Sand Dance

Discussion in 'Deck Help and Strategy' started by evilsneasel, Aug 29, 2007.

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  1. evilsneasel

    evilsneasel New Member

    Pokemon ( 24 )
    Trapinch (HP) x4
    Vibrava (DF #34) x2
    Flygon EX (DF) x3
    Gastly (DP) x3
    Haunter (DP) x2
    Gengar (DP) x3
    Duskull (DP) x3
    Dusclops (CG) x3
    Dusknoir (DP) x1

    Trainers ( 22 )
    Island Hermit x4
    Bebe's Search x3
    Rival x2
    Steven's Advice x1
    Copycat x1
    TV Reporter x1
    Professor Rowan x1
    Holon Mentor x1
    Pokemon Fan Club x1
    Rare Candy x4
    Phoebe's Stadium x3

    Energy ( 14 )
    Psychic x14


    The Strategy: Get Gengar active and put one damage counter on each of your opponent's benched Pokemon. Then switch to Flygon Ex and have Sand Damage weaken the benched basics and Psychic Pulse hit the bence. The single Dusknoir is used when my opponent is ahead and the Dusclops are used to stop my opponent's Ex's from attacking.
     
  2. Dunsparce Fan 206

    Dunsparce Fan 206 New Member

    Here's what I'd change:
    -3 psychic energy
    -1 rowan
    -1 rival
    -1 fan club
    -1 copycat

    +2 scramble energy
    +2 holon mentor
    +2 celio's
    +1 dusknoir

    You may want to narrow your strategy to two stage 2 lines; it's gonna be pretty hard to get out all of your highest stages and it could open up space for some more trainer cards.
     
  3. Mew*

    Mew* Active Member

    You need to max out on Warp Points. Then you can force them to switch out their life drained poke and bring out a fresh one. You'd bring out Flygon ex and Pschic Pulse them and that guy with 10 HP on the bench would faint and the active would take 80!
     
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