alexmf2 said:
The things that ReshiBoar has over a deck like ZekEels or EelZone are three very important things.
1) Easier to set up. It is much easier to set up a Stage 2 than two or more Stage 1's, but maybe that is just my opinion. ZekEels and EelZone would also have trouble getting energy because they don't play Cilan, and also getting that energy in the discard.
Let's look at the cards needed in each situation. We have to apply for Catcher, so an extra basic is necessary.
Emboar: 2 Tepig, 1 Rare Candy, 1 Emboar. (3 searchable, 1 unsearchable.)
Eelektrik: 3 Tynamo, 2 Eelektrik (5 searchable.)
So Eelektrik requires one more card. However, with a well-built list, five searchable cards is just as easy to get out, if not easier, than three searchable cards plus one unsearchable one.
The other, and more important, argument is that ZekEels doesn't
need two Eelektriks out T2 to start hitting right away. With one Eelektrik out, Zekrom or Zekrom-EX can start attacking T2 if there's a manual attachment each turn. With a DCE, Zekrom-EX doesn't even need an Eel out to start hitting T2. Mewtwo can start hitting T1 if necessary. If you really need that early-game power, there's always Thundurus.
We also have to look at recovery. Because in this format, it's very to OHKO an Eel or Emboar.
2nd+ Emboar: 2 Tepig, 1 Rare Candy, 1 Emboar. (3 searchable, 1 unsearchable.)
3rd+ Eelektrik: 2 Tynamo, 1 Eelektrik. (3 searchable.)
So even if you argue that it's easier to get that early-game pressure going with Emboar, Eelektrik can keep the pressure going much more easily. Furthermore, if I take out your Emboar, you have no acceleration left on the field. If you take out one of my Eelektriks, I still have another one getting energy back.
Okay, sure. You have SSU. But can that really make up for everything I said in post 31, plus the stuff I mention above? Definitely not. Plus there's always the argument that ZekEels can use SSU as well if it's really game-breaking, or it can use the less flippy Max Potion. Obviously SSU will be less effective in ZekEels, but if I pick up my Zekrom or Zekrom-EX with it, I can just drop it, double Dynamotor and manually attach one energy or one DCE to be fully charged again.
3) Speed paired with damage output. Turn 2 150 damage. Not a single deck can manage that, except Magnezone if it got 2 Eelektriks and is willing to waste a few resources. ZekEels can only manage to do 150 once, maybe twice if they have a Switch or a DCE in hand.
Based on this, I think part of the issue may be that you're just not playing with/against good Eelektrik decks. I can
easily Strong Volt four times in a game. It's very easy to have a Switch, Junk Arm, or DCE in hand when that's 10-11 cards in your deck. If you can't get one of those cards almost every turn you need it, your list is a big part of the problem. When I first started playing the deck, I would whiff Catchers, Switches, etc. After I got the hang of it and fixed up my list, I was basically able to do whatever I wanted whenever I wanted to.
Also, the Magnezone statement doesn't make much sense. Zekrom-EX can do 150 T2 more easily than Magnezone can. But ultimately, the real question here is whether or not T2 150 is necessary. Usually the speed decks will target an opponent's support before they fully setup. Unevolved basics have 30-60HP. Doing 150 to these cards is way overkill and you burn a lot of resources to do it. Sure, you can kill some Zekroms,Tornadus, Terrakions, or whatever. But you risk putting your Reshiram-EX at 130HP. Mewtwo can just come up and steal the prize lead back with a PlusPower or three energy.