~~~DLD4A VS SCEPTILERANCHER~~~
-Dld4a-
"Iron Chef: Age of Kabuto
9-9-05
Ingredient: Clefable EX
Before I explain how to run this deck, I’d like to explain how I arrived at this combo because at first glance it may look like I just dropped the Clefable EX line into a pre-existing deck.
When considering Clefable EX the most important thing to look at is maximizing Metronome’s effectiveness. It reads:
CC Metronome
Choose 1 of the Defending Pokémon's attacks. Metronome copies that attack except for its Energy cost. (You must still do anything else in order to use that attack.) (No matter what type that Pokémon is, Clefable ex’s type is still {C}.) Clefable ex performs that attack.
You don’t have to pay for the specific energy costs so what type of Energy you run does not matter as far as that part of the attack is concerned. However because of the language change in Metronome, (You must still do anything else in order to use that attack.) and because there are a fair number of attacks that increase damage with specific of energy type attached or discarded, you do have to decide what type of energy would be best to maximize Metronomes effectiveness. Fire and Electric are the obvious best choices to fill this purpose. Now the next thing to consider is that Metronome now costs two colorless instead of one, so it is more difficult to power, and keep powered especially if your using discarding attacks. So some type of Energy manipulation would be really helpful. Since I’m already thinking Electric and Fire, Electrode EX is the first thing that came to mind. And there you go, this deck just jumps up, slaps you in the face, and says “Run me, Run me!”. If you think about it Clefable EX fills the same roll as Mew EX does in a version that’ll be hitting the streets before you know it, but not nearly as well.
Pokemon (16)
4 Magmar (TRR) 44/109
2 Clefairy (RG) 59/112
2 Clefable EX (RG) 106/112
2 Voltorb (HL) 80/101
2 Electrode EX (RG) 107/112
2 Rayquaza EX (DX) 102/107
2 Zapdos EX (RG) 116/112
Trainers (27)
4 POW Hand Extension
4 Rocket’s Admin.
4 Rocket’s Mission
3 Professor Elm’s Training Method
3 Swoop Teleporter
2 Mary’s Request (TV Reporter is the better choice after 9-30-05)
2 Lanette’s Net Search (2 is enough because of Swoop)
2 Warp Point (still will suffer from an EX start)
2 Battle Frontier (Desert Ruins counter- 2 should work b/c of the Trode/Admin combo)
1 Pokemon Retriever (get back those Swooped basics)
Energy (17)
11 Electric
6 Fire
The basic set up is to start with a Magmar (or swoop to it if need be) and Dump and Draw Energies into your discard pile. By the 3rd turn at most (if not second with the aid a supporter discard) you should almost always have five or more Energy in your discard pile and in play. Then you use Extra Energy Bomb to pull the Energy from your discard pile into play and also activate your Pow Hands. Then use Rayquaza’s or Zapdos’ power to start attacking. Also with this deck you have the option of starting with a Voltorb and using Recharge to search your deck for an Electric Energy and attach it to Voltorb. Then on turn two you can either evolve into Electrode EX or swoop to Clefairy and evolve into Clafable EX depending on if one or the other can get you a win or major advantage.
Now you may be saying to yourself, “Metronome with out an energy removal combo?” Well that was in the old days. Since Metronome now costs CC and Recycle Energy is not legal that combo is not nearly as effective, especially because Energy Removal 2 is a flip. So I decided to let the Pow Hand get that job done. Hopefully that will allow me to build in more early game consistency with the Swoop Teleporter/Professor Elm’s Training Method Combo.
Potential Tech Cards
Soodowoodo (UF) - On the surface this may not seem like a good card, but in this deck it might not be a bad idea. It is the perfect counter to Electrode EX and a really good counter to most other Electric Pokemon. Plus you can take down a Spinning Tail with it (I know it needs 5 Energy but with this deck it’s doable) If you do run this card I would definitely run 4 Multi Energy. This is definitely just a tech card, and I’m not sure if I’d run it in a general sense.
Rayquaza * I know that a lot of people are running this in their ZRE’s, but I’m not sure just how often it is being pulled off so I didn‘t include it in the original deck. I can understand the principle so it’s a viable and easy tech.
With out the ability to play test it is difficult to tell which cards can be pulled for techs. Off hand I’m thinking that the Swoops might allow you to drop to 3 Magmar (especially since both techs can be Swooped in or out). Other than that all I can think of is potentially a Trainer, but exactly which one is, as I said, difficult to tell with out play testing."
Deck (7/10): A nice, strong decklist you have here, DLD4A. You have a very good twist on the Trode-Pow deck, but you have a surprisingly low line for electrode ex (2-2, even with swoops and PETM's, doesn't seem to cut it like 3-3 would). Two BF isn't anything like three or four because even though you have trode-pow on your side, pulling one of two gyms in this deck will be brutally difficult, and Ruins players auto-win if they drop the third one on you. You could have used maybe just an extra Mary or two, but still a consistent machine. Energy seems just a bit lopsided in favor of lightning (maybe just one more fire...oi), but great job.
Creativity (3/5): Oh my lord, not another Trode ex variant! However, this is a relatively good one, so I won't go nuts about you playing this. Clefable DOES work in this deck, and good job for that. However, it does get an awful throw-in vibe, which sucks. I think that your sudowoodo tech idea would be simply AWESOME!
Card Use (3/5): Clefable ex is far inferior to Mew ex, because Mew can copy Electrode ex and voltorb's attacks as well, not just your opponents. However, the usage of Clefable ex here is good, because of how you can pow up a variety of good attacks, and just go nuts =)
OVERALL: 13/20
-SceptileRancher-
"here is my deck called:
COPYCAT
POKEMON:
4xUF Cleffa
4xClefairy RG
1xClefable UF
3xClefable ex
3xTRRDrowzee
3xTRR Dark Hypno
\TRAINERS:
4xPETM
3xstrength charm
4xrare candy
1xwarp point
3xancient tomb
2xspace center
3xstevens advice
4xcopycat
NRG:
4xdarkness nrg
14xpsychic
STRAT:
okay the strat is to get clefable ex PRONTO via cleffa /PETM/rare candy. Then thanx to low nrg cost i can attack t2=). i use metronome beacuze now addays most deck use big ex's with BIG damage. but if the pokemon im attacking doesnt have any good attacks then i just use moon impact for a quick 40 . but after they evo then i use metronome. Dark hypno is there to take on any fighting types and even adds to the copycat theme=). i even have copycat in the deck.=). This deck is very fast and VERY original.
sincerely,
sceppy rancher "
Deck (4/10): Sure, this looks fast, but I see so much wrong with it. You have way too much energy for the deck, when you'd be fine with just 13-16. I question the use of one rare candy in this deck, much less four (yes, I understand why three would work, but why not just run Wally? It's that much better). Space center is useless in the E-on format because Ninetales and Dewgong still get past Clefable, 'Fabes can just toxic Shuckle right back, etcetcetc. Okay amount of draw, but considering that you don't run Swoops or a consistency crutch, it's just not enough. 2 admin/2 CC would have been a possible better play. It looks like you have way too any strength charms, but I might be wrong, because of being able to do 50 to ohko a weak basic. Mary's Request would have been very good here, and your other gym, ancient tomb, is not the best play because half of your attackers cannot manipulate it...why the random UF Clefable?
Creativity (2/5): Well, it is creative, but not necessarily in the sense that I'm looking for. D Hypno is a unique partner for 'Fabes tho, so I'll give you credit for that cool addition
Card Use (1/5): This doesn't abuse Clefable at all. It's actually more of a Dark Hypno deck, from the looks of it.
OVERALL: 7/20
WINNER: DLD4A!!!