Pokemon (10):
2x Ho-Oh Ex
3x Mewtwo Ex
2x Tornados Ex
3x Bouffalant
Trainers (39):
4x Professor Juniper
4x N
2x Bianca
2x Cheren
2x Skyla
1x Computer Search
4x Pokemon Catcher
2x Switch
2x Escape Rope
4x Energy Switch
4x Ultra Ball
2x Super Scoop Up
4x Hypnotoxic Laser
2x Virbank City Gym
Energy (11):
4x Double Colorless Energy
1x Water Energy
1x Darkness Energy
1x Fighting Energy
1x Metal Energy
1x Psychic Energy
1x Grass Energy
1x Lightning Energy
This version of Ho-Oh is simplified to only colorless attackers and is designed to be more consistent and less clunky than other versions. I found room for Hypnotoxic Lasers and Virbank City Gyms which gives Ho-Oh a much needed power boost as it was otherwise a bit too weak of a deck damage wise. Not much else to explain except that I decided to choose Super Scoop Up over Max Potion for games where I start with Ho-Oh and went for a mix of Escape Ropes and Switches because both have unique advantages in certain situations. The major reason I choose to go without Landorus is it would ruin the Keldeo match up (5/10 times starting with something weak to water) and pollute the pure mix of energy for Ho-Oh.
All comments appreciated; this what I have come up with so far.
2x Ho-Oh Ex
3x Mewtwo Ex
2x Tornados Ex
3x Bouffalant
Trainers (39):
4x Professor Juniper
4x N
2x Bianca
2x Cheren
2x Skyla
1x Computer Search
4x Pokemon Catcher
2x Switch
2x Escape Rope
4x Energy Switch
4x Ultra Ball
2x Super Scoop Up
4x Hypnotoxic Laser
2x Virbank City Gym
Energy (11):
4x Double Colorless Energy
1x Water Energy
1x Darkness Energy
1x Fighting Energy
1x Metal Energy
1x Psychic Energy
1x Grass Energy
1x Lightning Energy
This version of Ho-Oh is simplified to only colorless attackers and is designed to be more consistent and less clunky than other versions. I found room for Hypnotoxic Lasers and Virbank City Gyms which gives Ho-Oh a much needed power boost as it was otherwise a bit too weak of a deck damage wise. Not much else to explain except that I decided to choose Super Scoop Up over Max Potion for games where I start with Ho-Oh and went for a mix of Escape Ropes and Switches because both have unique advantages in certain situations. The major reason I choose to go without Landorus is it would ruin the Keldeo match up (5/10 times starting with something weak to water) and pollute the pure mix of energy for Ho-Oh.
All comments appreciated; this what I have come up with so far.