TRQLKZ
Member
Pokemon 17
4 Electrike DX Recharge
3 Manectric DX
3 Beldum d DS
1 Metang d DS
3 Metagross d DS
3 Gligar d DF
Trainers 27
4 Fieldworker
1 Prof. Oak's Research
2 Holon Circle
2 Copycat
4 Great Ball
2 Switch
2 Warp Point
4 Master Ball
3 Rare Candy
3 Celio's Network
Energy 16
12 Lightning Energy
4 Double Rainbow Energy
The Goal of this deck is to start off with Electrike and recharge on turn one to get a total of 2 energies on it so that on turn 2 you can play one more energy on it and evolve into Manectric and use Magnetic Tackle to do 40 +10 Damage for each lighning energy attached to Manectric for a total of 70 damage on turn 2 with only doing 10 damage to myself. Then the deck just keeps that up to KO my opponents pokemon. Then I send out Metagross d when Manectric gets to much damage and use Crush and Burn to get rid of the energies on the Manectric that would have soon been KO'd. While at the same time loading up another Manectric with Lightning Energy so that after Metagross is done I can switch to the fully charged Manectric. Gligar is used to stall if I am not able to get out Electrike on turn 1.
The problem I keep having being able to get back the energies. My brother runs an my original version of this deck which is nearly identicle except using Ampharos UF to send up those same energies to a new Manectric instead of killiing the energies with Metagross d. I am currently unsure whether switching to Metagross d was a good idea or whether I shoould go back to using Ampharos UF.
Any suggestions would be greatly appreciated.
4 Electrike DX Recharge
3 Manectric DX
3 Beldum d DS
1 Metang d DS
3 Metagross d DS
3 Gligar d DF
Trainers 27
4 Fieldworker
1 Prof. Oak's Research
2 Holon Circle
2 Copycat
4 Great Ball
2 Switch
2 Warp Point
4 Master Ball
3 Rare Candy
3 Celio's Network
Energy 16
12 Lightning Energy
4 Double Rainbow Energy
The Goal of this deck is to start off with Electrike and recharge on turn one to get a total of 2 energies on it so that on turn 2 you can play one more energy on it and evolve into Manectric and use Magnetic Tackle to do 40 +10 Damage for each lighning energy attached to Manectric for a total of 70 damage on turn 2 with only doing 10 damage to myself. Then the deck just keeps that up to KO my opponents pokemon. Then I send out Metagross d when Manectric gets to much damage and use Crush and Burn to get rid of the energies on the Manectric that would have soon been KO'd. While at the same time loading up another Manectric with Lightning Energy so that after Metagross is done I can switch to the fully charged Manectric. Gligar is used to stall if I am not able to get out Electrike on turn 1.
The problem I keep having being able to get back the energies. My brother runs an my original version of this deck which is nearly identicle except using Ampharos UF to send up those same energies to a new Manectric instead of killiing the energies with Metagross d. I am currently unsure whether switching to Metagross d was a good idea or whether I shoould go back to using Ampharos UF.
Any suggestions would be greatly appreciated.
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