Plz lock

Discussion in 'Deck Help and Strategy' started by master1116, Aug 10, 2007.

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  1. master1116

    master1116 New Member

    21 Pokemon:
    3 Elekid d
    3 Electibuzz d
    2 Electivire
    2 Electivire LV.X

    2 Mareep d
    1 Flaaffy d
    2 Ampharos

    4 Holon's Castform

    2 Absol ex

    23 Trainer:
    4 Celio's Network
    3 Battle Frontier
    3 Team Galactic's Mars
    3 Scott
    3 Holon Mentor
    2 Night Maintanance
    2 Rare Candy
    2 Warp Point
    1 Lake Barrier

    16 Energy:
    8 :lightning
    4 DRE
    2 :dark: (Sp.)
    2 Scramble

    Strat: Spread damage around the feild with Electivire LV.X and Ampharos when your opponent plays Supporters and energies from their hand. Move the damage around with Absol ex if needed. i'm also trying to fit Magneton PK in some where, and yeah i know Mario kills this

    Mareep L.11 – Lightning – HP50
    Basic Pokemon

    [L] Thundershock: 10 damage. Flip a coin, if heads the Defending Pokemon is now Paralyzed.
    [L][C] Kerzap: 20 damage.

    Weakness: Fighting (+10)
    Resistance: Steel (-20)
    Retreat: 1

    Flaaffy L.26 – Lightning – HP80
    Stage 1 – Evolves from Mareep

    [C] Attract Current: 10 damage. Search your deck for a Lightning Energy and attach it to 1 of your Pokemon. Shuffle your deck afterward.
    [L][L][C] Electro Kick: 60 damage. Flip a coin, if tails Flaaffy does 10 damage to itself.

    Weakness: Fighting (+20)
    Resistance: Steel (-20)
    Retreat: 1

    Ampharos L.52 – Lightning – HP130
    Stage 2 – Evolves from Flaaffy

    Poke-Body: Jamming
    Whenever your opponent plays a Supporter card from his or her hand, after the effect of the Supporter card resolves, place 1 damage counter on each of your opponent’s Pokemon. This Poke-Body can’t be used if another one of your Pokemon already used a Jamming Poke-Body.

    [L][C][C] Cluster Bolt: 70 damage. You may discard all Lightning Energy attached to Ampharos. If you do, each of your opponent’s Benched Pokemon that has any Energy attached to it takes 20 damage.

    Weakness: Fighting (+30)
    Resistance: Steel (-20)
    Retreat: 3

    Electivire L.X – Lightning – HP120
    Level Up

    Poke-Body: Shocking Tail
    As long as Electivire is your Active Pokemon, whenever your opponent attaches an Energy from his or her hand to 1 of his or her Pokemon, place 2 damage counters on that Pokemon.

    [L][C] Pulse Barrier: 50 damage. Discard all of your opponent’s Stadium cards and Pokemon Tool cards in play. If you do, ignore all effects of attacks, including damage, done to Elevire during your opponent’s next turn.

    Weakness: Fighting (x2)
    Resistance: Steel (-20)
    Retreat: 3

    Chingling L.6 – Psychic – HP40
    Basic Pokemon

    Poke-Power: Baby Evolution
    Once during your turn, you may play Chimecho on top of Chingling (this counts as Evolving Chingling) and remove all damage counters from Lisyan.

    [.] Welcoming Bell: Search your deck for a Supporter card, show it to your opponent, and put it in your hand. Shuffle your deck afterward.

    Weakness: Psychic (+10)
    Resistance: none
    Retreat: 1

    Team Galactic’s Mars – Supporter

    Draw 2 cards. Then, without looking, choose 1 card from your opponent’s hand, and put it on the bottom of your opponent’s deck.

    You can only use 1 Supporter card during your turn. To use it, place it next to your Active Pokemon, and discard it at the end of your turn.

    Night Maintenance - Trainer

    Search your discard pile for 3 in any combination of Pokemon and Basic Energy cards, show them to your opponent, and shuffle them into your deck.

    Lake Barrier – Stadium Card

    All Pokemon in play take x2 damage as a result of Weakness, instead of the printed amount.

    You can play 1 Stadium card during your turn. Place the Stadium card next to your Active Pokemon. If a different Stadium card comes into play, discard this Stadium card.
     
    Last edited: Aug 11, 2007
  2. Dunsparce Fan 206

    Dunsparce Fan 206 New Member

    This would work better with a PK Magneton line instead of an Ampharos d line, imho. Here is what I suggest:

    - ampharos d line (5 cards)
    -2 rare candy
    -3 elekid d
    -1 electabuzz d
    -1 lake barrier
    -1 dre

    +3 elekid (DP)
    +2 electabuzz (DP)
    +3 magnemite (PK)
    +3 magneton (PK)
    +2 dark energy (special)

    This is just my opinion, but I think it would help the overall attack power a little more. You might also consider adding in some magnezone, although that might change the deck's structure too much.
     
    Last edited: Aug 11, 2007
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