Cyrus
Iron Chef - Master Emeritus
Directions on how to differentiate Voter Input over other comments:
-Read carefully through each deck.
-Title your post as "Voter Input."
-Tell me which deck right off the bat deserved the win.
-In a few sentences, tell me why that deck deserved the win, and the other deck didn't.. Remember, this is a 1 v. 1 format, meaning that you aren't choosing the best of four, but the best of two...twice.
-Use some grade at the bottom of your post to rationalize your decision - preferably the system I've been using this whole contest.
~~~Rainbowgym VS Flygon999~~~
I will grade this later.
~~~Headsrcool VS DreamChaser AJ~~~
I will do a write-up later.
-Read carefully through each deck.
-Title your post as "Voter Input."
-Tell me which deck right off the bat deserved the win.
-In a few sentences, tell me why that deck deserved the win, and the other deck didn't.. Remember, this is a 1 v. 1 format, meaning that you aren't choosing the best of four, but the best of two...twice.
-Use some grade at the bottom of your post to rationalize your decision - preferably the system I've been using this whole contest.
~~~Rainbowgym VS Flygon999~~~
Rainbowgym
Pokemon 23
4 x Duskull – SW (reaper cloth)
4 x Dusclops - DP
4 x Dusknoir – SF (shadow command)
2 x Cresselia – GE (moon twinkle)
2 x Cresselia Lv X
2 x Nincada - LA
2 x Shedinja - LA
2 x Chatot – MD
1 x Spiritomb - LA
Trainer/Supporter/Stadium 23
3 x Roseanne's Research
4 x Bebe's Search
2 x Cynthia’s
3 x Prof. Rowan
3 x Switch
2 x Night Maintenance
3 x Moonlight Stadium
1 x Premier Ball
2 x Rare Candy
Energy 14
4 x Call energy
10 x Psychic Energy
Duskull (reaper cloth), being able to evolve it with the “berry” gives you the advantage of not needing a Rare Candy like in other stage 2 decks. With enough stage 1’s you will have most times a Dusknoir out in your second turn.
Not being able to attack if you start this way is not that bad, you can attach an energy, get some damage from you opponent’s attack and next turn evolve to Dusknoir, use it’s Power (get more damage counters and cards) attach energy and use the first attack on any Pokemon of your opponent.
Or if you have Call nrg, get some more basics out.
Cresselia to move damage counters around and keep Dusknoir out of KO range.
Shedinja is a very underestimated card. And in combination with Cresselia ( move 1 counter to Shedinja) so annoying.
Chatot, always handy if you start hand is bad or in case you can empty it and want new cards. Discard it if you don’t need it with Dusknoir’s Power.
Spiritomb – handy as usual.
Rowan and Cynthia, to reduce your hand size before using Dusknoir’s Power.
Sometimes you really don’t want to discard and Rowan will let you keep that one card you can use after you shuffled/draw making you not needing to discard anything while using Dusknoir’s Power.
In case Cynthia will give you 8 cards, well you might not have a Dusknoir at that time to use and find a new one with it.
3 Moonlight to provide free retreat for the Psychic Pokemon, can be used to discard with Dusknoir’s Power.
2 Night Maintenance in case you have discarded to much.
1 Premier ball to get that LV X out.
2 Rare Candy, not needed that much, just in case.
The second attack of Dusknoir, you will not use often in this kind of build. The first attack in combination with Cresselia’s power gives you so much manipulation which is much more consistent than a 3 energy cost attack.
Enjoy,
Lia
(Rainbowgym, division 7)
Flygon999
POKEMON: 19
1 : Duskull [SW]
2 : Duskull [DP]
1 : Dusclops [DP]
3 : Dusknoir [SF]
2 : Cressilia [MD]
2 : Cressilia Lv.X [GE]
1 : Palkia [GE]
1 : Palkia Lv.X [GE]
2 : Uxie [LA]
1 : Uxie Lv. X [LA]
2 : Unown ! [LA]
1 : Azelf [LA]
TRAINERS: 26
4 : Bebe's Search
3 : Roseanne's Research
3 : Professor Oak's Visit
3 : Switch
2 : Moonlight Stadium
3 : Rare Candy
2 : Night Maintenance
2 : Premier Ball
4 : Super Scoop Up
ENERGY: 15
15 : Psychic Energy
STRATEGY: Go straight to Dusknoir, and use Unown !/Cressilia to get damage on Dusknoir, or use Dusknoir's Poke-Power to do so. Dusknoir snipes the bench, so using that with Palkia Lv.X + Cressilia Lv.X is a good combo. Palkia Lv.X, switch up their damaged Pokemon you sniped, and then use Cressilia to Knock it Out from there for the 2 prizes. Do this only 3 times to win the game. Unown ! helps out a lot too, getting 2 damage on Dusknoir allows you to do +20 damage to whatever, but if you get a heads, you can put 2 damage on any of their pokemon, which is kinda like having 2 PlusPowers =D. Uxie is an awesome setup card, better than Claydol for this deck, because Moonlight Stadium + Palkia Lv.X FTW.
1 : Duskull [SW] Just 1 is good, because if I put it down late game I can evolve to Dusclops right away, but otherwise, IMO Duskull DP is a better attacker.
2 : Duskull [DP] Better than Duskull SW, because you get to disable something =D. It even has a 2nd attack! 20/10, good because it hits bench which fits the strategy nicely, but it's just a mere 10.
1 : Dusclops [DP] Middle stage....Roam, Dusclop's 1st attack, is REALLY good. It snipes, or you can damage yourself for Dusknoir's Damage Even attack. Gravity Wave blah, not too good. Use Roam instead.
3 : Dusknoir [SF] Main attacker of the deck, has to be lol. <3 Shadow Command, putting 2 damage on self to make Damage Even even better! Snipin' anything for a lot of damage is great, especially when you got Unown !, Cressilia, and Palkia to help it out and Cressilia Lv.X to do the Final damage ftKO, taking 2 prizes.
2 : Cressilia [MD] Better than the GE one, because this helps with the setup. Future Sight is good for a starter, good for setup, good good good. But I don't like Healing Light, it's okay but not too good IMO, you don't need to heal Dusknoir.
2 : Cressilia Lv.X [GE] Full Moon Dance, awesome Poke-Power, the reason it's in the deck. Move 1 damage counter from anything to anything is good, helps heal, damage stuff ftKO easier like a PlusPower, and makes Dusknoir's Damage Even attack stronger. Moon Skip is also the other reason of why it's in here, Dusknoir Snipes something, Palkia Lv.X brings it up, and then Moon Skip for 2 prizes right there!
1 : Palkia [GE] Better than the MD one because this has -1 Retreat Cost.
1 : Palkia Lv.X [GE] Restructure is a good Poke-Power, helps the combo of the deck a lot, Poke-Reversal in a way, no flip, but they get one of yours too. Normally they'll choose Palkia, so that's why play 3 switches. But if you have to Lv-Up (while active) you can use Moonlight Stadium to retreat anything else that they send up of yours.
2 : Uxie [LA] Set Up really will help you Set Up. I chose this over Claydol because he is a Psychic Pokemon, and I have the Moonlight Stadium + Palkia Lv.X combination. His attack is good too, put it back to the bottom of your deck, allowing you to use Set Up again.
1 : Uxie Lv. X [LA] Just one, for the Poke-Power. Get 1 of the top 2 cards of your deck, helpful. Zen Blade, 2 for 60 is good too, even though you cannot use it the next turn is okay because you'll attack with something else by then.
2 : Unown ! [LA] I like this guy, Heads you put 20 on any of theirs, Tails, 20 to most likely, Dusknoir, helping it to get moar damage on and be stronger.
1 : Azelf [LA] Just in case a Dusclops, Palkia, Uxie Lv.X, etc gets prized, and I really need it. I guess that Lock Up is good too making them not able to retreat, which can really slow them down giving yourself time to setup.
Bebe's Search: Need 4 to get out pokemon.
Roseanne's Research: Not enough room for 4, but just 3 is fine.
POV: Draw card of the deck.
Night Maintenance: Revives Pokemon/Energies.
Moonlight Stadium: Good with Palkia, and gives free retreat to everything but Palkia.
Switch: There's 3, mostly for Palkia. Don't need Warp Point because Restructure can do the same thing but better.
Super Scoop Up: 4 SSU's for Unown !, a dying Dusknoir, or to use Uxie's Set Up Poke-Power again.
Rare Candy: For Duskull to evolve to Dusknoir, 'nuff said.
Premier Ball: For my Lv.X's, I got 4 of them so I decided that 2 of these would be really useful and speedy.
I will grade this later.
~~~Headsrcool VS DreamChaser AJ~~~
headsrcool
Pokemon 21
2 Duskull SW
2 Duskull DP
2 Duskclops DP
3 Dusknoir SF
1 Dusknoir DP
2 Baltoy
2 Claydol
2 Unown P
1 Unown M
1 Azelf LA
1 Azelf Lv. X
2 Mesprit
Energy 16
11 Psychic
4 Call
1 Multi
Traniers 23
4 TGW
4 Rare Candy
4 Bebe's Search
3 Moonlight Stadium
2 Warp Point
2 Night Maintenance
2 Energy Pickup
1 Cynthia's Feelings
1 Energy Switch
I did a write-up and tried to send it, but it didn't work.
DreamChaser AJ
4 Duskull SW
3 Dusclops DP
3 Dusknoir SF
1 Dusknoir DP
4 Abra MT
2 Alakazam MT
2 Azelf LA
1 Azelf LvX
2 Uxie LA
1 Uxie LvX
23 Pokemon
4 Rare Candy
4 Bebe's Search
4 Roseanne's Research
2 Moonlight Stadium
2 Night Maintenence
2 Wager
2 Cynthia's
1 Warp Point
1 Prof. Oak's Visit (Professor Program version)
22 Trainers
4 Call Energy
11 Psychic
15 Energy
Idea: ideally, start with Abra and set-up Dusknoir. Reaper cloak allows the Dusclops to evolve faster so the hand doesn't hold them. uxie/Dusknoir draw engine instead of Claydol. Moonlight gives everything free retreat, helpful with leveling up Uxie/Azelf after a KO. DP Dusknoir return their candy'd pokemon or heavily energied pokemon to the deck and then snipe another energy heavy pokemon or claydol/support pokemon with Dusknoir SF. With all of the energy out of play, use Dusknoir SF's second attack to KO while the opponent strugles to come back. Azelf to find the pokemon you need and set-up your prizes for the rest of the game Also eliminates weakness/adds another sniper with the lvX.
Alakazam helps with slowing your opponents set-up while keeping your hand low to maximize uxie/dusknoir engine. Abra is an AWESOME starter in psychic decks, and extra abras get discarded with Alakazam or Dusknoir. Night maintenance is at 2 to keep the deck a little more alive after discards. Call Energy works great, since a t1 dusclops can't attack. Cythia's are important since dusknoir SF can get weak after enough poke-power uses.
I will do a write-up later.
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