PlasmaKlang

raymond25962 said:
Machamp the Champion said:
I think Battle City would be the better counter Stadium. It actually helps you somewhat, and this kind of slower set up deck could use the extra card.

Wouldn't Battle City also help your opponent?

Yeah, but it's still completely even. You just have to except that about Stadiums, even though they are good, they are usually going to help your opponent. You just have to play ones that help you more then your opponent.
 
Once you play with 2 beach in a stage 2 deck, you will never want to go back. Its too good in Blastoise. Best money I ever spent in this card game IMO.
 
SheNinja said:
I think Tropical Beach is the best starter for this deck. I feel that 2 should be played if that's possible, to counter Virbanks and Skyarrows that are poopping up. The first turn should end up with an energy on the board, 2 Klinks in play, and a Beach to end the turn.

Congrats Baby_Bl! :D I was just talking to you about that lol.

3 is a better amount because people generally only run 2 of their stadium, unless you just want it early game. In that case I'd go 4 Skyla 1 Beach 1 Shift Gear Klinklang.
 
exdarkrai01 said:
Once you play with 2 beach in a stage 2 deck, you will never want to go back. Its too good in Blastoise. Best money I ever spent in this card game IMO.

Blui129 said:
SheNinja said:
I think Tropical Beach is the best starter for this deck. I feel that 2 should be played if that's possible, to counter Virbanks and Skyarrows that are poopping up. The first turn should end up with an energy on the board, 2 Klinks in play, and a Beach to end the turn.

Congrats Baby_Bl! :D I was just talking to you about that lol.

3 is a better amount because people generally only run 2 of their stadium, unless you just want it early game. In that case I'd go 4 Skyla 1 Beach 1 Shift Gear Klinklang.

I only want 1 early game, and the other is in case one is prized or I want to discard their stadium. I agree that 2 Tropical Beach in a Stage 2 deck is a good use of money, if you are playing competitive.
 
I know I'm not dropping hundreds on some Beaches, which is why I'm running Pokémon Center. :| I run two for the Banks, but I'm hoping I can get rid of the Sableyes in time if I have a good enough set-up.
 
I wonder what the Worlds promo will be this year.

I really want just one to have >.<

But that is off-topic. Center or Battle City are good substitutes if you aren't a rich [rosnec] and aren't dropping $230 on TWO CARDS.
 
Actually, I've taken out the Pokémon Center and played HTL in their places. I don't like helping my opponent out, and HTL has actually come in handy. So if they play Virbank, it'll help me too. I don't mind it.

What are your guys' opinions on playing Benchtini for the mirror?
 
Serperior said:
What are your guys' opinions on playing Benchtini for the mirror?

I'm sure it could be alright. I think the mirror can be won by enough Max Potions and a consistent list... and going first, but I wouldn't have a problem with someone running it.
 
I don't know...
Adding 1-2 Victini and 2-3 Fire energy isn't going to help consistency. And the deck really doesn't have the room for it either.

But it is a good idea. So if you can get it to work, kudos to you.
 
Keeper of Night said:
I don't know...
Adding 1-2 Victini and 2-3 Fire energy isn't going to help consistency. And the deck really doesn't have the room for it either.

But it is a good idea. So if you can get it to work, kudos to you.

You'd run Prism's, not Fire's.
 
I run:

10/11 Metal (forgot)
2 DCE (for the one Mewtwo I have because Mewtwo is still soooooo helpful. And for the surprise Gear Grind?)
1 Prism

I run one Benchtini, and it's going ok...maybe I should just go with the Max Potion?
 
Serperior said:
I run:

10/11 Metal (forgot)
2 DCE (for the one Mewtwo I have because Mewtwo is still soooooo helpful. And for the surprise Gear Grind?)
1 Prism

I run one Benchtini, and it's going ok...maybe I should just go with the Max Potion?

Wait - your tech for the mirror is a single copy of a card, but, you only run a single copy of the energy necessary to use it? So if you prize the Prism or the Benchtini, it's an entirely useless tech. Why would you... and why Mewtwo, even? In what scenario is it soooooo helpful? Or, rather, in what situation is it helpful enough to devote 2 energy slots to DCE (inconsistent/harder to get to in lower numbers unless you devote a comp search just to finding them), when you can't move them, they make Mewtwo a glaringly easy target to return KO (which defeats the point of the lock), and they can just get Enhance Hammer'd and then you find yourself down a turn of attachments?
 
I run Mewtwo in the case my PlasmaKlang is down and/if there's a Mewtwo for the taking. When I can't get Victini out, I get Mewtwo EX to return KO it with X-Ball. At that point, I'll have the only threat to my Metal-types down. I don't care if they take two Prizes off of the Mewtwo, because they won't be getting any more. It's also kind of fun to have the option to Gear Grind if need be. A fun rogue idea would be to run 2/2 of the Klinklang, run Fliptini, and 4 DCE to Gear Grind for 160 haha.
 
Keeper of Night said:
Machamp the Champion said:
You'd run Prism's, not Fire's.

That's even worse. They play Enhanced Hammer and then you lose your tech.

Klinklang doesn't run Enhanced Hammer. I guess there's Cobalion EX, but if you run Fire's, then your consistency and Max Potion power go waaaaay down. I also run Blends for Keldeo anyway, so if you already run Blends, just take the Blends out for Prism's.
 
You don't really want to run special energy in this deck, Darkrai/Hammers already gves Klinklang a hard time. You don't want to waste energy attatchments, especially since they don't even need to flip a coin to get rid of any Prism/Blend you play.
 
Keeper of Night said:
You don't really want to run special energy in this deck, Darkrai/Hammers already gves Klinklang a hard time. You don't want to waste energy attatchments, especially since they don't even need to flip a coin to get rid of any Prism/Blend you play.

Yeah, I can understand your point. I'm not arguing it doesn't make the Darkrai/Hammer match up worse, I just prefer the ability to deal decent damage with Keldeo. It can also do 110 to 130 if you get 3 or 4 Blends on it, which is more then any other attack in the deck (other then Energy Press or Gear Grind on occasion).
 
Machamp the Champion said:
Yeah, I can understand your point. I'm not arguing it doesn't make the Darkrai/Hammer match up worse, I just prefer the ability to deal decent damage with Keldeo. It can also do 110 to 130 if you get 3 or 4 Blends on it, which is more then any other attack in the deck (other then Energy Press or Gear Grind on occasion).

It may be able to do the most damage, but you also must remember that it is open to attacks from EXs since it isn't protected by Klinklang. I don't think you should be piling energy on Keldeo unless they are trying to use BenchTini.
 
Re: RE: PlasmaKlang

Keeper of Night said:
Machamp the Champion said:
Yeah, I can understand your point. I'm not arguing it doesn't make the Darkrai/Hammer match up worse, I just prefer the ability to deal decent damage with Keldeo. It can also do 110 to 130 if you get 3 or 4 Blends on it, which is more then any other attack in the deck (other then Energy Press or Gear Grind on occasion).

It may be able to do the most damage, but you also must remember that it is open to attacks from EXs since it isn't protected by Klinklang. I don't think you should be piling energy on Keldeo unless they are trying to use BenchTini.

Truer words have never been spoken.

Sent from my ADR6300 using Tapatalk 2
 
Serperior said:
I run Mewtwo in the case my PlasmaKlang is down and/if there's a Mewtwo for the taking. When I can't get Victini out, I get Mewtwo EX to return KO it with X-Ball. At that point, I'll have the only threat to my Metal-types down. I don't care if they take two Prizes off of the Mewtwo, because they won't be getting any more. It's also kind of fun to have the option to Gear Grind if need be. A fun rogue idea would be to run 2/2 of the Klinklang, run Fliptini, and 4 DCE to Gear Grind for 160 haha.

I don't understand how... Mewtwo is the "only threat" to your Metal-types. Which deck are we talking about here that runs heavy Mewtwo and can OHKO Plasmaklang in a hit (except for Blastoise, which doesn't really run Mewtwo anymore anyways)? Mewtwo should be afraid of Metal-types, not the other way around. And why would you give up two prizes at all? You just two hit them, and they can't hit you at all back... I'll even humor you and say that the only potential way that a Mewtwo could get big enough to KO Cobalion's would involve a lot of DCEs, so you just use the first attack and discard a double, ensuring that Cobalion would survive... I'm not sure why you're running Victini either.
 
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