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Scenario 2; Place Rainbow onto Terrakion. Seeker up Pichu and then place Pichu down again (The assumption is that they pick up Magnezone, yes?). Retreat into Terrakion and Retaliate for 60 and a KO. They can't use Zekrom to KO Terrakion, so they must use Magnezone to deal with Terrakion (I'll assume they use both Dynamotors and one energy on the Active to KO my Terrakion). Promote Pichu after Terrakion goes down

Bench Terrakion from hand, attach Rainbow to Terrakion and play N, bringing them down to 2 Cards. Now I have two turns before another Magnezone comes down. I'll use Damage Swap to put all my damage counters onto Kyurem and use Outrage to do 120, and pass to them.

Assuming they can't find the Magneton, they are forced to just Knock out Kyurem with Lost Burn, and then I'll promote Cleffa. Assuming I can find another energy card with my new 6 cards, I'll Retaliate for the knockout, leaving me with 4 Prizes, them with 1, and no way of returning the KO in their turn (assuming they didn't find the Magneton last turn, which would be unfortunate, but dems the breaks). If I don't get the Energy, I'll use Eeek in the hopes of stalling for a turn or two.

I'll be very interested to see the "correct" solution to these problems
 
Situation 2:
Turn 1: Swap a damage counter to pichu, Seeker (you pick up pichu, they probably pick up Cleffa I don't know why they wouldn't), Play Terrakion, place a Fighting energy on him, move all damage counters but 3 from kyurem to leave him with 110, retreat cleffa bring out kyurem and outrage knockout.

Their turn 1: They bring out magnezone, do a jig with the eels, then lost burn off 3 energy to kill your kyurem. They could N you for all you care.

Turn 2: Bring out one of your Terrakion. You play a supporter at some point, it doesn't matter. You'd likely have an energy or some way to draw into it (tropical beach is out, supporter you draw, whatever), Damage swap as much damage off of the Terrakion so that he requires a lost zone of some sort to kill him. Retaliate kill Magnezone

Their turn 2: Repeat turn 1

Turn 3: Effectively repeat turn 2, but you will probably want to damage swap away from the terrakion so that he's "fresh" as possible and just retaliate kill the 2nd magnezone, leaving you in a relatively dominating position for the rest of the match unless as you said previously, they have another magneton or crazy janky tech.
 
scenario 2.

use seeker, scoop up pichu, place down terrakion, attach energy to old terrakion, retreat into new terrakion. then pass.

scenario 2. i could move all damage off kyurem and retreat into kyurem, and attach energy to terrakion, use twins for whatever i think i need like energy ect.... than use outrage for 20 dmg.
 
In Scenario Two:

Retreat the Cleffa and Bring up the Kyurem. Play Twins for another Seeker and another Fighting Energy. Attach the Fighting Energy to Terrakion. Knock out their Thundurus, then let their Magnezone knock you out. Bring up your benched Terrakion, then play the other Terrakion in your hand on your bench and attach a fighting energy to it. With your active Terrakion, attack with Retaliate for knockout on their Magnezone and repeat. Vuala, you pretty much just won the game.
 
JayKam said:
scenario 2.

use seeker, scoop up pichu, place down terrakion, attach energy to old terrakion, retreat into new terrakion. then pass.

scenario 2. i could move all damage off kyurem and retreat into kyurem, and attach energy to terrakion, use twins for whatever i think i need like energy etc.... than use outrage for 20 dmg.


This is the best play. I might opt not to play a Supporter in case they N. I'd rather have more chances to draw the supporter again when I actually need it. And I probably would Tropical Beach over Outrage. That one extra card would probably end up being more relevant than an extra 20.

The first answer you gave works, too, but I'd rather save as many Terrakions as I can. And they would probably just opt to keep doing 80 and force me to make attachments I don't want to in the hope I run out of energy or don't draw enough before they overload.
 
i like the outrage because then that leave thudnerus with 30hp left, kinda forcing him to kill kyurem with magnezone NOW or risk losing 2 prizes next turn. also the use of the twins all depends on the deck. Because not knowing the deck id like to check whats in it lol.
 
Eh, in a timed format maybe, but I'd honestly rather not bait them in the hope they don't kill Kyurem. No reason not to try to get a couple Glaciates off. They can't do anything to hurt you until they do promote Magnezone.
 
Once they know you CAN Glaciate, they're gonna go all agro-Magnezone. Magnezone really does not like Glaciate. Now that I think about it, I would attach Rainbow to Kyurem and start Glaciateing. That basically forces them to send up Magnezones.
 
And then they win.

You attach and Glaciate.

They Lost Burn KO.

You promote Terrakion, attach, and Retaliate.

They promote the other Magnezone, Lost Burn KO.

Then what? You can't retaliate again. Without a way to KO the second Magnezone, they'll just Lost Burn again the next turn to win the game.
 
Celebi23 said:
This is the best play. I might opt not to play a Supporter in case they N. I'd rather have more chances to draw the supporter again when I actually need it. And I probably would Tropical Beach over Outrage. That one extra card would probably end up being more relevant than an extra 20.

hmm...well, there you go. They have to Lost Burn, and you can Retaliate KO both Magnezones because of how your Attachments are spread out. Wish I'd thought of it.

Hopefully I'll remember that next time I'm piloting The Truth against The Thunerdome...
 
Celebi23 said:
And then they win.

You attach and Glaciate.

They Lost Burn KO.

You promote Terrakion, attach, and Retaliate.

They promote the other Magnezone, Lost Burn KO.

Then what? You can't retaliate again. Without a way to KO the second Magnezone, they'll just Lost Burn again the next turn to win the game.

Crap. Now I feel stupid. This is why I don't play The Truth.
 
Scenario 1:

I'd Dynamotor to Zekrom, Switch, bring it up, and Outrage. If you KO with Zone you'll run out of steam quickly and you have a huge 140 HP giant that will please your opponent if brought up because you'll also give them more time. Zekky will KO anything if they attack, and you can Catcher the following turn should they retreat. N is a bad choice because you could give them an Energy to retreat. Use it when they Glaciate Tynamo. Then after they KO Zekrom you can rush with Zone with more energy.

Scenario 2:

I play a similar deck so I should be able to nail this. You HAVE to respond with Kyurem or not attack at all. Don't think Glaciate is smart because you can KO a lot already. I would attach to Terra play the other down(revenge KO once they KO Terrakion), N, Damage Swap two on Kyu to Terra, retreat, Outrage. This way you have a single KO, once they KO Kyu you revenge with Terra (move the damage of course), then if they KO that you Revenge again and Land Crush will carry you through. They can't BB so unless they set up another Magnezone you can win.
 
Scenario #1: Cool kids don't miss coin flips. I'd play Pokémon Catcher, bring up their Kyurem with the Rescue Energy, Dynamotor to Zekrom, attach a Lightning Energy to my active Tynamo, then use Thunder Wave. If I hit the flip, next turn I would Dynamotor to Zekrom, probably dump the Switch and go into Zekrom in hopes of hit a Communication or a Eelektrik with my first Magnetic Draw for 2. I wouldn't play the N no matter what, but I would dump whatever else I could before the next Magnetic Draw, even if that meant benching the Thundurus. After I tried as hard as I could to get out a Eelektrik, I would Bolt Strike KO the Kyurem. After that, my Zekrom, and possibly my Tynamo would die from their benched Kyurem, but I could easily burn kill the other Kyurem, and pretty easily run through the rest of their field. If I missed the flip, I'd go into the Magnezone with Energy after they killed my Tynamo, Dynamotor to Zekrom, play the Switch, and Bolt Strike KO the Kyurem. I should be able to get a couple Magnezone kills after that, and I might try to bench another Zekrom, and work towards some more Bolt Strikes.

Scenario #2: I'd damage swap 10 from Terrakion to Pichu, then Seeker. After I got the Pichu back into my hand, I would bench my other Terrakion, and attach a Fighting energy to it. I would move any damage left on my field to Kyurem (60), retreat cleffa into Kyurem, and Outrage KO the Thundurus. I'm guessing they would do some stuff, and burn kill the Kyurem, I would go into either Terrakion with one energy, attach and Retaliate KO. They would kill that Terrakion with their last Magnezone, taking them down to one prize, I'd go for the second revenge kill, but before I killed their last Magnezone, I would N. They probably can't set up under trainer lock with a 1 card hand, so I would run through them with Terrakion's Land Crush. Zekrom won't be an issue since it can't one shot, so I just keep damage off of my active Terrakion at all times.
 
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