Playing around energy removal

Ursus

Aspiring Trainer
Member
Aside from playing dark patches or eels, is there any way to work around energy removal decks besides banking on them getting bad flips? I can't really think of a type of energy acceleration for something like Terrakion that would keep with the consistency of the deck. So far it seems like energy removal really hurts that deck and many others. What are your thoughts?
 
Energy acceleration for Terrakion... I think Landorus is one of them.. IDK, someone will have to correct me...

Also, bad flips???? Eels, don't use flips, nor does Dark Patch... I'd suggest that you catcher, and KO support... That's the only way to bank their energies in the discard.
 
Martini said:
Energy acceleration for Terrakion... I think Landorus is one of them.. IDK, someone will have to correct me...

Also, bad flips???? Eels, don't use flips, nor does Dark Patch... I'd suggest that you catcher, and KO support... That's the only way to bank their energies in the discard.

Landorus attaches to itself. I'm talking about people using Crushing Hammer and Enhanced Hammer against you. I want to prevent MY energies from going into the discard.

And so far I think Vileplume is the only other way.
 
Vileplume works but isn't very splashable. For Terrakion I would run Electrode Prime so that you get more energies into play so that their hammers don't hurt as much. Next season you can use Terrakion EX.
 
Energy Retrieval/Super Rod can get your energies back after they've been removed...except for Special Energies. In regards to Special Energies I can't think of an effective way to reclaim them, other than the flippy Recycle (possibly in conjunction with Musharna to get it right back).
 
Deus: Nightmare Autarch said:
Energy Retrieval/Super Rod can get your energies back after they've been removed...except for Special Energies. In regards to Special Energies I can't think of an effective way to reclaim them, other than the flippy Recycle (possibly in conjunction with Musharna to get it right back).

Reclaiming discarded energies does next to nothing for you. It doesn't matter where they're going, it could even be to your hand- the problem is that it's removing them from your pokemon, setting you behind on attachments, and preventing you from attacking. In Quad Terrakion or any Quad-Something deck that relies on EXP Share, missing an energy drop or not getting EXP Share at the right time can easily cost you the game. Your opponent hitting even one or two Hammers on you is essentially the same thing, and sets you back far enough that it's hard to come back and win the prize exchange.
 
Cinema said:
Reclaiming discarded energies does next to nothing for you. It doesn't matter where they're going, it could even be to your hand- the problem is that it's removing them from your pokemon, setting you behind on attachments, and preventing you from attacking. In Quad Terrakion or any Quad-Something deck that relies on EXP Share, missing an energy drop or not getting EXP Share at the right time can easily cost you the game. Your opponent hitting even one or two Hammers on you is essentially the same thing, and sets you back far enough that it's hard to come back and win the prize exchange.
Theeeeeeeeeeen you're screwed.
Or you need to hire a person with magical powers that can make dice flip tails at will.
 
I've actually had some experience with Terrakion against Energy Removal decks (mainly Darkeye, or Hammertime as it's sometimes know as).

The trick is to NEVER focus on prizes until you are absolutely sure you can get Terrakions going consistently. Spread the energy around and get EXP shares on everything. Use N often to disrupt your opponent and stop them from getting those Crushing Hammers. They won't flip heads on everything, and once they fail, you'll be up and running in no time. Terrakion can easily come back from behind, especially in a matchup like Darkeye/Hammertime where you can OHKO Darkrai.

Overall, just don't attach only to the active. Spread the energy around, and then when something get's KO'd you can start the retaliating madness. Same goes for playing against most Darkrai decks to avoid the catcher double KO.
 
If it were me against Sableye, I'd say put in a Landorus or two. Just keep re-attaching energies until they've flipped enough tails that you have a pretty good build-up, then start swinging.

A more reliable way, though, would be to put in Donphan. Depending on how many you put in, you play Donphans down and attach only 1 energy at a time. If you need only 1 energy on the board, then just keep that many. Keep all your energies in hand and simply attach another whenever they get rid of your 1. You'll be taking a prize every turn, meaning you'll run out of prizes long befor energy in your hand.
 
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