Hey Pokebeach :3. Its been awhile since I posted something of value here, and with Nationals underway and missing my opportunity to go, poor little Forever-Alone me is left to think about next season. With the announcement of a Black and White - On rotation, this takes away vital cards like any other rotation. Such as last year, losing Spiritomb AR and Machamp SF (Imagine that in our format!) along with the key SP engine, we now lose key staple cards such as Junk Arm and PONT.
Without further adieu, the upcoming release of the Dragons Exalted set brings forth new deck ideas. Bringing stage two decks (Such as Garchomp) and lock decks (Zebstrika/Garbador) back into the format, this leaves many other cards to work with.
Often overlooked, one of these cards include Ninetales:
Bright Look? Reminds of a certain someone (*cough*Luxray GL LVX*cough*)
Well with this being said, primary ways of inflicting special conditions have been removed due to the upcoming rotation (Including Houndoom, Roserade, etc....)
However, one card works wonders alongside Ninetails: Amoonguss
With the ability to inflict two special conditions, this allows Ninetales to deal 120+ damage (+10 due to Poison and a chance of +30 damage due to Confusion).
However there are a few flaws with this concept. One flaw includes their fragile HP. Both sharing a minuscule 90 HP. Due to Darkrai's Night Spear attack, along with the wide array of Pokemon able to hit more than 90+ damage, this can lead to constant knockouts and allows your opponent to gain prizes rather easily. However, this low HP can actually can turn a positive outcome. By losing Dual Ball and Pokemon Collector, the ability to search out Basics have been dwindled and remains to Ultra Ball, Great Ball, Poke Ball, Heavy Ball, and, of course, Level Ball:
One of these options (Level Ball) allows this deck to thrive off its low HP:By sharing this 90 HP, Amoonguss and Ninetales, along with their previous evolution (Foongus and Vulpix), Level Ball greatly improves the speed and consistency.
Besides the diminutive HP, another issue that can be seen is the ability to inflict special conditions. After placing Amoongus down to inflict conditions, what would occur if they simply retreat after failing to knock out their Defending Pokemon? One option would be to rely on Super Scoop Up:
However, this may not be the most viable option. In order to continue dealing damage on Pokemon, the constant retrieval of Amoonguss is necessary. Relying upon the flip of Super Scoop Up seems a bit risky and can harry you later on in the game when it fails to provide positive results. Is their another option? Of course! And this option is Devolution Spray:
Now there are two positive results that occur from this card. Because both of your primary Pokemon have Abilities based upon evolving, Devolution Spray provides variety depending upon a situation. Acting as a Pokemon Catcher, you may use this card to bring up vital and or weak targets to provide fast, cheap prizes. Devolution Spray may also be used to retrieve Amoongus from your bench to be used for future preferences.
Covering the key points, supporting cards (such as Crushing Hammer, Pokemon Catcher, and Enhanced Hammer) can be used to use the disruptive abilities of energy removal alongside a powerful damage output and irritating status conditions.
After covering all of the tid-bits of information about the deck, now it is time to provide a deck list alongside valid techs viable to this deck:
(Note): Sorry, due to Dragons Exalted and Dark Explorers sharing a similar abbreviation, I will simply use (DRAG) to show the containing set to avoid misunderstanding issues.
Pokemon: 15
4x Vulpix (DRAG)
3x Nintales (DRAG)
4x Foongus (ND)
4x Amoonguss (ND)
Trainers/Supporters/Stadium: 25
4 x Level Ball
4x Professor Juniper
4x N
4x Super Scoop Up
4x Devolution Spray
3x Random Receiver
3x Pokemon Catcher
2x Switch
1x Super Rod
Energy: 8
8x Fire Energy
Total Cards: 52
Remaining Spots: 8
Available Techs:
Due to the fact that this is just a skeleton/basic list, this is where your personal preference factors into your own, customized list.
Key techs may include: Crushing Hammer, Enhanced Hammer, Increase Ninetales line, Ultra Ball, Tool Scrapper (allows to remove up to two tools from either player's side), Large Cloak (adds 20+ HP when attached to one of your Pokemon), and other personal techs that appeal to your meta/play-style.
Below is a list that I have compiled and will soon test more often once Nationals comes to a conclusion:
Pokemon: 15
4x Vulpix (DRAG)
3x Nintales (DRAG)
4x Foongus (ND)
4x Amoongus (ND)
Trainers/Supporters/Stadium: 37
4 x Level Ball
3x Ultra Ball
4x Professor Juniper
4x N
3x Super Scoop Up
4x Devolution Spray
3x Random Receiver
3x Pokemon Catcher
2x Switch
2x Super Rod
2x Large Cloak (to avoid 1HKO's from Terrakion and Darkrai EX)
3x Crushing Hammer
Energy: 8
8x Fire Energy
Although this list may not be perfect, over time will I be able to evolve this list into something personal. Who knows? Maybe this can become a strong contender, but only time may tell. Thank you so much for reading my deck and please post your own thoughts and ideas on it! :3
Without further adieu, the upcoming release of the Dragons Exalted set brings forth new deck ideas. Bringing stage two decks (Such as Garchomp) and lock decks (Zebstrika/Garbador) back into the format, this leaves many other cards to work with.
Often overlooked, one of these cards include Ninetales:
Ninetales - Fire - HP90
Stage 1 - Evolves from Vulpix
Ability: Bright Look
You can use this ability 1 time, when you play this card from your hand to Evolve a Pokemon. Choose 1 of your opponent's Benched Pokemon and switch it with his or her Active Pokemon.
[R] Cursed Flame: 20+ damage. Does 50 more damage for each Special Condition on the Defending Pokemon.
Weakness: Water (x2)
Resistance: none
Retreat: 1
Bright Look? Reminds of a certain someone (*cough*Luxray GL LVX*cough*)
Well with this being said, primary ways of inflicting special conditions have been removed due to the upcoming rotation (Including Houndoom, Roserade, etc....)
However, one card works wonders alongside Ninetails: Amoonguss
Amoonguss - Grass - HP90
Stage 1 - Evolves from Foongus
Ability: Sporprise
When you play this Pokemon from your hand to evolve 1 of your Pokemon, you may use this Ability. If you do, your opponent's Active Pokemon is now Confused and Poisoned.
[G][C] Rising Lunge: 20+ damage. Flip a coin. If heads, this attack does 30 more damage.
Weakness: Fire (x2)
Resistance: Water (-20)
Retreat: 2
With the ability to inflict two special conditions, this allows Ninetales to deal 120+ damage (+10 due to Poison and a chance of +30 damage due to Confusion).
However there are a few flaws with this concept. One flaw includes their fragile HP. Both sharing a minuscule 90 HP. Due to Darkrai's Night Spear attack, along with the wide array of Pokemon able to hit more than 90+ damage, this can lead to constant knockouts and allows your opponent to gain prizes rather easily. However, this low HP can actually can turn a positive outcome. By losing Dual Ball and Pokemon Collector, the ability to search out Basics have been dwindled and remains to Ultra Ball, Great Ball, Poke Ball, Heavy Ball, and, of course, Level Ball:
One of these options (Level Ball) allows this deck to thrive off its low HP:By sharing this 90 HP, Amoonguss and Ninetales, along with their previous evolution (Foongus and Vulpix), Level Ball greatly improves the speed and consistency.
Besides the diminutive HP, another issue that can be seen is the ability to inflict special conditions. After placing Amoongus down to inflict conditions, what would occur if they simply retreat after failing to knock out their Defending Pokemon? One option would be to rely on Super Scoop Up:
However, this may not be the most viable option. In order to continue dealing damage on Pokemon, the constant retrieval of Amoonguss is necessary. Relying upon the flip of Super Scoop Up seems a bit risky and can harry you later on in the game when it fails to provide positive results. Is their another option? Of course! And this option is Devolution Spray:
Choose one of your Evolved Pokemon, then remove the top evolution card from that Pokemon. Return that Evolution card to your hand. (The Devolved Pokemon cannot evolve this turn.)
You can use any number of Trainer cards during your turn.
Now there are two positive results that occur from this card. Because both of your primary Pokemon have Abilities based upon evolving, Devolution Spray provides variety depending upon a situation. Acting as a Pokemon Catcher, you may use this card to bring up vital and or weak targets to provide fast, cheap prizes. Devolution Spray may also be used to retrieve Amoongus from your bench to be used for future preferences.
Covering the key points, supporting cards (such as Crushing Hammer, Pokemon Catcher, and Enhanced Hammer) can be used to use the disruptive abilities of energy removal alongside a powerful damage output and irritating status conditions.
After covering all of the tid-bits of information about the deck, now it is time to provide a deck list alongside valid techs viable to this deck:
(Note): Sorry, due to Dragons Exalted and Dark Explorers sharing a similar abbreviation, I will simply use (DRAG) to show the containing set to avoid misunderstanding issues.
Pokemon: 15
4x Vulpix (DRAG)
3x Nintales (DRAG)
4x Foongus (ND)
4x Amoonguss (ND)
Trainers/Supporters/Stadium: 25
4 x Level Ball
4x Professor Juniper
4x N
4x Super Scoop Up
4x Devolution Spray
3x Random Receiver
3x Pokemon Catcher
2x Switch
1x Super Rod
Energy: 8
8x Fire Energy
Total Cards: 52
Remaining Spots: 8
Available Techs:
Due to the fact that this is just a skeleton/basic list, this is where your personal preference factors into your own, customized list.
Key techs may include: Crushing Hammer, Enhanced Hammer, Increase Ninetales line, Ultra Ball, Tool Scrapper (allows to remove up to two tools from either player's side), Large Cloak (adds 20+ HP when attached to one of your Pokemon), and other personal techs that appeal to your meta/play-style.
Below is a list that I have compiled and will soon test more often once Nationals comes to a conclusion:
Pokemon: 15
4x Vulpix (DRAG)
3x Nintales (DRAG)
4x Foongus (ND)
4x Amoongus (ND)
Trainers/Supporters/Stadium: 37
4 x Level Ball
3x Ultra Ball
4x Professor Juniper
4x N
3x Super Scoop Up
4x Devolution Spray
3x Random Receiver
3x Pokemon Catcher
2x Switch
2x Super Rod
2x Large Cloak (to avoid 1HKO's from Terrakion and Darkrai EX)
3x Crushing Hammer
Energy: 8
8x Fire Energy
Although this list may not be perfect, over time will I be able to evolve this list into something personal. Who knows? Maybe this can become a strong contender, but only time may tell. Thank you so much for reading my deck and please post your own thoughts and ideas on it! :3