Pokémon TCG: Sword and Shield—Brilliant Stars

Houndoom/ Electrode -- Kraptacular?

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Alazor

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This deck involves Speed with Electrode, it involves disruption with Absol, it rips tools with Pachirisu, it recovers with Chatot, Copycat, Claydol, Prof. Birch, and Pokedex 910. --But its amazingness ends there. Houndoom makes this deck burn.. the opponent. Battle Frontier shuts down Delcatty, Pidgeot d, and Metagross ex. I need Call Energy, but don't know what to put in for it--- any other suggestions would be beneficial, although I heard TSD is good, I don't have one.

Pokemon : 17

4 Electrode (Secret Wonders)---- can do 100 for 2 energy
4 Voltorb (Secret Wonders)
2 Houndoom (Great Encounters) --- can do 70 and burn for only 2 energy
2 Houndour (Great Encounters)
1 Claydol (Great Encounters)---- hand recovery, very fast-- pretty much staple
1 Baltoy (Great Encounters)
1 Pachirisu (Great Encounters)---- good starter
1 Absol (Secret Wonders)--- early disruption
1 Chatot (Majestic Dawn)---- good recovery

Trainers: 29

4 Bebe's Search (Mysterious Treasures)
2 Roseanne's Research (Secret Wonders)
2 Prof. Oak's Visit (Secret Wonders)--- I don't know about this supporter
1 Quick Ball (Mysterious Treasures)--- I don't know about this single trainer
2 Copycat (Dragon Frontiers)-- quick hand recover from Wager
2 Prof. Birch (Power Keepers)--- quick hand recover from Wager
2 Great Ball (Power Keepers)-- speeds up the deck a little using non-supporter draw
2 Pokedex 910 (Diamond and Pearl)-- speeds up the deck a little using non-supporter draw
1 Windstorm (Crystal Guardians)-- gets rid of random tools if Pachirisu is prized
2 Battle Frontier (Power Keepers)--- counters Delcatty and Pidgeot d
3 Pluspower (Diamond and Pearl)-- speeds up the deck a little using non-supporter draw
3 Warp Point (Crystal Guardians)-- nice disruption and recovery
3 Night Maintenance (Mysterious Treasures)-- recovers lost pokemon


Energy: 14

1 Multi Energy
1 Basic Darkness Energy
6 Lightning Energy
4 DRE (POP 5)

Critique this deck please. I know it needs improvement-- I could use some help. :)
Is this deck list viable?
I haven't tested the Match-Ups for this deck, but does it have a chance against any of the big decks?
Is Electrode reliable enough?

Strategy:

The strategy is to start with a starter or else go on the offensive all game with Electrodes and later Houndooms (depending what they're weak/resistant to and what you're weak/resistant to). If you fall behind, send out a starter again or hand recover with Claydol. If all else fails use Absol. If everything else fails, finish the game quickly and gloriously with Electrodes instead of Scooping.
 
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I'm not a gueinus, but I think -1 birch, +1 Quick ball would help. Also, I know electrodes are fast, (I used them once) but a MD infernape would work with houndoom's fire type. If you use infernape, you need candies too. Holon FF might help also.
 
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Thanks for the help!

I took out 2 Great Ball for 2 Call Energy.

Infernape (Majestic Dawn) is killer, and some Rare Candies might help it speed up a little bit, but now I'm not sure if I should focus around the lv. X or not, or just use only Infernapes as back-up and... if I take out Electrode, how much should be taken out? Do I need more Claydol if I take out a Birch?
 
If you use infernape you'd nead at LEAST 10-14 fire energy and the Lv.x to get them back when you discard them. Also, you'd need a few candys.
 
" If you use infernape you'd nead at LEAST 10-14 fire energy and the Lv.x to get them back when you discard them. Also, you'd need a few candys."

Thanks Garch! ;) Good luck to you at Nationals!
 
+3 multi energy =) I would take out chatot pachi and absol add in another 1-1 line of claydol, and maybe try to fit another 1-1 line houndoom to make the deck more consitent on getting a t2 donk.
 
OK here would be my changes:

-2 Great Ball
+2 Call Energy
-1 Chatot
-1 Absol
+1-1 Claydol
-2 Lightning
+2 Multi Energy

" +3 multi energy =) I would take out chatot pachi and absol add in another 1-1 line of claydol, and maybe try to fit another 1-1 line houndoom to make the deck more consitent on getting a t2 donk."

T2 Donk is good, but there is a fine balance, where you want to be donked and where you yourself don't want to be donked. Does rare candy work well with stage 1s? (Too bad no Wally's Training.)
 
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