon FF to rid yourself of the Weakness, but I think it would limit overall the different Pokemon you can hit. Still worth testing though (as I will be), especially if a particular area's metagame revolves around 2 primary Weaknesses.
Any comments/suggestions are appreciated. Thanks :thumb:
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