Pokémon TCG: Sword and Shield—Brilliant Stars

Turn 2 Kricketune'd

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well, i think that this is quite slow (yes, u've heard it right). nape with DRE kills one (assuming that u have 1 fully charged krik) and then the next turn u have to attach a grass, wait for the another energy drop before u can atk. By then, nape would've got set up and keep up with the DREs. GG
 
With DRE attached, it becomes very difficult to OHKO Infernape or other 100HP pokés. Jolteon* becomes pretty crucial, but then you have a bad starter. Maybe just throw in Rayquaza ex for the Infernape? DRE does have one advantage however, you can start with a Zangoose or Tauros then CfF, retreat, evolve and DRE on turn two, rather than needing your turn one energy on Kriky.

The problem with pokédex/medal etc. is it reduces your chance of attaching an energy if you start, which is bad news.
 
Pokemon Reversal is NOT legal in HP-on unless it gets reprinted in DP2+
 
I think this deck'll be a beast next format.

I have a lot of hope in the deck too. T2 Kriketune is a better name than Tempo btw. and as Adam is making no effort in developing the deck, he can't choose the name. :tongue:

First, it needs more than 7 basics IMO. 40% mulligan is really sour - that extra card (or possibly two, 1 in 6 chance of that) means the fast damage you inflict may not be so disabling of their setup.

May I make a small suggestion of considering a hybrid with Lati@s? As Krikky is a Turn 2 deck, pairing it off seems a good idea. With Krikky, you want to mentor/search for basics in another way to fill your bench, while Lati@s has a similar objective to give free retreat and start the energy fuelling. With this method, you can cover a wider varity of weaknesses.

Latios with dual aura can OHKO a Monferno or 50HP basic turn two. Or you could go full force and simply load up Latias ex for the turn two 90.

Of course the difficulty arises with deciding the energy line, but with teh latis free retreat, you could simply build the poké that you have the energy for.

Of course, more basics means you can easily add castform, jolteon* and other techs. With castform, a basic of the wrong colour can be attached to any poké and simply bounced back.

The above is simply an idea to consider I believe has strong potential.

Back to back posts merged. The following information has been added:

Pokemon Reversal is NOT legal in HP-on unless it gets reprinted in DP2+

You would also consider what exactly you are aiming to use reversal on? T2 KOing their starter is strong, after that you shouldn't have much of a problem.

Is MultiTM01 being rotated? That seemed like a whimsical idea to stop them setting up turn one or turn two. What about holon circle in combo with tauros? Lay down circle to stop setup attacks then tauros it away.
 
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i don't understand the victory metal card. This definitly looks like the best deck so far for next year. Inferanpe will have to contend against this. The possibility for about a turn 2 70 is amazing with no downfalls.
 
energy search, hahahahahahahahahahahahahaha..............

HAHAHAHAHAHAHAHAHA

it's amazing how bad some people are at this game.....please be a five year old.....

Actually, the only reason not to is because of the no energy on the ffirst turn rule coming into play. Nevertheless, it can be searched for with budew, which means budew gets you nrg!

victory medals are for losers.. nice joke huh?

Haha nice pun. :lol:

i don't understand the victory metal card. This definitly looks like the best deck so far for next year. Inferanpe will have to contend against this. The possibility for about a turn 2 70 is amazing with no downfalls.

Hardly, depends how the format shapes itself.

btw, I have another crazy idea for this deck!! Wait for it... using Azelf, Uxie and Mesprit! Making basic attacks expensive is good early game disable/disruption, while the free retreat increases chance of T2 and reduces mulligan if you run 2 of each. HOWEVER, it wrecks fast ball as with Lati@s which is bad. But, you have nice pokémon to scapegoat that won't wreck the Krikky count, and with Infernape's required discard for Flare Blitz, minor setup damage may be influential in the long run.
 
Energy search i think is needed because of night maintenance but castaway is also needed too. keep at least 1/2 energy search in this deck to make consistancy better. I think 4/4 is the best route with no other tecHs keeping a consistant T2 60-80 for 1 prize. Thier is a new shuffle card coming out that each player plays chooses a side on a coin and they have a chance of getting 3-6 cards. Check the spiolers on pokebeach. Do you guys think this could work? What about battle frontier instead of cessation giving more devotion to strength charm and buffer peice?
 
Infernape is a very nasty match-up for this deck I think. You have weakness, can't ER2 their energies since more than likely they'll be laying down the DREs, and you can't OHKO back. So unless you get some godly set-up and hammer them turn 1, you'll probably lose in the long-run.
 
Hey, I really like you decks abillity to t2 donk a deck, or run through they're basics like a mad man. The only other deck with ability to do such damage by the second turn would be infercatty, but being a stage one you're higher on the consistency poll.

Now some people have suggusted putting in rare candy. Sure it might get you the t1 donk on occasion, but would damage the overall consistence. I recommend you stay away from that and consentrate soely on the t2 mentor and ko for 80. Here are some suggestions for the trainers....
11 pokemon

4x Kricketot
4x Kricketune
3x Carnivine

Trainers: 35

-4x Energy Removal 2
4x Holon Transceiver
4x Holon Mentor
1x Holon Farmer
1x Holon Scientist
3x Great Ball
3x Fast Ball
-3x Scott
4x Plus Power (+1)
2x TV Reporter (-1)
2x Steven's Advice
2x Celio's Network
4x Castaway (+2)
3x Cessation Crystal (+1)
-2x Night Maintenance
1x Warp Point (-1)
1x Mr. Briney's Compastion

Energy: 14
4 Double Rainbow Energy
10 Grass Energy

Alright, so for the bigger changes to the deck I took out the energy removal amd the scott. The ER2 isn't very effective in the current format, because most attacks discard they're energy, have energy manipulation, or low energy requirements, it just not worth the space.
Since having mentor on t1-t2 is crutial to your decks speed and consistency 4 transceiver is a must. But since you'll never need 8 mentor in a game, you can replace both maintenance with a single farmer and throw in a scientist for draw against those 14 card hand infercatty decks.

I'm out of time for the moment, but feel free to ask away about any other changes
 
I don' care if your metagame is on mars, carnivine is horrible you can use those for trainers and energy 4/4 tune is best. er2 IS needed, not everyone is playing inferanape. nightmaintenance is good so keep 2 since their isn't pidgeot. Strength chamr IS part of the deck you need 3.
 
carnivine is horrible you can use those for trainers and energy 4/4 tune is best. er2 IS needed, not everyone is playing inferanape. nightmaintenance is good so keep 2 since their isn't pidgeot. Strength chamr IS part of the deck you need 3.

First of all, do you even no what you're talking about? :tongue:
I'm not here to change his entire deck, just the trainer line making the deck more consistent.

ER2 is not needed, as I've said almost all the decks have low energy requirements, energy manipulation or discard they're energy on they're turn anyways. Consistency is much more valuble.

Carnivine is a desent back up basic for the deck. Sure it might not be the best, but as I said I'm not changing the pokemon =)

Night Maintenance is good, but why take up to spaces when holon farmer does the job in one? (whats pidgeot got to do with anything?)

And stregth charm is inferior to plus power. The only advantage you have with stregth charm would be the ability to get it out with castaway. Where plus power, you can use with out discarding cessation crystal, and they are stack-able so you could t2 100 if need be (and you're lucky enough to have two in your hand.)

And for all of you who are reconmending energy search? why wouldn't play more energy? even in decks with more then one type of energy, its a horrible waste of space.
 
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