PSYCO829
New Member
I was doing a little research on decks that develop into major archetypes, trying to see if there was a common link between them that separates them from the decks that arent really effective. i was looking at all the major archetypes from the last few years, when i noticed something they all had in common: a way around the one energy per turn.
I was quite interested, and did further research on them. and they all had one of four factors in them.
1. Energy acceleration. A pokemon or energy card that allows them to attack additional energy every turn.
ex. DragTrode, LBS, Metanite, Blazitrode
2. Inexpensive attacks. The deck relies on attacks that are cheap, one or two energy, and still perform a useful funtion for the decks purpose.
ex. Mewtric, Flaridos, Super Stantler, Bandoom,
3. Loads of Special Energy Cards. The deck plays alot of Boost/Double Rainbow/Scramble energies that provide it with the ability to effecitvely go around the enrgy limit. They also have pokemon who are useful in a swarm attack and sudden comeback damage, such as ludicolo or nidoqueen d.
ex. Ludicargo, Gatrqueen, Delta
4. A main, hardy attacker who is difficult to kill and/or deals lots of damage. The player with the single pokemon will spend most of their energy on the main pokemon, with a backup attacker ready for if trouble arrises.
ex. Queendom, Mynx, PMS, T2 Dark Steelix
I am unsure of whether or not these are nessesary qualities for a deck to be successful, but i have noticed that all archetypes have them. If anyone has seen a deck that i missed that has none of these qualities, or another quality to add, feel free to post it.
PS, dont just post your random deck here that follows none of these and say you proved me wrong, you will be ignored if you do.
I was quite interested, and did further research on them. and they all had one of four factors in them.
1. Energy acceleration. A pokemon or energy card that allows them to attack additional energy every turn.
ex. DragTrode, LBS, Metanite, Blazitrode
2. Inexpensive attacks. The deck relies on attacks that are cheap, one or two energy, and still perform a useful funtion for the decks purpose.
ex. Mewtric, Flaridos, Super Stantler, Bandoom,
3. Loads of Special Energy Cards. The deck plays alot of Boost/Double Rainbow/Scramble energies that provide it with the ability to effecitvely go around the enrgy limit. They also have pokemon who are useful in a swarm attack and sudden comeback damage, such as ludicolo or nidoqueen d.
ex. Ludicargo, Gatrqueen, Delta
4. A main, hardy attacker who is difficult to kill and/or deals lots of damage. The player with the single pokemon will spend most of their energy on the main pokemon, with a backup attacker ready for if trouble arrises.
ex. Queendom, Mynx, PMS, T2 Dark Steelix
Here's what I think:
1. You have to be able to do 70 damage or better with one of your Pokemon.
2. You should have some form of Search, preferably reusable (think: Jirachi, Magcargo).
3. You should have some form of Disruption, preferably an auto-Condition.
4. You should have a Pokemon which can do something great for 1 Energy.
5. You should be able to get to opponent's Bench in some fashion.
6. If you run EX, you should be able to get past Safeguard in some manner.
7. The Trainer line should suit your deck. The Holon engine doesn't work for everybody.
That's about it.
A. Consistenty - Deck is well balanced in terms of energy, pokemon, search, and draw. Problems of bad starts are minimized. Consistent starts is a must for any good deck.
B. Flexible - Deck that have multiple ways/stategies of attack and play are better than single strategy focus. Consistency and Flexibility can be conflicting.
C. Achievable Energy Cost- Thus there are many ways to get to the energy cost, but the deck must be built so that key attacks can be achieved and maintained. Thus high energy cost attackers can be played only if you have energy acceleration in the deck. I think achievable is the best word for this, because other decks can be good without energy acceleration, if the energy costs are low.
D. Bench Access - Is an important factor. LBS was so good, because it can attack bench, think the old typhlosion. A deck that can't get at the bench can't win consistently, look at the Last Year's top decks, LBS, Mewtric, Eevee, Lunasol, Rai-Eggs... They can all could get at the bench.
E. Disruption - ER2, Trainer Locks, Reversals and things such as the old Admins.
I am unsure of whether or not these are nessesary qualities for a deck to be successful, but i have noticed that all archetypes have them. If anyone has seen a deck that i missed that has none of these qualities, or another quality to add, feel free to post it.
PS, dont just post your random deck here that follows none of these and say you proved me wrong, you will be ignored if you do.
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