Pokémon TCG: Sword and Shield—Brilliant Stars

Dusknoir?

I literally loled. What's the problem with using two energy to attack for the initial Kingdra? In the deck where you never attach an energy until you need to, it will NEVER make a difference. Furthermore, Call energy is essential to set-up on early turns. Without call energy, how do you guarantee early basics? Speed is what Kingdra is about, it's what makes the deck good. Cutting the speed of a speed-reliant deck in nearly half for a OHKO later on is absurd.

Because thats what roseannes are for. You arent going to be needing energy so why get energy with roseannes when you can get basics.

It lowers the chances of the laready somewhat slim although very possible T1KO because your stuck with a call and not a water.

It makes your max damage out put about 90 instead of about 120-140 with aqua pump. Aqua pump is very essential to the deck, call energy takes away from aqua pumps potential. Kingdra is fast and can have a potent late game OHKOing almost anything in the format with aqua pump. calls slow that down.

Its not like your running a bunch of lines in the deck so 1-2 roseannes are fine. you have claydol kingdra and usualy about 1 or so tech. roseannes fetches those basics quite well with out call.
 
I play my Leaftile with no Call Energy because of Treecko's Call For Friends to get Baltoy/Claydol, and Eevee's get themselves. Last year I ran very similar list to this year but with Call Energy/Phione and it made it much more consistent then the build I have now. It wasn't the Phione but the Call Energy making it consistent. I noticed this because Wood811 my playtest buddy runs his Torttile with Call Energy this year and very similar engines/list to my Leaftile and his is more consistent then mine. That's as far as setting up the first few turns and having better consistency of doing it from game to game.

Any deck that can SAFELY afford to run Call Energy is better off using then putting it off because you want to do 10 or 20 more damage with attack that is used once a game to get a OHKO when that's not even the strategy of the deck.
 
the point of kingdra is to be fast, call is going to slow that down. Because that 1 time where you have a candy kingdra on T1 your going to have a call energy and not a water energy. The OHKO with aqua pump is one of the key factors usualy crushing your opponents last chance at winning with that attack.
 
the point of kingdra is to be fast, call is going to slow that down. Because that 1 time where you have a candy kingdra on T1 your going to have a call energy and not a water energy. The OHKO with aqua pump is one of the key factors usualy crushing your opponents last chance at winning with that attack.

anybody who takes that mentality of missing out on a possible T1/T2 donk disgusts me. It takes the fun of the game. It goes beyond the quick loss. It's the fact that people dedicate a lot of time to perfecting a deck list to have a good game simply be donked by a noob who probably only knows what the cards in his deck do but not much beyond that.

That's one thing that I have not liked about the D/P sets. How last year we had Gallade+DRE+any energy=GG, before that it was Infernape+DRE=GG or Riolu+Flip Heads vs. a fighting weak Pokemon =GG. I thought it wouldn't happen again this year with DRE being out of the format. But it's actually gotten worse because now we have...

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Kingdra and Machamp SF. It really makes wonder if the card creators weren't high on something when making those cards. They easy could have put restrictions on both cards. They could have made Kingdra only be able to discard only Water Energies, heck even any two Energies or at least one Water+something else. Then Machamp couldn't use that attack it it would get the instant win or something. Thank fully Unown G can prevent the effect, and G is going to be everywhere.

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add Sableye to the mix and then you know something goes wrong every once a while when they make some cards.
 
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