Pokemon: 24
4-3-4 Ampharos(HGSS Mareep, HGSS Flaaffy, 2 PL, 2 SW Ampharos)
2-2-2 Vileplume UD
2-1 Uxie Lv. X
4 Spiritomb
T/S/S: 24
1 Luxury Ball
2 Expert Belt
2 Rare Candy
4 Bebe's Search
3 Judge
3 Pokemon Collector
2 Seeker
1 Twins
1 Flower Shop Lady
1 BTS
2 Quarry
2 SunnyGYM
NRGIA: 12
3 {C}{C}
3 Warp
6{L}
Strategy: Set up and lock trainers with Spiritomb, and get Amphy SW out ASAP. For those who don't know, it's "Jamming" PokeBody puts 1 damage counter on all your opponents Pokemon every time your opponent uses a Supporter.
After said Amphy is set up, set up another, only this time, Amphy PL. This one is the one with "Damage Bind." Damage Bind says that any of your opponents Pokemon with damage counters can't use PokePowers.
So now my opponents Manz take pain whenever they use a supporter, and have their Powers shut off. Pretty nasty, eh? Well I'm not done yet. To further prevent my opponent from setting up, I run a 2-2-2 Vileplume UD. So now they can't use Trainers on top of everything else they run into.
I also run plenty of Judge so that, if they ever do get a good hand, I can force them to get rid of it.
As you can see, this deck is pretty much supposed to punish my opponent just for playing the game. My Mod-legal version uses Ampharos Prime with the SP engine to place damage counters, however since I don't plan to use this at any tournaments any time soon, I figured the Jamming Ampharos was a much better choice.
Suggestions?
4-3-4 Ampharos(HGSS Mareep, HGSS Flaaffy, 2 PL, 2 SW Ampharos)
2-2-2 Vileplume UD
2-1 Uxie Lv. X
4 Spiritomb
T/S/S: 24
1 Luxury Ball
2 Expert Belt
2 Rare Candy
4 Bebe's Search
3 Judge
3 Pokemon Collector
2 Seeker
1 Twins
1 Flower Shop Lady
1 BTS
2 Quarry
2 SunnyGYM
NRGIA: 12
3 {C}{C}
3 Warp
6{L}
Strategy: Set up and lock trainers with Spiritomb, and get Amphy SW out ASAP. For those who don't know, it's "Jamming" PokeBody puts 1 damage counter on all your opponents Pokemon every time your opponent uses a Supporter.
After said Amphy is set up, set up another, only this time, Amphy PL. This one is the one with "Damage Bind." Damage Bind says that any of your opponents Pokemon with damage counters can't use PokePowers.
So now my opponents Manz take pain whenever they use a supporter, and have their Powers shut off. Pretty nasty, eh? Well I'm not done yet. To further prevent my opponent from setting up, I run a 2-2-2 Vileplume UD. So now they can't use Trainers on top of everything else they run into.
I also run plenty of Judge so that, if they ever do get a good hand, I can force them to get rid of it.
As you can see, this deck is pretty much supposed to punish my opponent just for playing the game. My Mod-legal version uses Ampharos Prime with the SP engine to place damage counters, however since I don't plan to use this at any tournaments any time soon, I figured the Jamming Ampharos was a much better choice.
Suggestions?