Lets start this off by saying I just want a {R} Charizard {R} deck.
4 - 1 - 4 Charizard
3 - 3 Mushranna (Both basic and the evolved that have abilities)
15 Pokemon
3 Juniper
4 N
4 Ultra Ball
4 Rare Candy
3 Switch
3 Escape Rope
1 Compter Search
2 Super Rod
4 Ether
3 Exp Share
31
4 Double Colourless {C}{C}
10 Fire Energy {R}
14 Energy
Main Idea is to set-up Charizard and use Scorching Fire to deal tons of damage, I do not use catcher as Split bomb can be used as a finisher. Mushrana can be used as both a draw engine and check for ether to see if i can get an energy on top of my deck. With running 3 switch and 3 escape rope I should have to worry about catcher stalling. Ultraballs can be used first turn and with charmanders attack to get early energy attachments for charizard. Super rod and exp share are to help with recovery once a charizard goes down. At 160 hp charizard should last at least 2 hits against most cards.
I can see some weaknesses in using the deck mainly rayquazza ex which will remove the tank aspect of the deck. You would mainly be aiming to win by making your opponent play for 6 prizes while with lots of ex decks around you will be aiming at 3-4 prizes.
Any comments of what may be missing from the list will be appreciated but with what the deck requires it will be a pretty tight squeeze.
Also there is a poll for whether it should remain a league deck or be a tourne deck.
4 - 1 - 4 Charizard
3 - 3 Mushranna (Both basic and the evolved that have abilities)
15 Pokemon
3 Juniper
4 N
4 Ultra Ball
4 Rare Candy
3 Switch
3 Escape Rope
1 Compter Search
2 Super Rod
4 Ether
3 Exp Share
31
4 Double Colourless {C}{C}
10 Fire Energy {R}
14 Energy
Main Idea is to set-up Charizard and use Scorching Fire to deal tons of damage, I do not use catcher as Split bomb can be used as a finisher. Mushrana can be used as both a draw engine and check for ether to see if i can get an energy on top of my deck. With running 3 switch and 3 escape rope I should have to worry about catcher stalling. Ultraballs can be used first turn and with charmanders attack to get early energy attachments for charizard. Super rod and exp share are to help with recovery once a charizard goes down. At 160 hp charizard should last at least 2 hits against most cards.
I can see some weaknesses in using the deck mainly rayquazza ex which will remove the tank aspect of the deck. You would mainly be aiming to win by making your opponent play for 6 prizes while with lots of ex decks around you will be aiming at 3-4 prizes.
Any comments of what may be missing from the list will be appreciated but with what the deck requires it will be a pretty tight squeeze.
Also there is a poll for whether it should remain a league deck or be a tourne deck.