Magmortar/Claydol/Pachirisu *Mini-Article Like Thing Included*

Discussion in 'Deck Help and Strategy' started by kristi, Feb 11, 2008.

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  1. kristi

    kristi New Member


    Author: Sam Liggett
    Date: February 11, 2008
    Format: HP-GE


    1 Magmortar Lv X (MT)- Snipe for the last prize.
    3 Magmortar (SW)- Main attacker. The deck is built around him.
    4 Magmar (MT)- Turn 1 20.
    3 Claydol (GE)- Major deck manipulation! Gets you exactly what you need w/ having to discard. Major part of the deck. It replaces many draw trainers. Is also a good anti-absol tech.
    3 Baltoy (GE)-He's here to evolve into claydol- not a bad starter though; also kills absol
    4 Pachirisu (GE)-Gets you 3 basics. He's also good against cessation crystal.
    1 Unknown G (GE)-This is another nice tech. You can get him with rosseanes, he prevents bring down and sonic blade, and if poison decks get popular... this deck would have a hard time without unknown Gaurding you! (That's funny)


    4 Scramble- They are key to this deck- the second most important card other than magmortar IMO.
    11 :fire:- Basic energy. Heals magmortar 20 as well as making its first attack do 20 more damage.
    2 DRE- Helps after you have sniped; you can provide the energy for magmortar lv x's attack, or you can add 30 more damage with Flame Blast.


    3 Roseanes Research-Gets you basics or energy. With pachirisu this trumps mentor.
    2 Night Maintenance-(Gets back your magmortar line or any other pokemon/basic enrgy you need. I chose it over TSD because this gauruntees you the 3 pokemon/energy- TSD is less consistant
    2 Windsstorm- Gets rid of Cess crystal, holon circle, moonlight stadium, buffer piece, or any other pesky tools/stadiums.
    4 Ceilios Network-Gets any pokemon in the deck. Crucial and best pokemon search card for the deck.
    1 Castaway- Gets any supporter you need, a basic fire, and a leftovers. Pretty good.
    2 Leftovers- Helps magmortar last a bit longer in some cases.
    2 Rowan- Usually you have one card in your hand that you want to keep. You shuffle the rest of your no-help-hand into your deck and get 4 more cards. Pretty good and works well with Claydol. I'm still undecided if I want to keep this or switch it out for 2 wager.
    2 Stevens- with claydol, you usually never have more than 6 cards in your hand. Stevens can get you up to 6 MORE cards! Really good in this deck.
    3 Warp Point- This is another key card. You have to know when to play it. It can get you out of special conditions and get rid of your opponents hard-to-kill card active while you set up. It also helps with Magmortar's heavy retreat. Very important card.
    3 Quick Ball- These help you thin out your deck, get pokemon that you need, and they aren't supporters! Pretty good and they garuntee you a pokemon.


    Start with Pachirisu and let them KO you after you get a full bench and get set up. Get 2 Claydols and 2 Magmortars out as fast as you can. Scramble Magmortar and then just snipe again and again in most cases. You will usually be behind in prizes for the first 2/3 of the game or so. You might knock out a Pokemon or two, but then late game you will take 2-3 prizes for 1 attack. All the time you are powering up a magmortar on the bench while the others are attacking with scrambles. You also attatch leftovers and they combo w/ magmortar's poke-body really well- if you attatch a :fire:, you will be removing 3 damage counters per turn. Now back to that magmortar that you were charging up with basic fire energy... In the end of the game you and your opponent should have about 1 prize left each. you bring up that magmortar and then you level up and snipe anything w/ less than 100 hp FTW! That's the basic strategy- you have to be able to out-play your opponent or switch your strategy in certain situations though.
    Last edited: Feb 13, 2008
  2. Blaziken 1111

    Blaziken 1111 Active Member

    GG is 50-50 and also take out the dugtrio line and make claydol in 2-2
  3. kristi

    kristi New Member

    OK i'll change the GG, but the matchup is still in your favor IMO. With dugtrio and unknow they can't bring down or sonic blade, plus after they KO pachi, they can only 1 hit-KO a magmortar once. i dont understand the second part, though I think that the 1-1 Dugtrio line is usefull against any deck that snipes, and their are a lot of those rite now, at least in my area. Claydol is good if you have the bench space for 3, but you really need to get 2 of them out for all of the deck manipulation and getting what you need. If you can't pull your scramble, your in trouble. Thanks for the advice :thumb:
  4. fchangus2

    fchangus2 New Member

    dugtrio doesn't prevent Bring Down. It only prevents "damage". Bring Down is an effect of the attack. Dugtrio does not help against G&G.

    on the other hand, dugtrio is a good tech for G&G against Magmortar.
  5. kristi

    kristi New Member

    My bad. Sorry I got it confused with something else. It still helps against sniping decks however. Thanks for pointing that out. :smile:

    EDIT: Ok, I took out the dugtrio line. It helped, but i guess that its more of something that other people would tech against ME, not me against them. Yall were rite. ;)
    Last edited: Feb 11, 2008
  6. Blaziken 1111

    Blaziken 1111 Active Member

    Also take out an unoun because if you start with it you will be in trouble. Also I would take out the holon ff because I would rather do more damage then taking the risk of water decks doing and extra 30 damage.
  7. kristi

    kristi New Member

    I just tested it and surprisingly enough, unknown wasn't a bad starter. Its not GOOD, but if you start with it, just rosseans for a pachirisu and a magmar. Attatch unknown to magmar, and send up pachirisu like nothing ever happened. As for the Holon FF, Yeah, I would rather do more damage too, but i had more than enough fire energy in my hand the whole game. And if I do face a Hurricane or Empoleon at states, then Im in DEEP TROUBLE. I do think that Im going to max out the pachi line though. It is essential.

    The reason that I have unknown G is because Gallade is very popular in my area, or I would slim it down.
  8. SuicidalPikachu

    SuicidalPikachu New Member

    read Unown G's full power, it says it has to be on your bench, meaning you couldn't have done that.
  9. kristi

    kristi New Member

    Good Point.
  10. elekid_957

    elekid_957 New Member

    take out:
    1 scramble (4 is overkill)

    add in:
    1 DRE
  11. skarmory777

    skarmory777 New Member

    Has potential. I think the main reason this deck with prosper is the fact that theres NO water that can really challenge it or ANY water in the format for that matter. If you get out sped your prolly not screwed but it could hurt. Watch out for Porygon Z.
  12. Rambo1000

    Rambo1000 New Member

    there is no reason not to play typhlosion.
  13. r e i n

    r e i n New Member

    Typhlosion makes the deck so much clunkier than it has to be, well that's the case for me anyways. It's a simple preferrence imo. And taking out Typhlosion adds so many options for the deck.
  14. SPARTA

    SPARTA New Member

    Magmortar fails when he has no energy acceleration. You can say otherwise all you want, that is a fact. Magsol fails, Aggro Magmortar fails, Magmortar Blissey fails, and so does this deck.
    At some point you will need to go aggro and take control of the game, and doing that requires alot of energies to be on your Magmortars. Since you are taking charge, Scramble does nothing. DRE doesn't do enough, and it also linits your ability to spread damage.
    Thus, the only remaining options are to fail because of insufficient damage, or to put reliable energy acceletation in.
  15. kristi

    kristi New Member

    the reason that this deck works is because of scramble! i would play 8 if i could! you snip again and again and then finally when your down to the last prize or 2, you send up that benched magmortar that you've been powering up and 1HKO their active. SCRAMBLE IS 1 ENERGY THAT YOU NEED TO ATTATCH! you will have at least 3 spare tusrns or so to power that magmortar with basic fire. In this deck, it seems like your opponent is going to win the whole game and then you come back and WIN! Yes, there are times that i do wish i had a typhlosion (all of the time) but this deck was to get away from magmortar/typhlosion/delcatty, and slim down the list. Some people may not think that it works (this deck), but i'm asking advice on how to make it BETTER.
  16. SPARTA

    SPARTA New Member

    Make it better? Add energy acceleration.

    TODDakaESTEBAN New Member

    this deck should be called MCPpants.dec HAHAHAHAHAHAH ahhh good times

    anyway i haven't tested this but spartas right about the mag decks that do poorly, and why they do poorly, i honestly feel like a water deck or gg deck could take this down easily, you can't go aggressive because your damage output is lower and your consistancy is lower,

    this is basically just slow straight mag damage wise, slow because it has a starter, i mean you setup plenty of scrambles but you don't want to have to rely on them to win, how can you? and with only 2 windstorm and no counter stadiums you will be locked by beach if you come across it

    claydoll is a good draw pokemon that i GUESS you can put with anything but like Prime said it will only do well in decks that have synergy with it,
  18. r e i n

    r e i n New Member

    rofl. ATHF ftw.

    Bleh, I tested this out today against a few decks. I agree with you now about Typhlosion(i has seen the light) but my metagame is really *bad and I think I'm fixed on no Typhlosion. This deck vs gg has a very hard time winning if GG sets up on par with you. Bleh, took me like a million turns to come around and win it.
  19. Rainbowgym

    Rainbowgym Active Member

    Yes there is, Typhlosion takes 5 spots and you need Candy, reason enough NOT to play it.
  20. B_B_C

    B_B_C New Member

    I disagree with the Gardevior/Gallade-55/45 In Your Favor.

    I think it should be 60-40 in GG favor.
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