Okay, I've got the core of the deck where I like it, now I just need help with the options:
4 Ralts
2 Kirlia
3 Gardevoir SW
1 Gardevoir Lv.X
1 Gallade
4 Spiritomb
2 Baltoy
2 Claydol
1 Azelf
+EDIT+ 4 Charizard
Pokemon: 24
4 Bebe's
4 Roseanne's
3 TGW
4 Rare Candy
1 Luxury Ball
2 Pokemon Communication
4 Poke Blower+
2 Expert Belt
Trainers/Tools/Support: 24
4 DCE
8 Psychic
Energy: 12
It plays like PLOX, if you don't know what that is, I'm not going to explain it to you and you probably can't help me anyway.
So if I take out the Charizards I've got 4 slots open, I don't want to remove any of the cards listed unless it's for a really good reason. Example: I've toyed with the idea of running a few rainbow energy to power up Spiritomb's craptacular second attack as a coup-de-grace against Gengar since it'll do 40 damage and I don't care if it dies to Gengar's power; or 4 Rare Candies is too much since I run 4 Spiritombs, drop it to 3. Basically, don't tell me to drop anything unless you're going to give me a very good, well thought-out reason.
For the 4 open slots I'd like some kind of tech against bad match-ups, a way to speed the deck up even more, something to help consistancy, disruption, or preferably, a combination of 2 or more of these.
Oh, and no Call Energy... I like it, but not in this deck.
4 Ralts
2 Kirlia
3 Gardevoir SW
1 Gardevoir Lv.X
1 Gallade
4 Spiritomb
2 Baltoy
2 Claydol
1 Azelf
+EDIT+ 4 Charizard
Pokemon: 24
4 Bebe's
4 Roseanne's
3 TGW
4 Rare Candy
1 Luxury Ball
2 Pokemon Communication
4 Poke Blower+
2 Expert Belt
Trainers/Tools/Support: 24
4 DCE
8 Psychic
Energy: 12
It plays like PLOX, if you don't know what that is, I'm not going to explain it to you and you probably can't help me anyway.
So if I take out the Charizards I've got 4 slots open, I don't want to remove any of the cards listed unless it's for a really good reason. Example: I've toyed with the idea of running a few rainbow energy to power up Spiritomb's craptacular second attack as a coup-de-grace against Gengar since it'll do 40 damage and I don't care if it dies to Gengar's power; or 4 Rare Candies is too much since I run 4 Spiritombs, drop it to 3. Basically, don't tell me to drop anything unless you're going to give me a very good, well thought-out reason.
For the 4 open slots I'd like some kind of tech against bad match-ups, a way to speed the deck up even more, something to help consistancy, disruption, or preferably, a combination of 2 or more of these.
Oh, and no Call Energy... I like it, but not in this deck.
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