Magic_Umbreon
Researching Tower Scientist, Retired
Introduction
This is an idea, an experiment. Joyfully naive of metagame, archetypes and the like it is a fairly obvious strategy to exploit a win condition. More like a donk deck than anything else, but I have fleshed it out with my own ideas and taste. First turn kill decks have always interested me, particularly players who I have seen use them and the potential for a simple strategy to knock down an advanced one in the most satisfying way.
Spoiler Translations
Crobat G LV.44 – sychic: – HP80
Basic Pokémon SP
powr: Flash Bites
You can use this power once during your turn, when you play this card from your hand onto your bench. Place 1 damage counter on 1 of your opponent's Pokémon.
sychic::colorless Poison Fang: The Defending Pokémon is now Poisoned. In between turns, place 2 damage counters on the Poisoned Pokémon instead of 1.
Weakness: :lightning (x2)
Resistance: :fighting: (-20)
Retreat: 0
Team Galactic's Invention G-105 Pokéturn
Trainer
Return 1 of your SP-Pokémon and all cards attached to it to your hand.
Tentative Decklist
Pokémon: 14
4 Crobat G
4 Uxie
4 Unown R
1 Zapdos
1 Spiritomb
Trainers: 44
4 Super Scoop Up
4 G-105 Pokéturn
4 Roseanne's Research
2 Bebe's Search
1 Luxury Ball
4 Pokédex
4 Poké Drawer
4 Poké Blower
4 Quick Ball
4 Poké Ball
4 Pluspower
1 Energy Search
4 Switch
Energy: 2
2 Psychic Energy
Strategy
Crobat has a unique ability to bring damage into play without the need to end your turn. Amplifying this effect means enough damage counters can be placed to KO pokémon. G-105 Pokéturn returns Crobat to the hand so that it can be played again. This repetition of using Crobat's poké-power is the foundational strategy, the other cards are to support this form of damage with enough for a first turn win.
Uxie is great draw power, but requires a light hand to be of significant use. Many trainers such as energy search, pluspower, poké ball, super scoop up will reduce your hand size, so along with benching basic pokémon you can empty your hand for large draw, then use your new hand to repeat the strategy by searching/playing another Uxie, or super scooping up the Uxie. Along with the many draw trainers (Pokédrawer, pokédex and potentially victory medal) you can rush through the deck to play the Crobats down and deal the damage. Unown R allows you to free your hand, then draw after the set up power by Uxie, and gives quick ball and the like a +1 draw option. As a starter, it can be switched then discarded, so you avoid wasting the power of the pokémon you started with. E.g. if you were to open with Uxie, you would lose one set up power.
Spiritomb functions as a 5th Crobat by adding a counters to whatever Crobat has already had effect on. Although the deck is built to beat lone starters, it is possible to win against more than one benched pokémon providing their HP is not too high. In this case, Spiritomb is especially effective as it can do double the effect of Crobat. Does not combo with SSU like Crobat however.
Uxie has an attack that does 20, the secondary effect is negligible. The psychic energies and pluspowers can be attached to it to free hand space for another Uxie (and energy searches can be failed searches too). At the end of the turn, Uxie can attack to do 20-60 damage depending on how many pluspowers ended up attached. This is sufficent to KO a 50/60HP starter, certainly with Crobat support and allows the strategy to work against high HP openers and multiple pokémon openings.
Few supporters are included to avoid clogging the hand. Bebe's can shuffle a useless second supporter or energy back to the deck.
......more soon.....
This is an idea, an experiment. Joyfully naive of metagame, archetypes and the like it is a fairly obvious strategy to exploit a win condition. More like a donk deck than anything else, but I have fleshed it out with my own ideas and taste. First turn kill decks have always interested me, particularly players who I have seen use them and the potential for a simple strategy to knock down an advanced one in the most satisfying way.
'Crush' FTK
Crobat Rush
Crobat Rush
Spoiler Translations
Crobat G LV.44 – sychic: – HP80
Basic Pokémon SP
powr: Flash Bites
You can use this power once during your turn, when you play this card from your hand onto your bench. Place 1 damage counter on 1 of your opponent's Pokémon.
sychic::colorless Poison Fang: The Defending Pokémon is now Poisoned. In between turns, place 2 damage counters on the Poisoned Pokémon instead of 1.
Weakness: :lightning (x2)
Resistance: :fighting: (-20)
Retreat: 0
Team Galactic's Invention G-105 Pokéturn
Trainer
Return 1 of your SP-Pokémon and all cards attached to it to your hand.
Tentative Decklist
Pokémon: 14
4 Crobat G
4 Uxie
4 Unown R
1 Zapdos
1 Spiritomb
Trainers: 44
4 Super Scoop Up
4 G-105 Pokéturn
4 Roseanne's Research
2 Bebe's Search
1 Luxury Ball
4 Pokédex
4 Poké Drawer
4 Poké Blower
4 Quick Ball
4 Poké Ball
4 Pluspower
1 Energy Search
4 Switch
Energy: 2
2 Psychic Energy
Strategy
Crobat has a unique ability to bring damage into play without the need to end your turn. Amplifying this effect means enough damage counters can be placed to KO pokémon. G-105 Pokéturn returns Crobat to the hand so that it can be played again. This repetition of using Crobat's poké-power is the foundational strategy, the other cards are to support this form of damage with enough for a first turn win.
Uxie is great draw power, but requires a light hand to be of significant use. Many trainers such as energy search, pluspower, poké ball, super scoop up will reduce your hand size, so along with benching basic pokémon you can empty your hand for large draw, then use your new hand to repeat the strategy by searching/playing another Uxie, or super scooping up the Uxie. Along with the many draw trainers (Pokédrawer, pokédex and potentially victory medal) you can rush through the deck to play the Crobats down and deal the damage. Unown R allows you to free your hand, then draw after the set up power by Uxie, and gives quick ball and the like a +1 draw option. As a starter, it can be switched then discarded, so you avoid wasting the power of the pokémon you started with. E.g. if you were to open with Uxie, you would lose one set up power.
Spiritomb functions as a 5th Crobat by adding a counters to whatever Crobat has already had effect on. Although the deck is built to beat lone starters, it is possible to win against more than one benched pokémon providing their HP is not too high. In this case, Spiritomb is especially effective as it can do double the effect of Crobat. Does not combo with SSU like Crobat however.
Uxie has an attack that does 20, the secondary effect is negligible. The psychic energies and pluspowers can be attached to it to free hand space for another Uxie (and energy searches can be failed searches too). At the end of the turn, Uxie can attack to do 20-60 damage depending on how many pluspowers ended up attached. This is sufficent to KO a 50/60HP starter, certainly with Crobat support and allows the strategy to work against high HP openers and multiple pokémon openings.
Few supporters are included to avoid clogging the hand. Bebe's can shuffle a useless second supporter or energy back to the deck.
......more soon.....
Last edited: