Reducing amount of energy

mitchocalypse

Aspiring Trainer
Member
I notice alot of people have very few energies. Even 14 i consider a very tiny amount. How would I accomplish this?

Do you use cards or poke powers/bodies to get em out?
Please post suggestions
 
mitchocalypse said:
I notice alot of people have very few energies. Even 14 i consider a very tiny amount. How would I accomplish this?

Do you use cards or poke powers/bodies to get em out?
Please post suggestions

really it depends on the deck strategy...however, most people use Roseanne's Research or Cyrus's Conspiracy to get energies
 
As well as Night Maintenance or Fisherman to get them up from the Discard Pile, of course.
 
To have less energies in your deck, you need cards that find those energies. Like roseannes research. I curently run 13 energy in my Flyphan, but It works great. Whenever I need an energy, I just roseannes, or Cosmic Power. Drawing engines like Claydol are great for finding energy. You can't reduce the amount of energy cards severly if you have the right support.
 
With claydol and Uxies to draw in to them and Roseanne's Research and Cyrus's there isn't a need to run that many, if you are running low in your deck you can night maintenance or Palmer contribution them back into your deck.
 
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When you step back and think about it... you're (usually) only allowed to attach one energy per turn, so you (usually) don't want to "clog up" your hand with energies... one per turn is enough!

In order to have a decent chance of having one energy in your hand... how many do you need?

* * * (Please take a step back as I use a statistical formula) * * *

If you have 9 energies in your deck, there is a 73.5% chance that you will have one in your hand at the beginning of first turn (your original 7 cards plus your draw card) ---- if you run 12 energies, you up your chances to 83.1%.

So running 9 to 12 energies gives you a great chance of having one in your starting hand... how about the rest of the game?

Well... how many hands do you expect to play? That's a pretty tough question really... next time you play, see how many turns it takes for someone to win... You'll (usually) want an energy in your hand to attach every turn...

Searching for energy could be from Roseanne's Research, Draw Cards (Oak's Visit, etc.), or "Hand Refresh" Cards (Oak's New Theory, etc.)

Then, mid-game, you may need to get some energies back from the discard pile... Night Maintenance, Fisherman, Palmer's Contribution.

I guess it comes down to playing style, but decks generally run A LOT better when you have nice Trainers and Supporters in your hand... not a lot of "dead" energy.
 
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