Hi Guys,
I'm just getting back into the tcg and wanted to get your feeling on a decklist I am thinking of running for Battle Roads.
Pokemon
4 – 3 Eelektrik(3 x38,1x 39)
2 Thundurus
2 Zekrom
1 Smeargle or Cleffa
1 Tornadus Ex
2 Mewtwo Ex
2 Raikou Ex
TOTAL - 17
Trainers
4 PONTs
4 Juniper
1 N
4 Dual ball
2 Level Ball
4 Junk Arm
2 Catcher
2 Eviolite
2 Plus power
2 Pokegear 3.0/Random Reciever
1 Switch
1 Super Rod
2 SAB
TOTAL - 31
Energy
9 {L}
3 {C}{C}
TOTAL – 12
WARNING!!! Proceed with caution, new york times bestseller follows. If you cannot/do not want to read all of it please feel free to critique the list as it is.
The strategy for this deck is pretty obvious as it is a RaiZeels deck with a couple different techs added to the skeleton. The main idea is to have 2 eels up and running by T2 or T3 for energy acceleration. Thundurus is in the list because it is a good early game energy drawer and decent attacker. Zekrom is the non EX attacker of the group and is used to avoid the 2 card prize trade. Raikou EX is used for sniping (especially in mirror). In other games the idea behind having two Raikou's is to have them both cycle from attacker to bench every other turn to continuously snipe and catcher something up to lock the opponent out if needed. Tornadus is there for the fighting decks as a counter and is a decent Ex attacker otherwise. Mewtwo is still too prominent of a card to not include and although the idea is to avoid Mewtwo wars, Zeels can easily abuse them if needed. Cleffa or Smeargle is in there to aboid the dead hand when needed. The trainers are pretty self-explanatory as is the energy.
My Questions:
Should I use Cleffa or Smeargle? Cleffa is a guaranteed hand refresh but is within easy range of a donk and is a easy bench target for a free prize card from bench damage decks such as ones that include darkrai or raikou. Smeargle on the other hand is a risk because other players may not have a supporter in their hand or if they are skilled enough will be able to play around the smeargle's ability for a hand refresh. My gut is to go with Smeargle just to avoid the donk/bench damage prize card.
Random Reciever or Pokegear 3? Gut here is to go with random receiever as this deck list has very few surprises in it and the main downfall of RR is giving away your decklist.
Should I switch any level ball for ultra ball? IMHO here are the major pros/cons for my deck of each card:
Ultra Ball:
Early Game - Pros – Puts energy into discard, allows you to search any pokemon Cons – wasting two cards for an eel most likely
Late Game – Pros – hopefully the eels are already set up and now you can grab any pokemon rather than 90hp or less, Cons – If I am N’d this card may become pointless and unusable
Level Ball:
Early Game – Pros – Get eels going Cons- can only get eels
Late Game – Pros – get chance to look at deck? or replenish dead eels Cons – almost useless if eels still alive (of course usable as a junk arm discard but most of these are gone by then)
Other ideas I have been toying around with/Wants:
Is there a way to fit in a 4th eel? Reason why I am thinking of adding one is because it is an immediate target for opposing decks and decks that do bench damage (the mirror and dark.dek) can very easily abuse the 90hp and having bench eels is what makes the deck work.
Should I add in a max potion or 2? Would work really well with most of the pokemon of the list (especially raikou because since I have two I could rotate them around and heal damage when on the bench…) Max Potion is also capible of replenishing energies into the discard if I need to move energy around with dynamotor…
Should I add in more Switchs? This is a pretty obvious card but I feel it may only be needed for a catchered eel since SAB takes care of my basics.
Should I add one more N? Are 9 draw supporters enough considering what the items have to offer. (Smeargle also takes the role of another draw supporter so I guess you could say I have 10 in the deck.)
Drop plus power for other things? (still is a very useful card but others may offer more)
Switch all eels to 40 hp?
4th DCE? This has some very obvious advantages, 1) Tornadus EX 2) doesn't need to be discarded with Raikou's snipe and is recharged with two eels right away 3) Mewtwo Wars 4) Easy retreat of catcherd eel. I would like to avoid dropring a lighting to accomplish this though because 9 lighting seems to be very consistent.
Congratulations! You have finally reached the end of this lengthy post. Please feel free to respond to as much or as little of this as you like. Any suggestions/critiques are helpful. Thanks!
I'm just getting back into the tcg and wanted to get your feeling on a decklist I am thinking of running for Battle Roads.
Pokemon
4 – 3 Eelektrik(3 x38,1x 39)
2 Thundurus
2 Zekrom
1 Smeargle or Cleffa
1 Tornadus Ex
2 Mewtwo Ex
2 Raikou Ex
TOTAL - 17
Trainers
4 PONTs
4 Juniper
1 N
4 Dual ball
2 Level Ball
4 Junk Arm
2 Catcher
2 Eviolite
2 Plus power
2 Pokegear 3.0/Random Reciever
1 Switch
1 Super Rod
2 SAB
TOTAL - 31
Energy
9 {L}
3 {C}{C}
TOTAL – 12
WARNING!!! Proceed with caution, new york times bestseller follows. If you cannot/do not want to read all of it please feel free to critique the list as it is.
The strategy for this deck is pretty obvious as it is a RaiZeels deck with a couple different techs added to the skeleton. The main idea is to have 2 eels up and running by T2 or T3 for energy acceleration. Thundurus is in the list because it is a good early game energy drawer and decent attacker. Zekrom is the non EX attacker of the group and is used to avoid the 2 card prize trade. Raikou EX is used for sniping (especially in mirror). In other games the idea behind having two Raikou's is to have them both cycle from attacker to bench every other turn to continuously snipe and catcher something up to lock the opponent out if needed. Tornadus is there for the fighting decks as a counter and is a decent Ex attacker otherwise. Mewtwo is still too prominent of a card to not include and although the idea is to avoid Mewtwo wars, Zeels can easily abuse them if needed. Cleffa or Smeargle is in there to aboid the dead hand when needed. The trainers are pretty self-explanatory as is the energy.
My Questions:
Should I use Cleffa or Smeargle? Cleffa is a guaranteed hand refresh but is within easy range of a donk and is a easy bench target for a free prize card from bench damage decks such as ones that include darkrai or raikou. Smeargle on the other hand is a risk because other players may not have a supporter in their hand or if they are skilled enough will be able to play around the smeargle's ability for a hand refresh. My gut is to go with Smeargle just to avoid the donk/bench damage prize card.
Random Reciever or Pokegear 3? Gut here is to go with random receiever as this deck list has very few surprises in it and the main downfall of RR is giving away your decklist.
Should I switch any level ball for ultra ball? IMHO here are the major pros/cons for my deck of each card:
Ultra Ball:
Early Game - Pros – Puts energy into discard, allows you to search any pokemon Cons – wasting two cards for an eel most likely
Late Game – Pros – hopefully the eels are already set up and now you can grab any pokemon rather than 90hp or less, Cons – If I am N’d this card may become pointless and unusable
Level Ball:
Early Game – Pros – Get eels going Cons- can only get eels
Late Game – Pros – get chance to look at deck? or replenish dead eels Cons – almost useless if eels still alive (of course usable as a junk arm discard but most of these are gone by then)
Other ideas I have been toying around with/Wants:
Is there a way to fit in a 4th eel? Reason why I am thinking of adding one is because it is an immediate target for opposing decks and decks that do bench damage (the mirror and dark.dek) can very easily abuse the 90hp and having bench eels is what makes the deck work.
Should I add in a max potion or 2? Would work really well with most of the pokemon of the list (especially raikou because since I have two I could rotate them around and heal damage when on the bench…) Max Potion is also capible of replenishing energies into the discard if I need to move energy around with dynamotor…
Should I add in more Switchs? This is a pretty obvious card but I feel it may only be needed for a catchered eel since SAB takes care of my basics.
Should I add one more N? Are 9 draw supporters enough considering what the items have to offer. (Smeargle also takes the role of another draw supporter so I guess you could say I have 10 in the deck.)
Drop plus power for other things? (still is a very useful card but others may offer more)
Switch all eels to 40 hp?
4th DCE? This has some very obvious advantages, 1) Tornadus EX 2) doesn't need to be discarded with Raikou's snipe and is recharged with two eels right away 3) Mewtwo Wars 4) Easy retreat of catcherd eel. I would like to avoid dropring a lighting to accomplish this though because 9 lighting seems to be very consistent.
Congratulations! You have finally reached the end of this lengthy post. Please feel free to respond to as much or as little of this as you like. Any suggestions/critiques are helpful. Thanks!