Pokémon TCG: Sword and Shield—Brilliant Stars

Turn 2 Kricketune'd

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but having both SC and PP means more damage and more prizes taken. Rowans research or w/e searchs for energy and basics which is more helpful then mentor. I like your Fast Ball, it is a good idea. i'd max that out since all of your basics are out of your deck T2 before you attack grabbing your Evo bug (that is if you don't run bellsprout or w/e it's called) Night maintenance is good because after you use it you can still play Rowan's /mentor to searc your deck for lil bugs. which is about 2-3 pluspowers there when you add damage. Keeping all 4 pokemon out throughout the game means more powerful and consistant damage. Energy search thins your deck so you can rip into your only 4 pluspowers, and er2's if you put them in. All in all the deck works.
 
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no answer to nape
gg

If you read some of my earlier posts, they emphasised how a T2 'nape KO is not difficult. Besides, it's still a stage 1 versus a stage 2. You only need to nip it in the bud.

Backwards, you can't simply take out night maintenace, it's an essential combo with the balls to keep teh damage rolling.

I don't get Carnivire, utterly useless card! Doesn't help.

Considering quick [fast] ball, as you start with a basic, if you mentor for three more, then quick ball garauntees (unless 4 kriketune are prized) that you hit kriketune. If you run an extra basic but CfF then the same. BUT you're only running 4 or 5 basics. You could run another basic - as after the first mentor search you'll know whether a basic is prized or not, therefore ensure quick ball's success. If you have two quick ball in hand, an extra basic will not corrupt quick ball either.

With castaway + celio's + great/fast ball, a good start is also there.

I hope to run experiments and calculations and balance consistency with power/techs.

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

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.

I agree with you!

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 =)

Er no. You keep the same if you like, but why? He's so easy to stop and really can't be supported well.

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?)

LOL farmer is being rotated, it will never be in the same format as Kriketune!

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.)

Searchability is good, besides the +10 is so good lack of stacking isn't a big fear, while cessation you only play where appropriate, you wouldn't if you knew a strength charm would be needed. Pluspower is too luck based.

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.

The whole point is to thin your deck. The only reason it simply isn't plausible is because its no use if you go first and have no other nrg while the nrg you took out for it could have given you the speed to win.

My thoughts in bold.
 
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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

Um, I built this more in mind for HP-On with the rotation and all, but that's a good idea with the Holon Engine if it were legal.

Also, Carnivine I feel is great for this deck as a finisher of sorts. Since Kricketune lacks the ability to OHKO bigger Pokemon, you can pop a Carnivine out to finish an opponent with 60- HP and not have to risk losing another Kricketune and lessening the damage they do. That and Carnivine can OHKO most basic Pokemon if you have to.
 
good luck with dodrio i'd rather use nosepass. Regis sorry i just don't think you can tecH this deck because if you mentor/rowan's research/great ball/call for family all your basics (3 basics) you won't have to worry about using fast ball t2 getting bigbug. Nightmaintenance will get your stuff back so you can have about 5-6 krikitunes to fight with. i understand carnivine conserving bugs but i don't see how they could make your deck better. Most likely you want to attack with kricitune all the time. 60 damage isn't hard either. run 3 maintance if you are worried about damage, but like i said no use in tecHing or redundant pokemon. Maybe Er2 isn't needed so you could take them out to fit stuff in. Buffer piece is good too.
 
buffer piece would be nice
you should try at least one more cessation crystal and battle frontier
tossing in latilock would be a beautiful tech because they have free retreat so they wouldnt get in the way and there are so many bodies in dp2 its crazy
 
haha opps, my bad on the holon engine guys. I should really pay more attention to the set rotations. ^^
 
buffer piece would be nice
you should try at least one more cessation crystal and battle frontier
tossing in latilock would be a beautiful tech because they have free retreat so they wouldnt get in the way and there are so many bodies in dp2 its crazy

Could you possibly explain why buffer piece would help? I may consider one if a 80/90 damage non-fire attacker was big but otherwise I'm sceptical as strength charm is simple and fast. Are you implying Raichu will see continued use?

Latios ex survives a Flare Blitz, and OHKOs Infernape with a strength charm, or chimchar with a strength charm for only 2 nrg on turn two. And, as you explained, they have that georgous free retreat. Energy switch would be a seriously viable option here, as would holon's castform or even multi energy (not rainbow energy as that wrecks Latios ex versus Infernape).
 
i think you guys should make a list with just 4/4 bug before adding cards. I've helped a lot. Umbreon the buffer piece is gonna help because it makes bigbug more sturdy against every deck. maybe 3 castaway 3 charm 2 buffer peice 2 cessation is best. You might not need 4 charm if you have cessation out. If you drop er2 fit in some consistancy cards and maybe add 1-2 cessation. Latios won't survive a blitz hit most likely, and i don't think there are any evo body's that stop this deck considerably. Cessation maybe out 30-60% of your game so you will get rid of your's and your opponent's pokebodys

you will need for sure...

3-4 castaway
3-4 strength charm
1-2 buffer piece maybe
2-4 cessation crystal/

Maybe sh
Battle Frontier??????hmmm you could still play strength charm and have this one out
1 Scott to grab the stads
cursed stone????ehh idk weaker than battle frontier
 
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Ok, I threw in another version that drops Carnivine for some more trainers. I just feel that even though you're guaranteed to get Kricketot as a starter, there's just now too many variables with only 8 Pokemon total. Either you'll set-up and win big or lose quickly in the rare event you cannot draw the fast balls/great balls/mentor/castaway/etc.
 
Ok, I threw in another version that drops Carnivine for some more trainers. I just feel that even though you're guaranteed to get Kricketot as a starter, there's just now too many variables with only 8 Pokemon total. Either you'll set-up and win big or lose quickly in the rare event you cannot draw the fast balls/great balls/mentor/castaway/etc.

Or use other basics that still give you the T2 setup.
 
the problem i see in this deck is having a bunch of mulligans. If you start off with carnivine you wont be able to pull off the T2 80. Even though you will have a bunch of mulligans you can just have 8 pokemon 4/4 kricetune line.
 
battle frontier for 'nape and others?

Possibly alongside Scott but cessation provides better synchronisation with castaway.

the problem i see in this deck is having a bunch of mulligans. If you start off with carnivine you wont be able to pull off the T2 80. Even though you will have a bunch of mulligans you can just have 8 pokemon 4/4 kricetune line.

As well as the Lati@s idea I proposed, I have another radically different one that gets around the mulligans and REALLY really works well alongside it.
 
Straight up Krikitune is very consistant mark my word. I was thinking that maybe this deck could have a second attacker. Lati@s seems like a mulligan remover and i don't want to rule that out. the 1 Scott and 4 Battle Frontier idea can be used quite well, and can fit in the deck. It can be used many to allow strength chamr to be played. This deck maybe could use 1 CC to just to be searched out via castaway since that is the main supporter being played to retreieve cards.
 
What's that?

Sorry for taunting you:

Mantine L.25 – Water – HP80
Basic Pokemon

Poke-Body: Giant Fin
If Mantine is evolved from Mantyke, each of your Water Pokemon has its retreat cost reduced by 2.

[W][W] Giant Wave: 50 damage. Mantine can’t use Giant Wave during your next turn.

Weakness: Lightning (+20)
Resistance: Fighting (-20)
Retreat: 1

First turn win there, plus Mantyke is a good starter. Means you can run 4 double rainbows. Turn two is very possible with either attacker.

The nrg needs a lot of work, but you do end up with 12 basics, so with 1 or 2 latios ex, castform can be used alongside heavy basic search.

Now HERE's the beauty of the deck. With cards like mentor to get your basics, you can either get Mantine to evolve, or Kriketots for extra damage.

With Scott and Lake Barrier, Mantine alone can possibly stand up to an Infernape build.

A possible foundation list:

Pokémon: 20
4 Kriketot
4 Kriketune
4 Mantyke
4 Mantine
2 Holon's Castform

[6% chance of a castform start]

Trainers: 18
4 Mentor
4 Castaway
2 Strength Charm
2 Dual Ball
4 Pokedex handy/victory medal
4 Celio's
3 Night Maintenance
3 Copycat

Energy: 14
4 Double Rainbow
7 Grass energy
3 Water energy

I know it looks incredibly naf, you don't need to tell me that :)

But that's the idea of a Turn one or Turn 2 KO strategy.

The idea is that with mantyke, you can get out mantine, thus allowing free retreat to start using Kriketune. OR you can attack with mantine depending how the mentor/dual ball/nrg flows.
 
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Okay I've looked at this deck ever since I saw the spoilers. And I think I solved the problem to prevent mulligans while still having consistent search. Here goes!

Pokémon: 8
4 Kricketune
4 Kricketot

Trainers: 38
4 Quick Ball
4 Night Maintence
4 Claw Fossil
4 Root Fossil
4 Crystal Beach
3 Professor Rowan
3 Celio's Network
2 Cessetion Crystal
2 Holon Mentor
2 Pluspower
2 Castaway
2 Warp Point
2 Great Ball
Energy: 14
14 Grass Energy

Spoilers:

Night Maintenance - Trainer

Search your discard pile for 3 in any combination of Pokemon and Basic Energy cards, show them to your opponent, and shuffle them into your deck.


Quick Ball – Trainer

Reveal cards from the top of your deck until you find a Pokemon card. Show that card to your opponent and put it in your hand. Shuffle the rest of the cards back into your deck.


Shield Fossil – HP50
Trainer

Poke-Body: Shield Stone
If Shield Fossil is damaged by an attack during your opponent’s turn, flip a coin until you get tails. For each heads, reduce the amount of damage done to Shield Fossil by 10.

This card can be played as a [C]-type Basic Pokemon (if this card is Knocked Out your opponent takes 1 prize). This card can’t be affected by Special Conditions, and can’t retreat. The owner of this card may, during his or her turn, discard this card from play (this doesn’t count as a Knock Out).


Skull Fossil – HP50
Trainer

Poke-Body: Skull Stone
If Skull Fossil is Knocked Out during your opponent’s turn by damage from an opponent’s attack, flip a coin until you get tails. For each heads, place 1 damage counter on the attacking Pokemon.

This card can be played as a [C]-type Basic Pokemon (if this card is Knocked Out your opponent takes 1 prize). This card can’t be affected by Special Conditions, and can’t retreat. The owner of this card may, during his or her turn, discard this card from play (this doesn’t count as a Knock Out).

Well, this version is about speed and nothing speed (with a little annoyance). Fossils prevent mulligans and allows you to use quick ball with ease, getting Kricketune or Kricketot easily out, along to also use Celio's Network, Great Ball, and Holon Mentor to get out Pokémon with ease. Proffesor Rowan for some much needed draw. Castaway to get energy, supporters, and cessetion all in one turn. Warp point to avoid bad matchups and sets up quickly anyway. Night Maintence to get cards back after being knocked out, and considering how fast this is, right back on the bench. Pluspower for some, well, more power.
 
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