T
thepaintrolley
I stopped collecting pokemon cards about 9 years ago, but have recently begun collecting again with a few of my friends. Our current collection is rather small, so I don't have really anything to set up some of the more popular decks. The result of my limited collection, however, is as follows;
Pokemon (31/60)
x2 Sableye HS-Undaunted 35/90
x1 Murkrow HS-Undaunted 58/90
x1 Murkrow HS-Undaunted 59/90
x1 Honchkrow HS-Undaunted 16/90
x3 Stunky HS-Undaunted 69/90
x2 Skuntank HS-Undaunted 37/90
x1 Umbreon HS-Undaunted 10/90
x1 Umbreon HS-Call of Legends 22/95
x2 Skuntank HS-Undaunted 37/90
x1 Groudon HS-Call of Legends 6/95
x3 Cubone HS-Triumphant 60/102
x2 Marowak HS-Triumphant 44/102
x1 Onix HS-Unleashed 56/95
x2 Phanpy HS-Call of Legends 66/95
x1 Donphan(Shiny) HeartGold & SoulSilver 107/123
x1 Togepi HS-Undaunted 70/90
x2 Eevee HS-Undaunted 48/90
x1 Eevee HS-Undaunted 47/90
x2 Doduo HS-Undaunted 45/90
x1 Dodrio HS-Undaunted 11/90
x1 Togetic HS-Undaunted 39/90
x1 Togekiss HS-Undaunted 9/90
Trainer/Supporter/Stadium (14/60)
x1 Life Herb(Trainer) HS-Unleashed 79/95
x3 Pokemon Communication(Trainer) HeartGold & SoulSilver 98/123
x1 Bill(Supporter) HS-Trainer Kit(Blue/Gyarados) 18/30
x2 Interviewer's Questions(Supporter) HS-Unleashed 77/95
x3 Professor Oak's New Theory(Supporter) HS-Call of Legends 83/95
x2 Ruins of Alph(Stadium) HS-Undaunted 76/90
x2 Burned Tower(Stadium) HS-Undaunted 71/90
Energies (15/60)
x7 Darkness Energy(Basic)
x7 Fighting Energy(Basic)
x1 Cyclone Energy(Advanced) Diamond&Pearl-Stormfront 94/100
General Strategy
I tried to flesh this deck out to give it as much versatility as I could with the cards that I had to use. Previously, I used the Undaunted(Nightfall)'s Dark arsenal and a mixed array of Lightning types that set up a large chain of easy prizes via Iron Tail and Thunderbolt. However, when I found that I was lacking any real synergy, I switched over to the Cubone/Marowak+Stadiums setup that you see above. I had the potential to go with 4 Burned Tower, but I stuck with 2 Towers and 2 Ruins of Alph just for versatility. My basic setup uses Marowak, Groudon, and Donphan as my "Muscle". Groudon's Volcano stomp then gives me the potential to drop a small bit of milling on an opponent, or to sacrifice a few dark-types for Honchkrow's Vengeance. If Groudon forces me to discard something that I actually need, I can pull out a Sableye to recover those few cards. Further, of Groudon happens to discard my pair of Marowaks, that sets up Cubone to have a healthy damage absorption. Doesn't pan too well in drawn out games, but early one, it helps. I use Onix as a light healer who can pull out a fairly hefty punch if I need him to, though I can probably fill in a different basic like Hitmonlee or Hitmonchan from Groudon's set. Beyond this, Skuntank is both a filler card until I get something better and a strong control type with the possibility of dealing 90 damage in a turn. Dodrio is mostly in for Retreat Aid, to help the juggling that I might have to do, but Incessant Peck also has the potential to deal a lot of damage. Togekiss makes an appearance mostly as a recycling healer- Will probably be substituted out when I have something better. As for Donphan? He's got a lot of HP, 20 damage reduction, and happens to knock out 90 damage for only 3 fighting energy. Mostly a punchy sort.
Let's talk trainers, and my rational behind them being in there. Bill; Who doesn't like more cards in a pinch? Burned Tower is used as an energy recycle, though it's a bit of a double-edged sword, and to set up Bone Smash combos with Marowak. Same thing happens with Ruins of Alph, though it exists for mitigation prevention rather than energy recycling. 2 Interviewer's Questions are in to a.) Gather Energy if need be or b.) Force a deck shuffle- Mixing up the deck has the possibility of landing something that I'd need to pull closer to the top than it might have already been; Brightsides, right? Life Herb is a filler, though it's really handy as a quick heal or condition remover; will probably be replaced. 3 Pokemon Communications are in to force my "Late Game" players onto the field, if my drawing luck happens to be low that particular game; alternatively, they exist to bring Togekiss onto the field and force a shuffle after an amazing heal. Finally, 3 Professor Oak's New Theory; This one is pretty self-explanatory. Who doesn't like the capacity to bring a bad 3 card hand up to a decent or good 6 card hand? Also forces a deck shuffle.
Special mention; Cyclone Energy. I could put in something else here, but I like the ability to force a hard hitter or strong control type onto the bench as well as require the opponent to spend energy to bring the pokemon in question back out if they so desire. Could have some better choices here, thought about a double-colorless, but meh.
Anyways. Suggestions/tips/flames?
Pokemon (31/60)
x2 Sableye HS-Undaunted 35/90
x1 Murkrow HS-Undaunted 58/90
x1 Murkrow HS-Undaunted 59/90
x1 Honchkrow HS-Undaunted 16/90
x3 Stunky HS-Undaunted 69/90
x2 Skuntank HS-Undaunted 37/90
x1 Umbreon HS-Undaunted 10/90
x1 Umbreon HS-Call of Legends 22/95
x2 Skuntank HS-Undaunted 37/90
x1 Groudon HS-Call of Legends 6/95
x3 Cubone HS-Triumphant 60/102
x2 Marowak HS-Triumphant 44/102
x1 Onix HS-Unleashed 56/95
x2 Phanpy HS-Call of Legends 66/95
x1 Donphan(Shiny) HeartGold & SoulSilver 107/123
x1 Togepi HS-Undaunted 70/90
x2 Eevee HS-Undaunted 48/90
x1 Eevee HS-Undaunted 47/90
x2 Doduo HS-Undaunted 45/90
x1 Dodrio HS-Undaunted 11/90
x1 Togetic HS-Undaunted 39/90
x1 Togekiss HS-Undaunted 9/90
Trainer/Supporter/Stadium (14/60)
x1 Life Herb(Trainer) HS-Unleashed 79/95
x3 Pokemon Communication(Trainer) HeartGold & SoulSilver 98/123
x1 Bill(Supporter) HS-Trainer Kit(Blue/Gyarados) 18/30
x2 Interviewer's Questions(Supporter) HS-Unleashed 77/95
x3 Professor Oak's New Theory(Supporter) HS-Call of Legends 83/95
x2 Ruins of Alph(Stadium) HS-Undaunted 76/90
x2 Burned Tower(Stadium) HS-Undaunted 71/90
Energies (15/60)
x7 Darkness Energy(Basic)
x7 Fighting Energy(Basic)
x1 Cyclone Energy(Advanced) Diamond&Pearl-Stormfront 94/100
General Strategy
I tried to flesh this deck out to give it as much versatility as I could with the cards that I had to use. Previously, I used the Undaunted(Nightfall)'s Dark arsenal and a mixed array of Lightning types that set up a large chain of easy prizes via Iron Tail and Thunderbolt. However, when I found that I was lacking any real synergy, I switched over to the Cubone/Marowak+Stadiums setup that you see above. I had the potential to go with 4 Burned Tower, but I stuck with 2 Towers and 2 Ruins of Alph just for versatility. My basic setup uses Marowak, Groudon, and Donphan as my "Muscle". Groudon's Volcano stomp then gives me the potential to drop a small bit of milling on an opponent, or to sacrifice a few dark-types for Honchkrow's Vengeance. If Groudon forces me to discard something that I actually need, I can pull out a Sableye to recover those few cards. Further, of Groudon happens to discard my pair of Marowaks, that sets up Cubone to have a healthy damage absorption. Doesn't pan too well in drawn out games, but early one, it helps. I use Onix as a light healer who can pull out a fairly hefty punch if I need him to, though I can probably fill in a different basic like Hitmonlee or Hitmonchan from Groudon's set. Beyond this, Skuntank is both a filler card until I get something better and a strong control type with the possibility of dealing 90 damage in a turn. Dodrio is mostly in for Retreat Aid, to help the juggling that I might have to do, but Incessant Peck also has the potential to deal a lot of damage. Togekiss makes an appearance mostly as a recycling healer- Will probably be substituted out when I have something better. As for Donphan? He's got a lot of HP, 20 damage reduction, and happens to knock out 90 damage for only 3 fighting energy. Mostly a punchy sort.
Let's talk trainers, and my rational behind them being in there. Bill; Who doesn't like more cards in a pinch? Burned Tower is used as an energy recycle, though it's a bit of a double-edged sword, and to set up Bone Smash combos with Marowak. Same thing happens with Ruins of Alph, though it exists for mitigation prevention rather than energy recycling. 2 Interviewer's Questions are in to a.) Gather Energy if need be or b.) Force a deck shuffle- Mixing up the deck has the possibility of landing something that I'd need to pull closer to the top than it might have already been; Brightsides, right? Life Herb is a filler, though it's really handy as a quick heal or condition remover; will probably be replaced. 3 Pokemon Communications are in to force my "Late Game" players onto the field, if my drawing luck happens to be low that particular game; alternatively, they exist to bring Togekiss onto the field and force a shuffle after an amazing heal. Finally, 3 Professor Oak's New Theory; This one is pretty self-explanatory. Who doesn't like the capacity to bring a bad 3 card hand up to a decent or good 6 card hand? Also forces a deck shuffle.
Special mention; Cyclone Energy. I could put in something else here, but I like the ability to force a hard hitter or strong control type onto the bench as well as require the opponent to spend energy to bring the pokemon in question back out if they so desire. Could have some better choices here, thought about a double-colorless, but meh.
Anyways. Suggestions/tips/flames?