honchvire
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4-2/2 Drifblim (MD-SF/UD)
1 Drifblim FB
1 Ambipom G
1 Bronzong G
1 Promocroak G
2-2 Garchomp C
2 Spiritomb AR
2-1 Uxie
1 Azelf
1 Unown Q
1 Crobat G
24
2 Bebes
3 Pokemon Collector
3 Cyrus
2 Copycat
3 Judge
2 Pokemon Communication
1 Luxury Ball
4 PokeTurn
1 Palmers
2 Sp Radar
2 Energy Gain
1 Underground Expedition
26
4 DCE
6 Psychic
Concept: Use the various abilities of the Mad Doctor wreck havoc on your opponent.
The SF Doctor has 3 nifty attacks:
Delivery puts any one card from your discard pile back into your hand. Great for getting back supporters, TGI and Double Colorless.
Lifting is your swarming tool, letting you put 2 basics with an energy on each of them onto your bench. This lets you set up multiple Dragon Rushes, and Take Aways. Another fun thing to do is to Lift in a Bronzong G and then Galactic Switching Energy to whoever needs more energy.
Ominous Wind does 40 and you flip to confuse and prevent retreat of defending pokemon. Not the best attack, but it has its uses.
The UD Doctor has awesome attacks:
Balloon Tackle does 60, but you take 20 recoil damage.
Take Away is awesome, causing you to shuffle in Dr. Ifblim and the defending pokemon back to each player's deck. Then, depending on the matchup you can promote Spiritomb to stop trainers, or Garchomp or another Drifblim to absorb the next hit.
The Facebook Doctor has a sweet body that gives it +40 HP when your opponent has 3 or less prizes. It also has a sniping attack that hits the Bench for Weakness and Resistance! This is nice for picking off Pixies, Vileplumes and anything else with Psychic Weakness.
Dr. Ifloon also has Delivery, but you have to flip for it. Its other attack does 20 and you switch with one of your bench. Good for hiding behind Spiritombs and Crobats.
Garchomp C can be a terror to your opponent, sniping threats before they get setup and healing off damage done to your SPs.
The goal of this deck is to mess with your opponents setup. Snipe stuff early with Garchomp or Take Away Big Meanies who you can't KO right away. A really funny thing to do is Judge+Take Away+Spiritomb. This can be pretty crippling to a variety of decks
It takes a turn or two to setup, but you can pretty easily wreck whatever your opponent has been working towards.
1 Drifblim FB
1 Ambipom G
1 Bronzong G
1 Promocroak G
2-2 Garchomp C
2 Spiritomb AR
2-1 Uxie
1 Azelf
1 Unown Q
1 Crobat G
24
2 Bebes
3 Pokemon Collector
3 Cyrus
2 Copycat
3 Judge
2 Pokemon Communication
1 Luxury Ball
4 PokeTurn
1 Palmers
2 Sp Radar
2 Energy Gain
1 Underground Expedition
26
4 DCE
6 Psychic
Concept: Use the various abilities of the Mad Doctor wreck havoc on your opponent.
The SF Doctor has 3 nifty attacks:
Delivery puts any one card from your discard pile back into your hand. Great for getting back supporters, TGI and Double Colorless.
Lifting is your swarming tool, letting you put 2 basics with an energy on each of them onto your bench. This lets you set up multiple Dragon Rushes, and Take Aways. Another fun thing to do is to Lift in a Bronzong G and then Galactic Switching Energy to whoever needs more energy.
Ominous Wind does 40 and you flip to confuse and prevent retreat of defending pokemon. Not the best attack, but it has its uses.
The UD Doctor has awesome attacks:
Balloon Tackle does 60, but you take 20 recoil damage.
Take Away is awesome, causing you to shuffle in Dr. Ifblim and the defending pokemon back to each player's deck. Then, depending on the matchup you can promote Spiritomb to stop trainers, or Garchomp or another Drifblim to absorb the next hit.
The Facebook Doctor has a sweet body that gives it +40 HP when your opponent has 3 or less prizes. It also has a sniping attack that hits the Bench for Weakness and Resistance! This is nice for picking off Pixies, Vileplumes and anything else with Psychic Weakness.
Dr. Ifloon also has Delivery, but you have to flip for it. Its other attack does 20 and you switch with one of your bench. Good for hiding behind Spiritombs and Crobats.
Garchomp C can be a terror to your opponent, sniping threats before they get setup and healing off damage done to your SPs.
The goal of this deck is to mess with your opponents setup. Snipe stuff early with Garchomp or Take Away Big Meanies who you can't KO right away. A really funny thing to do is Judge+Take Away+Spiritomb. This can be pretty crippling to a variety of decks
It takes a turn or two to setup, but you can pretty easily wreck whatever your opponent has been working towards.
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