Might as well try another deck.... Sharpedo

Discussion in 'Deck Help and Strategy' started by ToneDawg, Apr 12, 2004.

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  1. ToneDawg

    ToneDawg New Member

    To start things off, I haven't played this game in over a year, last tried when Expedition came out. So don't be too harsh on the criticism here, thanks.

    Pokemon: 20
    4x Team Aqua's Sharpdeo (3 R, 1 H)
    4x Team Aqua's Carvanha (40 HP, Confuse Ray)
    3x Psyduck (Newest)
    3x Golduck (Forgot the set, Poke power to confuse)
    3x Dunsparce
    2x Wobbufet
    1x Team Aqua's Walrein

    Trainers: 19
    4x Professor Oak's Research
    3x TV Reporter
    3x High Pressure System
    3x Team Aqua's Conspirator
    3x Oracle
    2x Archie
    1x Team Aqua's T.M. 01

    Energy: 21
    4x Double Rainbow Energy
    4x Aqua Energy
    5x Psychic
    8x Water

    The strategy is simple, try to deliver a second or third turn 70 damage. The high pressure system allows Golduck to switch with others to deliver confusion usually and then strike with Sharpedo for 60. The Golduck could attack but it wouldn't be necessary. Other then that pretty self-explanitory. I'm just not sure on the trainers and the current metagame so hints would be nice. Thanks. (I think everything works out right, haven't playtested yet....)
    Last edited: Apr 12, 2004
  2. TrueGamerX

    TrueGamerX New Member

    Not a bad concept. You might want to take out 1 Psyduck and 1 Golduck for 2 Wobbuffet. The Wobbuffet would help out a lot against EX pokemon while Golduck is confusing them.
    -1 Team Aqua's TM 01 for Team Aqua's Walrein.
    Last edited: Apr 12, 2004
  3. ToneDawg

    ToneDawg New Member

    Ok, thank you very much. I shall try that.
  4. PokeMasterFlabface

    PokeMasterFlabface <a href="http://pokegym.net/gallery/browseimages.p

    Those Sharpedos are a real annoyer, this deck will really get your opponent made. Just watch out for Ampharos decks and watch out for the Double Rainbows, too much may mess you up. Good luck with the deck. :)
  5. ToneDawg

    ToneDawg New Member

    Yeah, I was thinking about that also but they work very well with the Golduck and the 2nd turn effectiveness. I'd like to keep the 4 of them since it basically gives me 4 cards that allow me to 70 damage 2nd turn maybe or 60 or 50.
  6. Dendrobatida

    Dendrobatida New Member

    You'll have to be careful with a newish rule: you may only retreat once per turn. Thus, in order to pull off the confusion thing, you'd have to retreat your sharpedo, bring up your golduck, flip to see if you can confuse, and then, somehow, get sharpedo back up there. You can't just retreat the golduck after your flip, and you can't continue to retreat golducks until you get the flip result you need. Overall, I think this would be too slow to execute, since the combo you're talking about would only work every other turn (try to confuse, retreat, attack with sharpedo, end turn. Retreat sharpedo, try to confuse, attack with golduck, end turn. Repeat), and the confusion is only on a flip. Also, confusion isn't all that great now, since the opponent can retreat without a flip. Seems just too slow and risky for me, particularly given the low HP of your main attackers, the reliance on flips, and the ease with which opponents can escape confusion nowadays.
  7. ToneDawg

    ToneDawg New Member

    Ok, thanks. Lol, you can only retreat once now? Darn......and confusion doesn't require a flip. Yeah, this deck sucks after those two rules. Thanks for telling me.
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