Pokémon TCG: Sword and Shield—Brilliant Stars

What cards can work with Dark Steelix?

Dark electrode... but the energy is directly attached to trode (u can use its attack to trans the energy though =) )
 
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D.Steelix is great cause it's not an EX and only Stage1.It's liek the better version of Rocket's ScizorEX who can be Dark/Steel.Kingdra is the ideal choice and if you fit Pidgeot in there you can search for a Dark or Metal Energy each turn.Dark/Metal doesn't realy help because it doesn't have any effect other then providing energy.The only use it's for is Dark Dragonite/Trode.There isn't anybody that can mach up to Kingdra.Kingdra is better then DArk T-Tar cause all T-Tar does is attack everybody for 20 but Dark Steelix on the other hand can attack 100 a turn and when you have it active you can have it out for a looooooooooooooooooooooooooooong time.But Dark T-Tar will eventualy get knocked out faster then Dark Steelix.Play Kingdra cause then if you don't play Ancient Tomb you can play Rocket's Hideout for more HP.
 
Daddiursa said:
I entered Pokemon TCG just too late to get to play the last good Steelix (Neo Genesis). I believe it was often played with Dark Blastoise (which could even harness the effect of Metal Energy back then), and Southern Islands Onix, which is in fact is a very good basic pokemon.
Half right-it was the first Steelix, but it wasn't the last good one. Sandstorm Steelix is a great Pokemon, and as far as Steelix go, it is only second to Dark Steelix. THe problem was that most people ignored it, and by the time they paid attention, BAR was riding high. I myself starting running it shortly after I saw it at a Sandstorm pre-release. Rage is sick on Steelix, as is the ability to do 20 damage to all opposing Pokemon. It naturally comboed with several Sandstorm cards, like Dunsparce and Xatu. Of course, few cards don't combo with Dunsparce.:rolleyes: Anyway, before I started encountering decks that did 120 a turn or better, the deck's only weakness was time to set up. I usually battled my way back from a prize deficit. Once it got going though, it was an easy battle-even a halfway set-up let me shrug off 40 damage a turn, and when I'd get past that point, it was very impressive. Anyway, then came BAR, and by the time I had the cards to salvage it, we got Dark Steelix and TRR Mantine. So I too am testing that out.

Here's my experience testing Dark Steelix. Mantines work beautifly with it, but they work well with most Pokemon. I run four, since that is the goal to have benched. The reality with running four is usually three out at once. For support, I think either a good Rocket's Pokemon (Rocket's Snorlax ex fits in with the deck theme-the Mantine augment its PokeBody).

I recommend either a 3/1 or 2/2 stadium split, of what you already seem to know is good: Rocket's Hideout and Ancient Tomb. Also, I recommend about two "Shuffle and draw" Trainers, just because your hand will likely swell with this deck-it runs multiple copies to get set up fast, but the only Pokemon you should need every copy of is Mantine. POR works, and I have been testing Rocket's Admin. It hasn't worked prefectly, but it has worked well. Your other draw power should probably be in the form of TV Reporters, Rocket's Mission, and VS Seeker reviving those to use again. Most other Trainers should match your style of play. I prefer Warp Point to pokemon Reversal in this case-usually you want to bench Dark Steelix to get rid of Special Conditions, although Surprise! Time Machine might work well for that too.

For energy, I find you want a large amount. The reason should be obvious-Dark Steelix should be run with four Metal Energy in any situation (even TecH for another Steelix deck). In any deck focusing on it, it should also have four Darkness Energy. It needs Fighting Energy to attack, so you'll need a few of those. R Energy can be quite sick with Dark Steelix. Late game, they are basically a Strength Charm. Early game though, you attach it and use Energy Link, basically swapping it for an Energy from the discard. This also counter-acts R Energy's main draw back-no long term Energy gain. Heavy Impact needs Fighting Energy, so you are going to have to provide those as well. Now, in the version I run, I run Rocket's Snorlax ex for back up. In spite of this, I don't run Dark Metal Energy. I run Rainbow instead. Why? More Fighting, and it provides some Water if Mantine must attack (which i wouldn't rely on-read the attack, and see how bad it really is). Dark Metal Energy doesn't really help the deck, even if you are running a card that benefits from it (Dark Steelix doesn't).
 
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