Hey guys, I've been getting owned at my local card shop's unlimited league (my last performance was 2-2, and both my losses were against the same person (you also play whoever you want at will, so no official winners or anything)). The girl I lost to is running quad Entei and another person I lose to a lot runs either CMT or Dark Tornado. I figured I may as well edit my Machamp/Leafeon into a Machamp-only deck so I can more easily combat them. Criticism is greatly appreciated. Thanks!
Note: I have one of each card unless specified otherwise.
Pokemon
Machop x2 SF64
Machoke x2 SF41
Machamp x2 SF20
Machamp Lv. X (considering taking this out because I haven't gotten much use out of No Guard)
Baltoy x3 GE60
Claydol x3 GE15 (makes great draw power, not OHKO'd by Mewtwo unless they have 4 energy on it. unfortunately, falls victim to Darkrai)
Total: 13
Trainers
Gust of Wind/Pokemon Catcher x4 (bring out basics or to stall, aka what it's used for now)
Switch x4 BW104 (mainly to get Claydol out of the active spot and to switch to another Machamp)
Energy Removal x4 Base Set 92 (It removes DCE from play amongst other stuff. slaughters decks with little energy acceleration)
Ultra Ball x4 DE102 (search out a Machamp to Rare Candy, or get a Claydol to restore a small hand)[/url]
Rare Candy x4 DE100 (obviously to get Machamp out faster, use in conjunction with Broken Time-Space for T1 Machamp Donk, even without Machoke)
Random Receiver x2 DE99 (just to get Supporters out quicker, may or may not remove with a future edit)
Pokemon Communication x2 BW99 (get a Machamp/Claydol out even faster, may or may not get rid of when I add an extra Machamp line)
Professor Juniper/Oak x4 BW101 (herp derp draw power)
Celio's Network x3 CG73 (more Pokemon search power)
N x2 NV92 (herp derp disruption/hand refresh)
Roseanne's Research SW125 (good at the beginning of the game to get a Machop and an energy, but not necessarily required)
Rocky Helmet x2 NV94 (adds extra damage to Pokemon, kinda useful if I don't have a Machamp out yet)
Broken Time-Space x2 PL104 (an obvious must for this deck if you want a quick/T1 Machamp)
Crystal Beach CG75 (to counter anything that uses DCE)
Total: 39
Energy
Fighting Energy x8
Total: 8 (go figure)
Total: 60
Once again, thanks for reading!
Note: I have one of each card unless specified otherwise.
Pokemon
Machop x2 SF64
Machoke x2 SF41
Machamp x2 SF20
Machamp Lv. X (considering taking this out because I haven't gotten much use out of No Guard)
Baltoy x3 GE60
Claydol x3 GE15 (makes great draw power, not OHKO'd by Mewtwo unless they have 4 energy on it. unfortunately, falls victim to Darkrai)
Total: 13
Trainers
Gust of Wind/Pokemon Catcher x4 (bring out basics or to stall, aka what it's used for now)
Switch x4 BW104 (mainly to get Claydol out of the active spot and to switch to another Machamp)
Energy Removal x4 Base Set 92 (It removes DCE from play amongst other stuff. slaughters decks with little energy acceleration)
Ultra Ball x4 DE102 (search out a Machamp to Rare Candy, or get a Claydol to restore a small hand)[/url]
Rare Candy x4 DE100 (obviously to get Machamp out faster, use in conjunction with Broken Time-Space for T1 Machamp Donk, even without Machoke)
Random Receiver x2 DE99 (just to get Supporters out quicker, may or may not remove with a future edit)
Pokemon Communication x2 BW99 (get a Machamp/Claydol out even faster, may or may not get rid of when I add an extra Machamp line)
Professor Juniper/Oak x4 BW101 (herp derp draw power)
Celio's Network x3 CG73 (more Pokemon search power)
N x2 NV92 (herp derp disruption/hand refresh)
Roseanne's Research SW125 (good at the beginning of the game to get a Machop and an energy, but not necessarily required)
Rocky Helmet x2 NV94 (adds extra damage to Pokemon, kinda useful if I don't have a Machamp out yet)
Broken Time-Space x2 PL104 (an obvious must for this deck if you want a quick/T1 Machamp)
Crystal Beach CG75 (to counter anything that uses DCE)
Total: 39
Energy
Fighting Energy x8
Total: 8 (go figure)
Total: 60
Once again, thanks for reading!