Just a little something to discuss for post-rotation, as I believe this might fly under the radar during the initial hype.
Pokémon: 22
4-4-4 Chandelure (UNM)
2 Charmeleon (TEU)
4 Charizard (TEU)
2 Blaziken (DRM)
1 Magcargo (CST)
1 Ninetales (TEU)
A heavy pokemon line to feed Chandelure's Soul Burner, the engine of the deck.
Since Litwick is the only Basic pokemon available (and the only one we need), the gameplan is rock-solid as there's no such thing as a bad opening.
Charmeleon is needed so we don't get stuck with Charizard in hand.
Charizard is the main attacker, dropping TT bodies like there's no tomorrow.
Blaziken is an alternate attacker against 1-prizers and bench-sitters, but it's there for synergy with the heavy-discarding (R) pulls off.
Magcargo and Ninetales as utility.
Trainer: 28
4 Green's Exploration
3 Welder
3 Professor Elm's Lecture
2 Cynthia
1 Brock's Grit
4 PokeGear 3.0
4 Pokemon Communication
3 Dusk Stone
2 Giant Hearth
1 Energy Recycler
Heat Factory Prism Star
Green's as the second engine of the deck, even if it's dead late-game, it's crucial for the first setup where nothing else matters but having Chandelure on board.
Elm serves as Litwick search but also to feed a t2 Comm, since we never really want more than 2 Litwick.
Brock's Grit avoids late-game starvation.
Draw power complements the Supporter choices.
PokeGear maxed out because you have to hit Green's, no matter what.
PokeComm maxed out because you have to hit Lampent t2, no matter what. Also, you don't want a bunch of evomon lingering in hand.
Energy Recycler for the same reason as Brock's.
Draw/search power complements the Item choices.
Energy: 10
10 Fire Energy
Although the energy numbers seem a bit low, some strategic thinking on when to power up is enough to manage them.
--------------------------------------
Gameplan is simple: set up a Chandelure by t2, attack with Soul Burner once or twice, getting a bench full of (R) pokemon, most of them being Charizard. Go nuts from there.
My testing group and I have been running this for some time and it works, against all odds. Its' own worst enemy, of course, is itself. If Soul Burner flops, the game crumbles.
But that's not what I'm here for. The thing is, since this is a deck running only 4 Basic pokemon, I feel like there's room for Reset Stamp. You're bound to give your opponent a lot of extra cards during the opening salvo and that could lose you the game depending on what you're up against. I wanted to collect some opinions on what could give room for a couple of stamps.
Any ideas?
Pokémon: 22
4-4-4 Chandelure (UNM)
2 Charmeleon (TEU)
4 Charizard (TEU)
2 Blaziken (DRM)
1 Magcargo (CST)
1 Ninetales (TEU)
A heavy pokemon line to feed Chandelure's Soul Burner, the engine of the deck.
Since Litwick is the only Basic pokemon available (and the only one we need), the gameplan is rock-solid as there's no such thing as a bad opening.
Charmeleon is needed so we don't get stuck with Charizard in hand.
Charizard is the main attacker, dropping TT bodies like there's no tomorrow.
Blaziken is an alternate attacker against 1-prizers and bench-sitters, but it's there for synergy with the heavy-discarding (R) pulls off.
Magcargo and Ninetales as utility.
Trainer: 28
4 Green's Exploration
3 Welder
3 Professor Elm's Lecture
2 Cynthia
1 Brock's Grit
4 PokeGear 3.0
4 Pokemon Communication
3 Dusk Stone
2 Giant Hearth
1 Energy Recycler
Heat Factory Prism Star
Green's as the second engine of the deck, even if it's dead late-game, it's crucial for the first setup where nothing else matters but having Chandelure on board.
Elm serves as Litwick search but also to feed a t2 Comm, since we never really want more than 2 Litwick.
Brock's Grit avoids late-game starvation.
Draw power complements the Supporter choices.
PokeGear maxed out because you have to hit Green's, no matter what.
PokeComm maxed out because you have to hit Lampent t2, no matter what. Also, you don't want a bunch of evomon lingering in hand.
Energy Recycler for the same reason as Brock's.
Draw/search power complements the Item choices.
Energy: 10
10 Fire Energy
Although the energy numbers seem a bit low, some strategic thinking on when to power up is enough to manage them.
--------------------------------------
Gameplan is simple: set up a Chandelure by t2, attack with Soul Burner once or twice, getting a bench full of (R) pokemon, most of them being Charizard. Go nuts from there.
My testing group and I have been running this for some time and it works, against all odds. Its' own worst enemy, of course, is itself. If Soul Burner flops, the game crumbles.
But that's not what I'm here for. The thing is, since this is a deck running only 4 Basic pokemon, I feel like there's room for Reset Stamp. You're bound to give your opponent a lot of extra cards during the opening salvo and that could lose you the game depending on what you're up against. I wanted to collect some opinions on what could give room for a couple of stamps.
Any ideas?
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