Pokémon TCG: Sword and Shield—Brilliant Stars

Elemental Outburst Deck

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Coga19000

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Here is my third deck, with a lot of changes. First, I decreased the number of Pokemon (still a good lot-27-, but a little less is still less) Second, added more Trainer cards. I know that 2 Supporter maybe sound not enough. This time, I'm concentrating in the use of the three basic elemental types: , , .
PS1: I had the deck complete for about a week. Still, I couldn't thread it because of Internet problems.

PS2: I know I've been asking this in all of my decks, but, if you think it is good, can you tell me how much does it approximately cost?

Pokemon (27)
2 Oshawott with Water Pulse
1 Dewott with Water Gun and Razor Shell
1 Samurott with Shell Armor and Hydro Pump
2 Tepig with Singe and Firebreathing
1 Pignite with Flame Charge and Heat Crash
1 Emboar with Heat Crash and Flare Blitz
1 Emboar with Inferno Fandago and Heat Crash
2 Snivy with Paralyzing Gaze and Tail Smack
2 Servine with Wring Out
1 Serperior with Royal Heal and Leaf Tornado
1 Serperior with Vine Whip and Feaf Storm
2 Pansear with Flare
2 Simisear with Collect and Stadium Burn
2 Pansage with Seed Bomb
2 Simisage with Collect and Stadium Drain
2 Panpour with Water Gun
2 Simipour with Collect and Stadium Wave

Trainers, Supporters, Stadiums (18)
4 Rare Candies
1 Skyarrow Bridge
1 Burned Tower
1 Battle City
3 Revive
4 Junk Arm
2 Pokemon Collector
2 Pokemon Communication

Energy Cards (15)
There are actually two choices: one that is legal now and an alternative for when the Dragon Blade/Dragon Blast decks come out in international.

BDD(Before Dragon Decks)
4 Fire Energies
4 Grass Energies
4 Water Energies
3 Rainbow Energies

ADD (After Dragon Decks)
3 Fire Energies
3 Grass Energies
4 Water Energies
2 Prism Energies FGDP
3 Rainbow Energies

The strategy I use mostly benefits from the versatility of having three different types, alog with the abilities if each Pokemon. First, Emboar can use Infeno Fandago in a very good combination with Burned Tower and/or Battle City. Serperior's Royal Heal negates the drawback of the Rainbow Energies (AND heals all pokemon by 10 HP each turn), and its Leaf Tornado prepares the other Serperior for the next turn, which uses Lef Storm to heal even more damage. Also, Samurott's Shell Armor reduces any damage done to it, and its Hydro Pump can make a good lot of damage after set-up. Last but not least, the three Elemental Monkeys can draw cards a turn in case of emergency, while al three benefit from the Stadium cards. Generally, I like this deck for its ability to adapt in almost everything.
 
No idea why you deleted the other thread, when you're just going repost it with no edits. Also if you're using the Monkey trio to draw cards if you're in an emergency, then you've already lost the game and wasting a turn to draw 3 cards won't save you.

Too many pokemon make for an inconsistent deck, unless it's a truth deck, but the only reason why that deck works is because Vileplume slows down the opponent and most importantly, stops Pokemon Catcher and Reuniclus keeps things alive alot longer, but i digress. The only 2 pokemon who have any real synergy in this deck is Samurott and Serperior: Samurott tanks and Serperior heals the damage off Samurott keeping it alive longer. Everything else in the deck is jut either a hinderence or unecessary (The Monkey Trio especially).

Heck i would even say drop everything except the Monkey Trio and make a fun T2 deck based around getting out a "Monkey" with a Stadium in play and hitting for 60 damage plus an effect and use a heavy amount of Exp Share to keep energy on the field as 90HP is fairly low so you won't always be able to keep manually charging a "Monkey". If you want to take it a step further, you could base the deck around Simisear and use a Volcarona DE tech to amplify the burn damage so compensate for Simisears poor damage ouput.
 
I'll post something i posted a while ago to someone who was starting and didn't knew how the game really worked.

The main issue on your deck is the abusive ammount of Pokémon and lack of consistency. Maybe you have an Oshawott on there, but since you only have 1 Dewott and 1 Samurott, chances will be you'll be drawing Tepigs, Simisears or :grass: energy before the Samurott.

Okay, this might be long, so i won’t be spellchecking everything and there might be a few errors, but please try and read it for your own good :3.

What I’m seeing here is that you get the basics of the game, just not how to play properly. Maybe you used to play the pre ex (lowercase) era, or jumped from another game like Magic, and try to apply the same basis here.

What you must get is that while Pokémon offers a wide gamma of either weak or powerful attacks, the main goal in your deck is for it to have synergy with any other card. It isn’t about having the strongest card or playing your Stage 2 Pokémon first.

What do I mean with synergy?. Every single card must work on the sake of your next card. Clear examples are CMT (Celebii, Mewtwo EX, Tornadus), ZekEels (Zekrom/Zekrom EX, Eelektrik), where the energy acceleration is the basis of synergy. There’s Energy Spread with decks like Reshiphlosion (Typhlosion Prime, Reshiram/ReshiramEX) and Reshiboar (Inferno Fandango Emboar, Reshiram/Reshiram EX). There are also other kinds of synergy, such as Mew Prime decks which “See Off” Jumpluffs, TM Muks and Crobat Primes (rarely seen later). And a more clear example: VVV, which uses Victini’s Victory Star along with NV Vanilluxe’s Frost Breath to paralyze while Vileplume locks the trainers. The list could go on and on, but having synergy has proved to be effective on both casual and competitive levels.

Why am I explaining this? Because your deck lacks any Synergy. Having so many shaymin only makes you draw it when you don’t want it, and there’s no way to prevent your opponent charging faster than you. X_empoleon_X kindly made you a deck which has a synergy, using Ferraligatr’s Prime Raindance to charge your Pokémon while spreading with Kyurem while you charge Kyurem EX. If it was me I would add 2-1-2 of Vannilluxe ND to Switch between Kyurem and Kyurem EX, abusing Hail Blizzard and having no problem on your opponent switching because of Kyurem’s Spread. This is a deck with Synergy.

Now, going back to my first point about Pokémon being different to other card games, you might notice how everyone keeps telling you to drop a lot of cards in exchange of trainers This is because in Pokémon, whoever sets up faster, wins. There is no other way around except you’re extremely lucky. That’s where Rare Candies go. To help you set up your Vanilluxes and Feraligatrs faster. One of the most important things in Pokémon TCG right now is to ALWAYS (and I mean ALWAYS) refresh your hand. This is why everyone was telling you to drop so much energy. I bet a lot of your plays had the situation of you needing a certain card, (let’s say a :water: energy), only to end up drawing a Croconaw, passing and losing the game. The idea here is to always refresh your hand, especially during the first turns. Cards such as “N”, “Professor Juniper”, “PONT, “Cheren” and Cleffa are always really useful. PokeGear 3.0 will also help you get those supporters.

Why Refresh? So you get more cards to play. Let’s put this situation:

Game Starts, you go first. You draw 2 :water: Energies, a Kyurem, A Vanillite, a Cleffa, a Feraligatr and a Cheren.

The obvious choice here would be to play Cleffa as active. You put down the Kyurem and Vanillite on the bench, play Cheren and draw another :water: Energy, a Rare Candy and a Totodile. Using Cleffa’s Free Retreat you put it down and select Kyurem as your active. Attach and energy to Kyurem and Pass. Let’s say your opponent’s got an active Mewtwo EX, he attaches a double Colorless energy and does X-Ball for 60. So it’s your turn again and draw a Pokegear. You play Rare Candy to evolve your Totodile into Feraligatr. Use it’s Rain Dance Ability (Put as many :water: energies as you want during your turn to your :water: Pokémon) You attach both energies to Kyurem and start Spreading (Or Outrage for 80, your choice). You’ll get killed next turn, so you’ll need something to counter this, otherwise you woud just lose, drawing a card per turn, watching Mewtwo KO all your Pokémon.

In this case, you MUST have Cleffa, PONT, Juniper or N to refresh your hand. Why? To get another Kyurem, More Energies (Cilan or Fisherman) and not lose. And if you notice on the previous example you were pretty lucky drawing that Totodile, otherwise Mewtwo EX would have destroyed you in even less turns. That’s why we needed Cleffa’s Eeeeeek, or, at the lack of a Supporter, use Pokegear to get one and get a Kyurem and energies.

What I’m trying to get here is that you must ALWAYS refresh your hand to be able withstand whatever your opponent is preparing against you. Remember that in the current format, whoever sets up first, wins (which could be also the reason why Luxray keeps beating you, being one of the fastest, most annoying Pokémon ever).
Sorry for being repetitive, but I hope you get my point.

So, now that you understand why the “If I don’t put X cards, I’ll not be able to draw them” excuse is out of the equation, I hope you’re getting a little more used to how the Metagame works now.
I’ll try to improve Empoleon’s list a bit, so you can get some easy cards and improve your deck.

3-2-3 Feraligatr Prime
3 Kyurem (Noble Victories)
2 Kyurem EX
1 Manaphy (Unleashed)
2-1-2 Vanilluxe (Next Destinies)
1 Cleffa (HGSS/Call of Legends)


3 Prof Oak's New Theory
3 Rare Candy
2 Cilan (Searches your deck for 3 basic energy cards)
2 N
3 Cheren
1 Fisherman

2 Heavy Ball (for Kyurem EX, Feraligatr Prime
2 Pokemon Communication
3 Pokémon Reversal (try and switch them for Catchers)
3 PlusPower
2 Pokegear 3.0
2 Xtransceiver
2 Professor Juniper
11 Water Energy
2 Double Colorless Energy

I hope this little guide helped you to understand a bit how Pokémon works on the current format. The deck I made isn’t the best deck around, but it’s one that will work fine and isn’t hard to build with the cards you already have.

And let me be the first one to welcome you to the world of Pokémon ;D.
 
1st, I didn't delete the thread.


2nd, I tried this deck in PlayTCG, and I admit it didn't go out as thought, especially with Dark Explorers. I like that Simisear idea (with Chandelure added) However, I'm also thinking of a LEGEND deck. What do you think?
 
First thing to ask yourself is why would you include Chandelure? What does it do that the other pokemon can't? will it benefit the deck enough to be worth the space?

Going to need more info apart from just a "Legend deck" there are alot of cards that could pass as a "Legend deck" though of course some Legends are better than others as functioning as main attackers.
 
1st, I think Chandelure would be a nice attacker. It can cause 30 damage in 3 pokemon simultaneously for only ONE enrgy, and for two (thought discarded) it can Inferno the opponent for 80 damage and 40 damage burn! Doesn't sound useful?

2nd, I mean a deck consisting mostlyof LEGENDS, with Indigo pPlateau and Legend box.
 
The main problem with your deck is that you're trying to accomplish too much while neglecting the things you need to set up. In most games you're not going to be able to get anything out and attacking. The most important part of the deck is the trainers and supporters, and in your deck it's the smallest part. You're using the Monkeys as draw power, which is unreliable and a bad decision. You're giving your opponent a free turn since yours ends as soon as you draw your 3 cards. I understand that running a deck that, on paper, can do everything, but in reality your trying to do too much and will end up doing nothing at all.
 
The first thing you need to do is throw out this whole list and start anew. Choose a pokemon to centralize the deck around. Probably Emboar since its the best of the three.

The second thing you'll need to do is figure out what pokemon will properly support your build. I'd recommend Reshiram, and Typholsion. I also always recommend having a Mewtwo ex for the the fact that its just so good in any deck.

The third thing you need to do is figure out what trainers and supporters will be best for your play style. If your a fan of disruption you choose N as a card.

After that you'll need to figure out what energy you need to properly run the deck.

If you find that your deck has too many cards or isn't performing the way you expected, look through the deck and eliminate those cards which don't help you and add those which will.

Making a deck is very tough but try to stick to this formula

Pokemon = 18 - 24 Cards
Trainers/Supporters = 25+
Energy = 12-16

If you can stick to this formula you'll find that your deck is going to be more consistent as long as you have a healthy amount of draw and search power. Most of the time these types of cards will be Trainers or Pokemon with Powers NOT attacks (Cleffa being an exception).
 
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