Team Magma's Scep-tech/Swamp-tech

Discussion in 'Deck Help and Strategy' started by Dek, Apr 27, 2004.

8 league13 468 60
Thread Status:
Not open for further replies.
  1. Dek

    Dek New Member

    Now many of you are probably going :confused: , but don't worry, it will make sense

    -=21 Pokemon=-
    4 Treecko
    2 Grovyle
    4 Sceptile (2 ET/2 Holo)
    3 TM's Aggron
    2 Magnemite
    2 Magneton
    2 Skitty (SS)
    2 Delcatty (Holo)

    -=18 Energy=-
    12 Grass Energy
    3 Fighting
    3 Multi

    -=21 Trainers=-
    4 Oracle
    3 POR
    3 Maxie (or whatever teh TM leader is)
    3 Potion
    3 Switch
    3 Rare Candy
    2 Town Volunteers

    Well, I was thinking about this last night after looking at Team Magma's Aggron a little bit. The strategy here is to get an Energy Trans Sceptile and Team Magma's Aggron into play, Put a Fighting/Multi on Aggron, and use Landstream for a good amount of damage. Then all you have to do is get a Magneton to Megnetic Field the energies back into the hand.

    And if you want a Swampert version of this...

    -=21 Pokemon=-
    4 Mudkip (whichever one you want)
    2 Marshtomp
    4 Swampert (Water Call)
    3 TM's Aggron
    2 Magnemite
    2 Magneton
    2 Skitty (SS)
    2 Delcatty (Holo)

    EDIT (4/28) WHOOPS! I meant to type this...
    -=18 Energy=-
    12 Water Energy
    3 Fighting
    3 Multi


    -=21 Trainers=-
    4 Oracle
    3 POR
    3 Maxie (or whatever teh TM leader is)
    3 Potion
    3 Switch
    3 Rare Candy
    2 Town Volunteers

    whichever version you use, you're gonna end up with some strange (yet effective) synergy between the two main hitters. Now I do realize that the 2 damage counter penalty will affect the deck a little bit, but that's why there's potion. (for a cheap, weird, strategy :lol: )
     
    Last edited: Apr 28, 2004
  2. SomethingElse

    SomethingElse Active Member

    just to tell ya......Swampert Holo's power only let's you attach an extra water, maybe venusaur would be better.......
     
  3. Dek

    Dek New Member

    yes, i realize that Swampert only lets you attach water, but thats the idea. In the Swampert version, you attach (W) energies to TM's Aggron to use Land Stream, discard a few, and you deal some damage. Next turn, use Magneton's Magnetic Field to being the energies back into the hand.

    and here's the attack incase people dont know

     
    Last edited: Apr 27, 2004
  4. Dek

    Dek New Member

    alright, i have decided to focus more on teh Swampert version of this deck. All the changes are bolded. Here is the new version of it

    Team Magma's Swamp-Tech v2.0

    -=22 Pokemon=-
    4 Mudkip (whichever one you want)
    2 Marshtomp
    4 Swampert (Water Call)
    2 TM's Aggron
    2 Magnemite
    2 Magneton
    2 Skitty (SS)
    2 Delcatty (Holo)
    2 Ditto (SK)

    -=18 Energy=-
    12 Water Energy
    3 Fighting
    3 Multi

    -=20 Trainers=-
    4 Oracle
    3 POR
    2 Maxie
    3 Potion
    3 Switch
    3 Rare Candy
    2 Town Volunteers

    Any other fixes would be nice...
     
    Last edited: Apr 28, 2004
  5. Hero

    Hero New Member

    -1 TownV for fisherman
    -3 Potion for TVR
    -1 or even 2 switch for warp points

    by the way :confused: lol
     
  6. -1 more Town V.
    +1 more maxie
    (I don't care for town volunteers, especially since you are using Magneton)
     
  7. Pokemon Paladin

    Pokemon Paladin New Member

    ok too slow. and hero u want TVR potion are bad in most decks and u want warp point and switch.
     
  8. Imperial

    Imperial New Member

    agreed, but i see potential!
    probably not the BEST deck you can get.
    add in some Gabby and Ty, and uhhhh.... it Pritty Skitty other wise.
     
    Last edited: Apr 29, 2004
Thread Status:
Not open for further replies.

Share This Page