Pokémon: 15
Basically use the first think you need to do is find Hoopa, with him you get Shaymin(s) and the Alakazam line. Sky Field helps with the first/second turn setup, when you have 4 Alakazams, 2-3 Shaymins and 2 Hoopas, after that get Dimension Valley, and your get rid of the Hoopas and Shaymins, except for one.
You should be able to get all the Alakazams on the field on the first/second turn, always Ultra Ball for Hoopa in the first turn. Put the spirit links before discarding or shuffling the hand, or if you are evolving that turn, don't be easy prey for startling megaphones.
After the setup, the actual playing is "easy", Super Scoop Ups, Devolution Spray just as you would do with bats. Az is more of a fall back if you don't have any more Scoop Ups and the Alakazam is about to faint. It discards the spirit link, which may be a problem.
Get the damage you need to do in the turn and not more. The math is important, don't drop a Mega if it's not helping to bring something down, wait till next turn. The ideal in this deck is to make OHKOs, you have 8 outs for dropping damage, 13 counting AZ+VS Seeker, so you should be able to KO Mega in one turn if they become a threat.
Absol helps with OHKOs in EXs and Megas, this is where you should AZ primarily, he has no tools or energy attached, so it's perfect.
Eco arm it's to recover the Spirit Links, so you can be a bit more lenient on those. But still beware a startling megaphone in a full field is still hard to revert.
Obs:
[Edit: Added Absol] Absol might be a good addition, moving 3 damage counter is all you need for hitting OHKOs, it might be better than to AZ a Alakazam that is not is danger. Probably in the Jirachi spot, I have to test it against Night March and Toad/Tina a little more before I'm certain.
- 4 Alakazam EX
- 4 M Alakazam EX
- 2 Shaymin EX
- 2 Hoopa EX
- 2 Jirachi XY67
- 1 Absol
- 3 Sycamore
- 2 N
- 1 Hex Maniac
- 1 AZ
- 1 Lysander
- 1 Teammates
- 4 Ultra Ball
- 4 VS Seeker
- 4 Super Scoop Up
- 3 Devolution Spray
- 4 Puzzle of Time
- 1 Super Rod
- 1 Eco Arm
- 3 Dimension Valley
- 2 Sky Field
- 4 Mystery Energy
- 6 Psychic Energy
Basically use the first think you need to do is find Hoopa, with him you get Shaymin(s) and the Alakazam line. Sky Field helps with the first/second turn setup, when you have 4 Alakazams, 2-3 Shaymins and 2 Hoopas, after that get Dimension Valley, and your get rid of the Hoopas and Shaymins, except for one.
You should be able to get all the Alakazams on the field on the first/second turn, always Ultra Ball for Hoopa in the first turn. Put the spirit links before discarding or shuffling the hand, or if you are evolving that turn, don't be easy prey for startling megaphones.
After the setup, the actual playing is "easy", Super Scoop Ups, Devolution Spray just as you would do with bats. Az is more of a fall back if you don't have any more Scoop Ups and the Alakazam is about to faint. It discards the spirit link, which may be a problem.
Get the damage you need to do in the turn and not more. The math is important, don't drop a Mega if it's not helping to bring something down, wait till next turn. The ideal in this deck is to make OHKOs, you have 8 outs for dropping damage, 13 counting AZ+VS Seeker, so you should be able to KO Mega in one turn if they become a threat.
Absol helps with OHKOs in EXs and Megas, this is where you should AZ primarily, he has no tools or energy attached, so it's perfect.
Eco arm it's to recover the Spirit Links, so you can be a bit more lenient on those. But still beware a startling megaphone in a full field is still hard to revert.
Obs:
[Edit: Added Absol] Absol might be a good addition, moving 3 damage counter is all you need for hitting OHKOs, it might be better than to AZ a Alakazam that is not is danger. Probably in the Jirachi spot, I have to test it against Night March and Toad/Tina a little more before I'm certain.
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