Swampert Rain (Neo On w/Promos 21 On, Non-DCI)

Discussion in 'Deck Help and Strategy' started by Carrington388, Aug 20, 2003.

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  1. Carrington388

    Carrington388 New Member

    Pokémon (16)
    4 Mudkip (w/Fury Swipes) (EX: Ruby & Sapphire)
    3 Marshtomp (w/Slash) (EX: Ruby & Sapphire)
    2 Swampert (w/Water Call) (EX: Ruby & Sapphire)
    2 Jynx (Expedition)
    3 Tyrogue (Neo Discovery)
    2 Cleffa (Promo #31)

    Trainers (24)
    4 Energy Stadium (Neo Destiny)
    4 Copycat (Expedition)
    4 Moo-Moo Milk (Neo Genesis)
    4 Town Volunteers (Aquapolis)
    4 Water Cube 01 (Aquapolis)
    4 Lum Berry (EX: Ruby & Sapphire)

    Energy (20)
    20 Water Energy

    The main strategy is to have a Swampert for attaching 2 Energy per turn. This is easy since all 20 Energy (no more, no less) in the deck is Water. It'll seem like more using Energy Stadium. Mudkip and Marshtomp can doil out damage before evolving to Swampert. Both Swampert and Jynx can cause Sleep. Tyrogue is for use against any Lightning you encounter. Cleffa and Copycat constitue the draw engine.

    Moo-Moo Milk and Lum Berry constitue the heal engine. Town Volunteers can restore needed cards to the deck, and Water Cube 01 adds the ability to damage the bench.

    Any comments, fixes, and/or suggestions would be greatly appreciated.
  2. dkates

    dkates New Member

    Why not use 2 Energy Stadiums and 2 Fishermen? Make the Energy last even longer! I know how you feel about Gold Berry vs. Moo-Moo Milk, but I really think you should try it with the Gold Berries. Also, since you're using Promo Cleffa, use Oracle instead of Copycat. Consider Qwilfish over Jynx. Poison could come as an unpleasant surprise to your opponent, and Needle Storm has decent power.
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