I was thinking that with Kiawe on the scene, Mega Charizard might finally be viable! The thought of being able to get a Mega Charizard fully powered up and ready to attack on Turn 2 feels really good and evil.
Pokémon - 12
* 1 Oranguru SUM 113
* 3 Charizard-EX PR-XY XY121
* 1 M Charizard-EX EVO 101
* 2 M Charizard-EX GEN 12
* 1 Turtonator-GX GRI 131
* 1 Victini GRI 10
* 1 Volcanion STS 25
* 2 Tapu Lele-GX GRI 60
Trainer Cards - 28
* 4 Kiawe BUS 116
* 2 Guzma BUS 115
* 2 Altar of the Sunne GRI 118
* 2 Evosoda GEN 62
* 2 N FAC 105
* 1 Pokemon Center Lady GEN 68
* 4 Professor Sycamore BKP 107
* 4 Ultra Ball SUM 135
* 3 Nest Ball SUM 123
* 3 Charizard Spirit Link EVO 75
* 2 Skyla BKT 148
* 2 Field Blower GRI 163
* 2 Float Stone BKT 137
* 1 Professor Kukui SUM 128
Energy - 14
* 12 Fire Energy EVO 92
* 2 Double Colorless Energy EVO 90
Total Cards - 60
Pokemon:
I've been playtesting this deck for a while now, and it works pretty well. The Generations M Charizard EX (which I shall call Charizard X) is my main attacker; it is the only Mega Charizard that does not have a significant drawback with its attack. I also pack one M Charizard EX from Evolutions (Charizard Y from here on), partly to have a nuclear option, but mostly because I only have 2 Xs. All of the basic Charizard-EXs are the Combustion Blast variety.
My supporting Pokemon are two Leles, an Oranguru, a Turtonator-GX, a Volcanion, and a Victini. Lele serves to make Kiawe available early on, as well as provide additional supporters later on or deal with Water threats. Turtonator and Volcanion are emergency energy accelerators and set-up men in case I cannot get Kiawe for some reason. Victini's job is to provide Victory Star support to Charizard X and make its coin flips more reliable. Oranguru serves for emergency draw support.
Trainers:
Kiawe is the most important trainer card in this deck. It is the main energy acceleration method for the Charizards. 4 Ultra Balls, 4 Kiawes, and 2 Leles gives me 10 different chances to get Kiawe on Turn 1. If I do, I use Kiawe, then attach the Spirit Link and go Mega on Turn 2.
Nest Balls are useful when trying to get non-Lele basics out. Ditto for the Evosodas and my megas, which give me 2 additional chances to get my Charizard to go mega. Skyla gives me an extra 2 chances of getting Spirit Links if I don't already have them. I use 2 Altars of the Sunne in case I run into water decks (I hate water). Finally, I pack a bunch of staple trainer cards (Sycamore, N, Guzma, Blower) in order to keep my deck running.
Energy:
12 Fire energy is usually sufficient for fire decks. In addition, I am running two DCEs for powering up extra Charizards and for Lele.
This seems to be a pretty solid deck, which has worked pretty well for me so far in playtesting. I can't wait to use it at next month's LC where I live. If I could get suggestions for tweaks, I would greatly appreciate it.
Pokémon - 12
* 1 Oranguru SUM 113
* 3 Charizard-EX PR-XY XY121
* 1 M Charizard-EX EVO 101
* 2 M Charizard-EX GEN 12
* 1 Turtonator-GX GRI 131
* 1 Victini GRI 10
* 1 Volcanion STS 25
* 2 Tapu Lele-GX GRI 60
Trainer Cards - 28
* 4 Kiawe BUS 116
* 2 Guzma BUS 115
* 2 Altar of the Sunne GRI 118
* 2 Evosoda GEN 62
* 2 N FAC 105
* 1 Pokemon Center Lady GEN 68
* 4 Professor Sycamore BKP 107
* 4 Ultra Ball SUM 135
* 3 Nest Ball SUM 123
* 3 Charizard Spirit Link EVO 75
* 2 Skyla BKT 148
* 2 Field Blower GRI 163
* 2 Float Stone BKT 137
* 1 Professor Kukui SUM 128
Energy - 14
* 12 Fire Energy EVO 92
* 2 Double Colorless Energy EVO 90
Total Cards - 60
Pokemon:
I've been playtesting this deck for a while now, and it works pretty well. The Generations M Charizard EX (which I shall call Charizard X) is my main attacker; it is the only Mega Charizard that does not have a significant drawback with its attack. I also pack one M Charizard EX from Evolutions (Charizard Y from here on), partly to have a nuclear option, but mostly because I only have 2 Xs. All of the basic Charizard-EXs are the Combustion Blast variety.
My supporting Pokemon are two Leles, an Oranguru, a Turtonator-GX, a Volcanion, and a Victini. Lele serves to make Kiawe available early on, as well as provide additional supporters later on or deal with Water threats. Turtonator and Volcanion are emergency energy accelerators and set-up men in case I cannot get Kiawe for some reason. Victini's job is to provide Victory Star support to Charizard X and make its coin flips more reliable. Oranguru serves for emergency draw support.
Trainers:
Kiawe is the most important trainer card in this deck. It is the main energy acceleration method for the Charizards. 4 Ultra Balls, 4 Kiawes, and 2 Leles gives me 10 different chances to get Kiawe on Turn 1. If I do, I use Kiawe, then attach the Spirit Link and go Mega on Turn 2.
Nest Balls are useful when trying to get non-Lele basics out. Ditto for the Evosodas and my megas, which give me 2 additional chances to get my Charizard to go mega. Skyla gives me an extra 2 chances of getting Spirit Links if I don't already have them. I use 2 Altars of the Sunne in case I run into water decks (I hate water). Finally, I pack a bunch of staple trainer cards (Sycamore, N, Guzma, Blower) in order to keep my deck running.
Energy:
12 Fire energy is usually sufficient for fire decks. In addition, I am running two DCEs for powering up extra Charizards and for Lele.
This seems to be a pretty solid deck, which has worked pretty well for me so far in playtesting. I can't wait to use it at next month's LC where I live. If I could get suggestions for tweaks, I would greatly appreciate it.