Fun deck I thought I'd make quickly, picked up some loose cards I had lying around and got to work.
Pokemon: 19
4 Klink (EP)
3 Klang (EP)
2 KlinKlang (EP)
2 KinKlang (B&W)
1-0-1 Metagross UL
1-1 Steelix Prime
1 Skarmory
1 Cleffa
1-1 Entei Suicune Legend
T/S/S: 27
4 Pokemon Collector
4 Twins
3 Engineer's Adjustments
4 Pokemon Communication
3 Junk Arm
3 Rare Candy
2 Max Potion
2 Switch
2 Pokemon Catcher
Energy: 14
4 Sp.Metal
4 Rainbow
2 DCE
2 Metal
2 Rescue
Strategy may become confusing to some, which is kind of the idea, I mean who would expect to see a KlinKlang attacking? Basically the ideal start is to begin with a skarmory, or some way of getting skarmory (i.e. Collector). If your hand is bad, then obviously go for Cleffa (I'm debating replacing this with Manaphy). If you start with Klink, it isn't bad as it only has 1 retreat, a common retreat cost among basic pokemon which is possible on turn one. You want to start setting up 2 lines of KlinKlang as early as possible, 1 of each line, (If you're wondering why I run two of each, it's because if I only run 1 ability KlinKlang and it's prized, I've pretty much lost) and setting up the other pokemon on the bench. The deck can dish out a consistent 80 per turn, if you get heads, then a 30 if you don't get heads, and can keep retracting energies that you discard with Engineer's. The pokemon is very bulky at 150 HP, and helps that it can utilise Sp.Metal Energies. You want to move energies around in correlation to using max potions, and more towards middle game you want to twins for a rare candy and metagross for your beldum. The rainbows can be moved around and also count as sychic: energies, giving them free retreat.
Obviously the deck can't fair well against fire decks, which is why I introduced an ESL tech, which although isn't perfect, can utilise the fact that energies can be switched around, so can be used as soon as it's put into play, and can utilise the rainbow energies also.
It also struggles against gothitelle, but you should be able to deal more damage with the use of psychic resistance and up to 4 sp.metal energies.
As I said before, the deck is for fun and shouldn't be taken seriously, but I would like some help before I start properly playtesting it.
Pokemon: 19
4 Klink (EP)
3 Klang (EP)
2 KlinKlang (EP)
2 KinKlang (B&W)
1-0-1 Metagross UL
1-1 Steelix Prime
1 Skarmory
1 Cleffa
1-1 Entei Suicune Legend
T/S/S: 27
4 Pokemon Collector
4 Twins
3 Engineer's Adjustments
4 Pokemon Communication
3 Junk Arm
3 Rare Candy
2 Max Potion
2 Switch
2 Pokemon Catcher
Energy: 14
4 Sp.Metal
4 Rainbow
2 DCE
2 Metal
2 Rescue
Strategy may become confusing to some, which is kind of the idea, I mean who would expect to see a KlinKlang attacking? Basically the ideal start is to begin with a skarmory, or some way of getting skarmory (i.e. Collector). If your hand is bad, then obviously go for Cleffa (I'm debating replacing this with Manaphy). If you start with Klink, it isn't bad as it only has 1 retreat, a common retreat cost among basic pokemon which is possible on turn one. You want to start setting up 2 lines of KlinKlang as early as possible, 1 of each line, (If you're wondering why I run two of each, it's because if I only run 1 ability KlinKlang and it's prized, I've pretty much lost) and setting up the other pokemon on the bench. The deck can dish out a consistent 80 per turn, if you get heads, then a 30 if you don't get heads, and can keep retracting energies that you discard with Engineer's. The pokemon is very bulky at 150 HP, and helps that it can utilise Sp.Metal Energies. You want to move energies around in correlation to using max potions, and more towards middle game you want to twins for a rare candy and metagross for your beldum. The rainbows can be moved around and also count as sychic: energies, giving them free retreat.
Obviously the deck can't fair well against fire decks, which is why I introduced an ESL tech, which although isn't perfect, can utilise the fact that energies can be switched around, so can be used as soon as it's put into play, and can utilise the rainbow energies also.
It also struggles against gothitelle, but you should be able to deal more damage with the use of psychic resistance and up to 4 sp.metal energies.
As I said before, the deck is for fun and shouldn't be taken seriously, but I would like some help before I start properly playtesting it.