If you have tips to make the deck better please give them.
Pokemon: (16)
Strategy:
The strategy here is to get Swampert out with rare candy and put as much energy on it as possible while keeping it on the bench and use Diving Search to control what I top card so I can get everything else I need out. If this can't be done then get Blastoise out instead again with rare candy and dive ball out a Huntail. Huntail and Feraligatr are the early game damage dealers. Huntail's Powerful Storm goes perfectly with Blastoise/Swampert. While I keep putting water energy on them to make them more powerful, Huntail becomes more powerful as well. Allowing me to power up Huntail and Blastoise/Swapert simultainously so they can both deal tons of damage while keeping almost all the energy off Huntail. Feraligatr is also a powerful damage dealer, and with trick coin can really cause trouble for the opponent if I can remove a lot of energy. If Huntail and Feraligatr go down Blastoise and Swampert should by then have enough energy to finish the game. The problems with the deck reside mainly early game as it is going to get taken down very quickly if you can't get a stage 2 out early game. It is also important to try to keep Blastoise and Swampert alive as long as possible so their abilities can still be used. If Swampert or Blastoise does go out early, Energy Retrieval can get a lot of energy back.
The main question I have is how much water energy will I really need. I know most decks run 10-12 energy total. I originally had 24 water energy since Blastoise, Huntail, and Swampert all deal more damage with more energy.
Pokemon: (16)
2 Swampert (Primal Clash)
2 Mudkip (Primal Clash)
2 Feraligatr (Phantom Forces)
2 Totodile (Phantom Forces)
2 Blastoise (Plasma Blast)
2 Squirtle (Plasma Blast)
2 Huntail (Primal Clash)
2 Clamperl (Primal Clash)
2 Rough Seas
2 Training Center
2 Lysandre
3 Skyla
2 N
1 Scoop Up Cyclone
4 Rare Candy
3 Dive Ball
2 Switch
4 Energy Retrieval
2 Muscle Band
1 Trick Coin
16 Water Energy
Strategy:
The strategy here is to get Swampert out with rare candy and put as much energy on it as possible while keeping it on the bench and use Diving Search to control what I top card so I can get everything else I need out. If this can't be done then get Blastoise out instead again with rare candy and dive ball out a Huntail. Huntail and Feraligatr are the early game damage dealers. Huntail's Powerful Storm goes perfectly with Blastoise/Swampert. While I keep putting water energy on them to make them more powerful, Huntail becomes more powerful as well. Allowing me to power up Huntail and Blastoise/Swapert simultainously so they can both deal tons of damage while keeping almost all the energy off Huntail. Feraligatr is also a powerful damage dealer, and with trick coin can really cause trouble for the opponent if I can remove a lot of energy. If Huntail and Feraligatr go down Blastoise and Swampert should by then have enough energy to finish the game. The problems with the deck reside mainly early game as it is going to get taken down very quickly if you can't get a stage 2 out early game. It is also important to try to keep Blastoise and Swampert alive as long as possible so their abilities can still be used. If Swampert or Blastoise does go out early, Energy Retrieval can get a lot of energy back.
The main question I have is how much water energy will I really need. I know most decks run 10-12 energy total. I originally had 24 water energy since Blastoise, Huntail, and Swampert all deal more damage with more energy.