Hello,
I am to make a deck which has Blissey and Darkrai in preparation for future tourneys.
I haven't got much of a decklist yet but this is mainly what pokemon are in it:
4xMurkrow(MT)
2xHonchkrow
2xHonchkrow LV.X
4xHappiny
2xChansey
2xBlissey
4xSneasel
2xWeavile(1xDP and 1xSW)
2xDarkrai
2xDarkrai LV.X
My next section is split into 4 parts. This is theoretically how a battle with this deck should unfold.
Against a deck that isn't called Mario or something to do with fighting types:
This deck starts off quite fast. You want to start off with a Sneasal or Murkrow. Use Mentors to get basics, Celio/Bebe to get Ev's and use Shadow Charge to get 2 Basic OR Special dark energies spread around. If you need to, you can use Nasty Plot to pull specific cards from your deck. Because both Chansey and Happiny are basics you can pull both with Mentor, play Happiny and use its power to evolve into Chansey right away.:thumb: Also considering that Darkrai and the Lv.X version count as one card, Darkrai Lv.X counts as a basic so you can also pull both of them in one Mentor:biggrin:
When you have got some energies (about ten) spread around your pokemon or just dumped on a Chansey or Blissey you can send out the DP Weavile for a while. If you have Darkrai's power in effect he can earn you two or three prizes before he gets KO'd. If not you might net yourself one or two. When you can see that your opponent is getting something big on the field you can retreat your current DP Weavile for the other SW Weavile. okeball:
If your opponent's hand size gets a tad to big you can cut it down with Chip Off. This can help against people playing Flyvire decks and other decks with large hands.
By the time you have a Blissey, Shadow Charge will have pulled quite a few energies and your Blissey will be very strong. If you haven't put Darkrai's power in effect you can then retreat Weavile for free and bring out Darkrai. Then you level up and use a switching trainer to bring it back for Blissey. In this way, you get Weavile outta the battle, Darkrai's power in effect and a Blissey with the power to OHKO ANYTHING. Including Wailord Ex although it's out of the format.
If you don't like your hand you can also use Blissey's power to get a new one.
If the game takes so long and your uber Blissey is getting slowly killed you can power up something else. Darkrai Lv.X would be your best bet so you can use Eternal Darkness and then Sleep hall for 100dmg a turn. The game should be over by then but if it is still not done you can take a last ditch attempt with Dark Pulse or a second Darkrai.
Against a deck called Mario or something to do with fighting types:
Honchkrow, Honchkrow, Honchkrow. This is why it is in the deck:
It has a beautiful resistance to fighting types.
Honchkrow Lv.X still has Honchkrow's ability so Murkrows can keep spamming Darkness Wing or Dark Wing Flaps.
Pretty much, as soon as you start, you will have a Sneasel/Murkrow/Darkrai in active. Not much difference except Darkrai is precious so you can prefer to have that on Bench. You cannot have Happiny as an active. As soon as possible, you get Weavile and start spamming Shadow Charge. As soon as possible, you have as many Murkrow as possible on your bench. Then, you get Darkrai Lv.X in play. You can do that wacky maneouvre with Weavile's free retreat and a couple of switching trainers to get the effect into play. You then pull out one of your Murkrows, with a couple of dark energies attached if you want, and burn the words DARKNESS WING into your opponents mind while smashing all their Riolus and Lucarios. :thumb:And the brilliant thing is, you have -20 resistance to fighting, 60 health and the attack Hide Crowd. Is your Murkrow a bit beat? Who cares? Use Hide Crowd to bring out Honchkrow Lv.X or another Murkrow into play. The game will be over before your opponent can say "Dark Wing Flaps.":lol:
Strategies:
If a Blissey/Honchkrow gets knocked out you can use a TSD to bring them right into your hand. I think 2 is enough for the deck. You mainly want to keep them for the vital techs of the deck, Weavile and Weavile.
If there are too many energies for Blissey to absorb or Blissey is already strong enough you can use Mr. Stone or Night Maintenance to get them into your hand or deck to power something else.
I gladly appreciate any constructive criticism that you have and I need to know which switching trainers would be good. I also need to know how many energies you think I should have and what sort of trainers.
Absolutely NOBODY plays with Cess Crystal in Tasmania (only a few people follow the metagame and we don't use Cess at all.) so please don't recommend Windstorm.
Thanks a bunch for reading this although it is long.:smile:
I am to make a deck which has Blissey and Darkrai in preparation for future tourneys.
I haven't got much of a decklist yet but this is mainly what pokemon are in it:
4xMurkrow(MT)
2xHonchkrow
2xHonchkrow LV.X
4xHappiny
2xChansey
2xBlissey
4xSneasel
2xWeavile(1xDP and 1xSW)
2xDarkrai
2xDarkrai LV.X
My next section is split into 4 parts. This is theoretically how a battle with this deck should unfold.
Against a deck that isn't called Mario or something to do with fighting types:
This deck starts off quite fast. You want to start off with a Sneasal or Murkrow. Use Mentors to get basics, Celio/Bebe to get Ev's and use Shadow Charge to get 2 Basic OR Special dark energies spread around. If you need to, you can use Nasty Plot to pull specific cards from your deck. Because both Chansey and Happiny are basics you can pull both with Mentor, play Happiny and use its power to evolve into Chansey right away.:thumb: Also considering that Darkrai and the Lv.X version count as one card, Darkrai Lv.X counts as a basic so you can also pull both of them in one Mentor:biggrin:
When you have got some energies (about ten) spread around your pokemon or just dumped on a Chansey or Blissey you can send out the DP Weavile for a while. If you have Darkrai's power in effect he can earn you two or three prizes before he gets KO'd. If not you might net yourself one or two. When you can see that your opponent is getting something big on the field you can retreat your current DP Weavile for the other SW Weavile. okeball:
If your opponent's hand size gets a tad to big you can cut it down with Chip Off. This can help against people playing Flyvire decks and other decks with large hands.
By the time you have a Blissey, Shadow Charge will have pulled quite a few energies and your Blissey will be very strong. If you haven't put Darkrai's power in effect you can then retreat Weavile for free and bring out Darkrai. Then you level up and use a switching trainer to bring it back for Blissey. In this way, you get Weavile outta the battle, Darkrai's power in effect and a Blissey with the power to OHKO ANYTHING. Including Wailord Ex although it's out of the format.
If you don't like your hand you can also use Blissey's power to get a new one.
If the game takes so long and your uber Blissey is getting slowly killed you can power up something else. Darkrai Lv.X would be your best bet so you can use Eternal Darkness and then Sleep hall for 100dmg a turn. The game should be over by then but if it is still not done you can take a last ditch attempt with Dark Pulse or a second Darkrai.
Against a deck called Mario or something to do with fighting types:
Honchkrow, Honchkrow, Honchkrow. This is why it is in the deck:
It has a beautiful resistance to fighting types.
Honchkrow Lv.X still has Honchkrow's ability so Murkrows can keep spamming Darkness Wing or Dark Wing Flaps.
Pretty much, as soon as you start, you will have a Sneasel/Murkrow/Darkrai in active. Not much difference except Darkrai is precious so you can prefer to have that on Bench. You cannot have Happiny as an active. As soon as possible, you get Weavile and start spamming Shadow Charge. As soon as possible, you have as many Murkrow as possible on your bench. Then, you get Darkrai Lv.X in play. You can do that wacky maneouvre with Weavile's free retreat and a couple of switching trainers to get the effect into play. You then pull out one of your Murkrows, with a couple of dark energies attached if you want, and burn the words DARKNESS WING into your opponents mind while smashing all their Riolus and Lucarios. :thumb:And the brilliant thing is, you have -20 resistance to fighting, 60 health and the attack Hide Crowd. Is your Murkrow a bit beat? Who cares? Use Hide Crowd to bring out Honchkrow Lv.X or another Murkrow into play. The game will be over before your opponent can say "Dark Wing Flaps.":lol:
Strategies:
If a Blissey/Honchkrow gets knocked out you can use a TSD to bring them right into your hand. I think 2 is enough for the deck. You mainly want to keep them for the vital techs of the deck, Weavile and Weavile.
If there are too many energies for Blissey to absorb or Blissey is already strong enough you can use Mr. Stone or Night Maintenance to get them into your hand or deck to power something else.
I gladly appreciate any constructive criticism that you have and I need to know which switching trainers would be good. I also need to know how many energies you think I should have and what sort of trainers.
Absolutely NOBODY plays with Cess Crystal in Tasmania (only a few people follow the metagame and we don't use Cess at all.) so please don't recommend Windstorm.
Thanks a bunch for reading this although it is long.:smile: