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hard hitting ho-oh ex

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Ice

Returnee
Member
Pokemon

3 ho oh ex
2-2 roserade drx ability
3 tornadus ex
2 darkrai ex
1 virizion nv
2 rufflet drx

t/s/s

1 computer search
2 skyarrow bridge
2 skyla
2 cheren
4 pokemon catcher
4 proffesser juniper
1 random receiver
2 cilan
4 N
1 crushing hammer
1 town map
1 dark patch
1 pokemon center
1 ultra ball
1 level ball

energy

3 double colorless
2 blend gfpd
2 prism
3 dark
1 psychic
1 grass
1 electric
1 fire
1 water
1 metal
1 fighting

strategy


donk with tornadus/ ho oh

virizion is keldeo counter

darkrai is for retreating and attacking when needed

suggestions?

i am considering putting in a 3-3 archeops line so my opponet cant evolve

i am wondering if i should take out darkrais and dark energies along with the specials and replace them with something else?

like the name donkin donuts? :p
 
RE: donkin' donuts

-2 Rufflet; You're going for the donk, right?
-2 Cilan; Maybe just one, but oftentimes, a new hand would be a lot better.
-2 Skyarrow Bridge; With Darkrai, you have free retreat anyway.
-2 Prism; Keep Special Energies to a minimum in this deck for Ho-Oh.
-1 Crushing Hammer; No real synergy.
-1 Dark Patch; You can only Dark Patch to Darkrai, and you don't attack with him, so what's the point.
-1 Level Ball; Ultra Ball has a wider range of targets.
-1 Town Map; It's not that good. Trust me.

+3 Mewtwo EX; Your main attacker is going to have 3+ energies on it, so Mewtwo is going to be a problem. What better way to counter Mewtwo than Mewtwo? It's also good for early game pressure.
+3 Random Receiver; So you have better odds of getting Juniper when you need it.
+3 Ultra Ball; Discarding
+2 {P}; More basic energies.
+1 Pokemon Center (or any Stadium)
 
RE: donkin' donuts

Please don't forget to edit the title of the thread to include your main attacker(s). Thanks.

dmaster out.
 
Mods please lock i dont run this deck anymore. And thx for the help everyone :)
 
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