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Old 11-18-2012, 12:27 AM   #26
Kindrindra
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So. Today I went in, played a few games, met some collectors, and traded a normal Pokemon Catcher and a Reverse Holo Pokemon Catcher to a guy who needed them for a tourney for... a whole shitton of stuff. Including enough to make my dream Steel/Water deck.

Also, wow these cards have worth. The prices aren't as insane as magic, but... The fact that what I did was a fair trade speaks volumes. I mean, I got two EXs out of the deal, for one.



Also, one of the matches I played in was really cool. We had a TAG TEAM GAME. I'm not even kidding. Two people per side, normal setup, each side had to draw all twelve prize cards (if you got all of your six, any kills you got transferred to your teammate instead) to win. Or make both opponents run out of benched pokemon. We didn't really go into how deckout victories would work. Targetting worked ala those old double battles the cards used to support (surprised no one does those). It was AWESOME. Meeting up next week and modifying it would be cool- perhaps allowing player to use trainers on their teammates instead of themselves? That would add another layer of strategy. Though having two heads to coordinate planning was fun in itself.

(For attacks which are 'for each benched pokemon' and the like, we balanced it by only having the attacking trainer and defending trainer's pokemon/energies/whatever count.)
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.

Last edited by Kindrindra; 11-18-2012 at 12:33 AM.
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Old 01-12-2013, 09:42 PM   #27
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Rayeels is evil.
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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Originally Posted by Doppleganger View Post
Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 01-13-2013, 07:39 AM   #28
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Okay, having just seen this thread and learning of Redshark's existence I am seriously pumped for getting back into the TCG.

Trouble is, I haven't bought TCG since Advanced, and haven't played it since I was ten. Can any of you guys give me some general advice? How has the game changed since the heady days of 'OMG SUPRA ENERGY REMOVAL SO OP!!!'?
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Pikachu is like me when I play tennis. If I play someone that sucks, I start to suck and lose. But if I play someone good, I play somewhat decently and still lose.
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And the round starts off with both Pokemon pulling out a Monopoly Board and.. it seems to work! Relicanth starts things off by picking the Tophat. Vulpix seems to be upset, as he coveted that piece. Luckily for him he does just that! Vulpix uses Covet and gets to play with the Tophat piece. Relicanth looks quite upset by these turn of events, and decides to use the Car instead!

The round continues with Relicanth landing on Central Avenue! He decides to purchase the property.. it's super effective! Vulpix instead decides to use Imprison! Suddenly Relicanth finds himself in jail! What an exciting twist! The round ends with Relicanth unable to do anything else at the moment.


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Old 01-13-2013, 06:19 PM   #29
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Yes, it's definitely changed and I'm not sure that Redshark is still used any more... I can't exactly say what is the online testing mechanic now, other than the official Pokemon TCG site. But, that requires you to buy the cards (or just the code cards off Ebay) to get access to the cards online and even then you're not guaranteed the same cards.
It's honestly not that hard to pick up a half decent deck nowadays though if you were interested in heading to a league. A few of the top priced cards (because they're that good) end up in promo tins now, to avoid another Luxray GL Lv.X fiasco, so you can pick up the top hitters from a deck for Ł10 each (compared to Ł25-Ł40 prior to the tins). The biggest pain is always the trainers, you can get a selection from starter decks but the more specialist cards or rarer ones (see Dark Patch, Dark Claw and Ace Spec: Computer Search (not to be mixed up with the old Computer Search... It does the exact same thing, but you can't reuse them)) are harder to acquire.

Also, Kind, RayEels is nothing special nowadays. There are two other decks that I believe are a cut above at the minute (although, what do I know. The first time I've been to a league in over two months was yesterday). Also, I'm thinking of doing a 'Yougi discusses decks' sort of thing (either in here or in a thread of its own), where every week or so I try to track down (or have one suggested) a deck that's powerful in its own right and I go through the basics of what's in and how to use it. It could be interesting, since I'm using a deck someone else suggested (I know them from league but they have a YouTube thing it's not that great) and I need to test it/figure it out this week. So, let me know if you think it'd be an interesting thing or not.
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Old 01-13-2013, 06:57 PM   #30
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From what I gather, it seems RayEels, Keldeo/Blastoise and Landorus/Terrakion seems to have a kind of Rock Paper Scissors relationship going on right now. But rather than people picking one and seeing if they get lucky, the players have taken it to the next level and instead we have a bit of a rotation going on, with one becoming popular to beat the current popular one and then another one becoming popular to beat that one and then the first one becom- You get what I'm saying.

A deck commentary thing would be pretty cool, actually.

@Spikkle: Interesting you should mention Super Energy removal, since the Hammertime deck works rather similarly. However, there are many cards that allow for retrieving cards from the discard in various ways, so it's not quite as broken as you would think (Try looking up the Dynamotor Eelectric and the Super Rod for some prime examples). EXs are back in vogue, being, as you probably know from your time in Advance, superpowerful cards with the stipulation of awarding two prize cards rather than one upon their defeat. Of course, now they're actually worth that 1:2 ratio, typically carrying either a beautiful coupling of ability and attack (See: Darkrai EX) or just some really stupidly broken attacks (See: Mewtwo EX).

If you don't have a league nearby, then the online TCG is surprisingly good, and offers some default decks straight up for usage. If you do, but don't want to spend too much money, I suggest starting off with a prebuilt deck (Which comes with the added bonus of getting that same deck online) and gradually altering it until you get something workable. figure out what kind of playstyle you enjoy, and go from there.
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 01-15-2013, 11:08 AM   #31
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From what I gather, it seems RayEels, Keldeo/Blastoise and Landorus/Terrakion seems to have a kind of Rock Paper Scissors relationship going on right now. But rather than people picking one and seeing if they get lucky, the players have taken it to the next level and instead we have a bit of a rotation going on, with one becoming popular to beat the current popular one and then another one becoming popular to beat that one and then the first one becom- You get what I'm saying.
This is bad and you should all feel bad. One of the trickiest things when playing a deck is learning how to adapt to another deck or, in some cases, learning what your deck is missing to adapt to these decks. If you keep switching up your decks to stay one step ahead you'll never know the heart of the cards best way to handle the situation. I've had decks that I've run for almost an entire season, no they weren't the best decks (I was hopelessly unemployed all these times) but they were middle tier and because I'd played with them for extended periods, gone up against tough opponents and adjusted my play style and the build to better suit the balance in my league, I could either give a top deck a run for its money or beat it.
I might throw out a deck summary for the one I'm building/testing at the minute, but it might not be that great as I haven't tested it against any living players... Or other decks. But, one of the things I am having to compensate for with this deck is the threat of 'Quad Sig'. I don't know if you've got that at your league, but it's basically 4 Sigilyph with some powerful techs in the deck for when it really needs to attack. Since Sigilyph shuts down most EX's, and all of the commonly used ones, it becomes a wall that can't really be beaten. So with a deck that focuses on a EX as the main attacker, I've got to consider the best option for taking on one of these (or just one Sigilyph in a deck)... It's not as easy as you'd think though.
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Old 01-15-2013, 03:13 PM   #32
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Oh, no, I didn't mean anyone in particular- I was referring more to the overall state of the game at competitive matches. I mean, I run a Dark/Electric deck, of all things.
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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Originally Posted by Doppleganger View Post
Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 01-15-2013, 03:16 PM   #33
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So, if you don't mind me asking, what's in this Dark/Electric deck? I've never heard of one of those at my league currently, I'm not sure exactly how they'd work together...

Also, I'm bored. So, I'm going to do a couple of tests with my new deck, put in some cards to replace the blanks for me to test them out and stuff like that, then I'll be Minecrafting for a bit.
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Old 01-15-2013, 04:19 PM   #34
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I used to have a pretty awesome Fire/Lightning deck around Generation 2. I haven't bought cards in a long time.

When did PokéPowers and PokéBodies become Abilities again?
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Old 01-15-2013, 04:30 PM   #35
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That happened with the release of the Black & White expansion series Kairne, which was... Erm... *looks it up* Back in April 2011.

I've no idea what decks were lack back in Gen 2, since I couldn't afford and had a fading interest in the TCG (seriously, I could barely get any cards back in the day so I gave up with them until I had a job... Where I heard one of the people I worked with talking about her sons who were collecting them, so I picked up a pack when I next bought a game out of curiosity). So, how did Fire and Lightning work together? A lot of decks today are more monotyped than they used to be because it's become increasingly difficult to balance two types or more together. Usually you'll find a deck is primarily one type but has a secondary bit tacked on for a boost, RayEels is a fair example of this as it started out monotyped, Zekrom and Eelektrik, evolved into Raikou Eelektrik before settling as it is now as Rayquaza Eelektrik. The Eels are the fixture being the energy engine behind things as most of the cards discard energy and the Eels pick it out of the discard, but the attackers are switched about to whatever's best at the time, so the Dragon type is tacked on for attacking power (oh yeah, in case you didn't realize, there's a Dragon type now ).
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Old 01-15-2013, 10:24 PM   #36
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Yeah, I saw that the other day. And if I recall, the Poison type went under the Psychic type now. And I don't remember much about that Fire/Lightning deck, but I remember Aquopolis Lightning Cube 01 was part of it.
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Old 01-17-2013, 06:35 PM   #37
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Yeah, I looked that card up Kairne and it's a pretty nice attack. Reminds me of Dark Charizard's continuous fireball attack, only I think that only needed to discard for each heads.
Also, I love my local Toymaster... I was one Darkrai EX short for my deck (I've decided that I'm sticking with it even though I haven't gotten everything down yet) and I could have gone to somewhere like Troll and Toad to pick up a Promo version which would have cost me, including postage, Ł10.01. Instead, I walked to my local store and bought the Promo tin, which includes the Darkrai, 4 Boosters (2 Dragons Exalted, 1 Emerging Powers and 1 Black & White) as well as the tin for Ł11.99. Considering that it saves waiting for the thing to be posted and delivered as well as giving me 4 boosters (most of which was bad, but that's the chance with boosters) and a tin for Ł1.98... I think it was a bargain. Especially since boosters are actually Ł3.50 each where I shop (but they do multibuy discounts, 5 for 15, 10 for whatever, 18 for 50... I may have the numbers wrong in places but...), it works out at quite the bargain for me.

Also, I'll be covering my new deck sometime tomorrow. Provided I don't get distracted by Minecraft, Spyro or killing people in Assassins Creed: Revelations. So... Yeah.
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Old 01-18-2013, 04:15 PM   #38
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Just as a note for anyone interested in the online TCG; I've just seen a video suggesting that Pokemon are offering a daily incentive sort of thing. I've no idea how it works or what have you, but it offers a Deck at the start and 5 boosters later on, which is something if you don't play the card game itself but are interested in playing online.

Also, since I said I would...



Speed Darkrai; A quick overview

A Swift History.
Looking back, Darkrai EX made a serious impression with the release of the Hydreigion in the Dragons Exhalted expansion. This combination fused the two together for a rather formidable deck, at the time, that was on par with the previously top decks. Darkrai could abuse his power of free retreat to anything with Dark energy whilst Hydreigion could give anything the Dark energy needed to retreat, so long as that energy was on the field. But, now, the decks are faster with Keldeo/Blastoise aiming to be hitting hard on turn two or three of any match, provided it's a good build and has a decent hand, so Darkrai needed to keep up with this. This gave birth to the idea of Speed Darkrai, but doesn't answer the question of how do you speed up Darkrai/Hydreigion. The answer is simple, go basic and drop the stage 2 slowing things down.

The Real Overview.
With its lack of Hydreigion, Speed Darkrai had the space to throw in trainers that it couldn't before. Since most standard trainers are unlimited, provided you have them in hand, this brings a lot of speed to the build and can deplete your hand as you throw your resources out onto the field. It also means that it can keep up with Keldeo/Blasoise and have a fully powered Darkrai by turn two or three. Of course, the right balance of cards is key to managing this. The worst thing you can have happen is running into the most useless cards in the most crucial places of the match. But, what can go into the deck?
Pokemon,
The first thing any deck needs are Pokemon (although if you pull an EX at prerelease, it doesn't seem that way), and of course Speed Darkrai is going to need a few, but not too many. So, I'm going to list off the basic, standard cards you need here and a guideline for how many you should have.

3: Darkrai EX
4: Sableye (DE)

Now, the key thing to take note of here is that you don't want more Darkrai than necessary. And, if your opponent KO's all of you Darkrai, ignoring the Sableyes, then with 3 they'd have all their prizes and have won the match. There could be an argument for a fourth Darkrai, in case on is prized, but even with two you can still be hitting hard at the start of the match and hope to pull your prized one early. Depending on what you're looking at early on, you could either take a prize a turn or every other turn, the latter being the case for any EX's but it also gives you 2 prizes so it balances. So, you do have a high chance of running into your prized Darkrai if you can keep a Darkrai attacking for 4 turns of more.
The Sableye is your ideal starting pokemon. When you open the match, you want that Darkrai on your bench to receive the effects of certain trainers and Sableye being front runner balances things well. With it's attack, Junk Hunt, for one Dark energy it'll grab you two (read that again, TWO) Trainer Item cards that have gone to your discard pile and place them back into your hand. That is certainly helpful for a deck that uses these cards so freely, and the Dark energy required means that Sableye has free retreat thanks to Darkrai's Ability.

Trainers,
The second most important part of a deck and something that can be broken down even further with Trainer Items, Trainer Supporters and Trainer Stadiums being available. But, this deck doesn't need any stadiums so firstly there's the Supporters,
4: Professor Juniper
4: N
2: Bianca
1: Skyla

With ten of these eleven cards being focused on pure draw power and fresh hands, they're basically a staple for each and every turn. There are very few turns that you wouldn't want to use one, (although if there is and you don't have a supporter in hand, don't let your opponent know by searching for one and then not using it as you're asking for trouble) since they'll refresh your constantly dwindling hand. The other basics under the Trainer Item category include,
4: Dark Patch
4: Pokemon Catcher
4: Ultra Ball
1: Computer Search
2: Random Receiver
2: Eviolite
2: Dark Claw

Now, don't let the numbers fool you, these are the suggestions that were given to me at the start and let you test the different options that are available to you. You have your basic Ultra Ball and Computer search, which allow you to pull certain things out of your deck, either a Pokemon (in the case of Ultra Ball) or any single card (Computer Search). But they have the cost of two cards being discarded per use. Fortunately this fits in with the card at the very top of the list, Dark Patch.
Dark Patch lets you take a Dark energy that's in your discard and attach it to any benched Dark type. If you've attached for the turn and have this and one of the two previously mentioned cards in hand with some extra energy that you'd like out, simply discard the energy as part of that cards cost and follow it up with Dark Patch to splash more energy around in the turn.
Pokemon Catcher, being a card that can drag up any Pokemon is good in two rolls, disruption or strategy. The disruption is quite simple, pull up a Pokemon that'll take time to retreat and can't attack and it'll buy you a few turns should your hand be poor. The strategy behind it is a little trickier as you need to be pulling up specific pokemon at the right time to get a KO or two in a single turn provided you've the damage in the right spots on the bench.
Next up, you've got Random Receiver which is a Supporter card in disguise. It asks you to reveal the top card of your deck, repeatedly until that card is a Supporter. Then, you add that card to your hand and shuffle your deck. Great, right? Well it is, since you're adding in cards that can pull the supporters you'll need to refresh your hand.
Finally, you've got the two tool cards that can be attached to Darkrai or Sableye (with varying success) to mix things up (although I'd avoid putting them on Sableye myself). Eviolite buffers 20 damage when attacked, but can only be put on Basic Pokemon, whilst Dark Claw dishes out an extra 20 damage but can only be put on Dark types. These two cards work in different ways and can alter strategies used against you. Eviolite offering extra staying power to get you an extra KO or forcing your opponent to put in additional energy to KO your Darkrai, Dark Claw offering you better opportunities to get KO's as you can KO anything with less than 110HP in 1 shot. If they happen to have something that could survive this, there's no reason not to pull it up, especially if it's HP is 140 or less. Darkrai's attack offering you an additional 30 damage to the bench means that if it's switched out, you can kill it off anyway (or they could leave it out to force you to KO it instead of dishing the full damage to something more worthy).

Energy,

With a deck of Dark Pokemon, all you really need are Dark energy. There's no need for any fancy-shmancy energy cards here as Special Dark isn't in format any more (hands up if you want it back o/). So, Twelve is a good starting point.

12: Dark energy

All the Little Bits,

If you've been keeping track with a calculator, are good with math or decided to put this together and realized it was short a few cards, then you'll know there's not 60 listed. That's because I'm not giving you something bog standard to work with, do your own dirty work people. Everyone runs their own deck differently, some might like having all the draw supporters available in their deck, whilst some might prefer the draw power of different balls. Not everything is right for everyone. So, with a little wiggle room and a few suggestions, you need to finish your own deck. Of course, it's only polite to offer some suggestions...

Terrakion; A good revenge killing pokemon with its attack... Revenge. You do need to throw in a few fighting energy though, it needs 1 for the attack.
Any Sigilyph killer; Following up from Terrakion it's a good idea to have something that could best a Sigilyph, or four. Since the main attacker here is an EX and Sigilyph stops EX's from damaging it, you're walled should you face them. You could take down one with a Sableye, a Dark Claw and three spare turns, but who's got the time for that?
Random Receiver; The reason there's two in the list is because it might not be everyone's cup of tea. The reason it's here as well, that's because it's a good card to max out if consistent Supporter draw is something you'd like to have in your deck. So, it's worth bumping that line up to four instead of two if you've got the space to do so.
Energy Search; Not everyone's cup of tea, but gosh-darnit it works. It's one of those cards that people would say 'why wouldn't you just put an energy in instead' but it really has a place here. If you've got something off type, like Terrakion, you can pull out the specific energy needed, got Ultra Ball and some Dark Patches but no energy it'd work just right here. It generally seems to work although you wouldn't think it.
Energy Switch; A good card, but highly situational. It does have uses, but I've not seen too many. Still, people might play things differently to me and be interested in playing more of these to mix things up by switching energy from one Pokemon to another.
Super Rod; What does this deck lack? Recovery. Plain and simple, if you've used it, most of the time it's gone and at best it's going to go back into your hand. This means your deck will get rather thin rather fast, but Super Rod allows you to restock it with, say, a fallen Darkrai and its energy. This is really good for if one's prized and you've lost your first one. You can have it in your deck and back out in no time.
Tool Scrapper; With all the EX decks out there, Eviolite is a top play when it comes to tools. So, why not get rid of your opponents with Tool Scrapper? It'll set them back and leave them a little more vulnerable than they thought they were at the end of their turn.

The Summary?

This is what was suggested to me via a friends YouTube video, albeit in my own words. But, that was all they gave me (and I don't think they had as much detail as this, they're a little waffley (like me sometimes)) and I went through it all and went, 'I see what it seems to be doing, but I don't see how it works that well.' So, I figured, since I know the deck now, why not give a brief play-tip section... So,
  • Opening up, you definitely want the Sableye start, if not see if you can get the Sableye on bench and an energy on it and the active (assuming the active it Darkrai) so you can switch and Junk Hunt to get the good trainer used back into the deck.
  • Following from that, it's always good to have Darkrai on bench turn one. That way, you can be putting energy onto him for your turn, splashing some on with Dark Patch and getting him ready for the second or third turn when he will be attacking (or at least, that's what you should be aiming for). A Junk Hunt at the end of turn one and two can put you into a good position when it comes to your Darkrai and a great turn one could give you a Darkrai ready to attack the next turn.
  • Don't always go for the turn two attack. Yes, it's a great threat and often possible. But, if you do, who's there to back you up? Remember, only fools rush in.
  • Don't throw Sableyes around like they're candy. They're there in bulk to ensure the best possible odds of starting with one, after that they're bait for catchers and become easy prizes for your opponent. If you use something like Zoroark (my choice of Sigilyph killer) then you could splash one more down should you find yourself attacking with it, but one out on the field is best.
  • Don't expect the end game to be as fast as the early game. That's the simple way of putting it, at the start you'll be burning through your deck faster than you'd think pulling out all the energies, Darkrai and Supporters you need. After Sableye's switched out or KO'd and you're attacking with Darkrai you'll be taking things slower, mostly because you'll need to. This is another good reason to hold back on the turn 2 Darkrai attacker, since you'll be lacking the tools to rush the cards out of the deck and onto the field, it can really cost you.
Of course, the best tip is to just play the deck and get a feel for how it works. Playing against people or solo 'theoretical' matches work well for getting a balance and figuring out what cards are best for you as well as what you should do when. The only thing a solo test lacks is the judgement of how many prizes you should take and when, but you can usually find a good balance by considering how fast a Keldeo EX would kill you.

The Summary.

Being a deck that's the shell of another (Shedinja anybody?), it can seem easy or complicated, depending on how you look at things. But it's a deck that you need some restraint and balance to play with. Still, it can do well against many top decks at the minute. Perhaps not something Fighting focused, but it's still fast and strong. In addition to this, a number of its cards aren't terribly hard to come by. The biggest pain (at least for me) is finding either the Sableye or the Catchers you'd need in the deck.
__________________
Castiel: I don't fight any more. I watch the bee's


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PASBL: TL3, 15W/8L/1D, 42 KO's, 95TP, 14.75 SP.

*Certified Ref. Grade: B-*

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