Deckname: Waffles With Syrup
Main Attacker: Chandelure + Hydreigon
Support: Jirachi + Skymin
Techs: Zoroark + Tyrogue
Speed: Medium-Slow
Type: Psychic and Darkness
Main Attacker: Chandelure + Hydreigon
Support: Jirachi + Skymin
Techs: Zoroark + Tyrogue
Speed: Medium-Slow
Type: Psychic and Darkness
3 Litwick (Promo)
1 Lampent (RC)
3 Chandelure (RC)
3 Deino (RC)
2 Zweilous (RC)
3 Hydreigon (RC)
1 Zorua (BW)
1 Zoroark (BW)
2 Jirachi (UL)
2 Shaymin (Sky Formé) (UL)
(Pokemon : 21)
4 Pokemon Collector
4 Rare Candy
4 Pokemon Communication
4 Junk Arm
3 Switch
3 Pokemon Catcher
2 Prof. Juniper
2 Super Scoop Up
(T/S/S: 28)
11 Psychic
(Energy: 11)
Strategy: Get out Chandelure and start "spreading" for a while, at the same time, I attach energies to Chandelure and start attacking a little. When I have reached 4 energies, I get out Skymin and transfer all energies to Hydreigon, switch into Hydreigon and start rampaging with his attack, and since I've used around 4 turn to charge Chandelure fully, I have spread around 60 damage throughout the board and around 100 damage to their Active Pokemon which may have been leading into a K.O.
Example T2 situation:
Let's say I get Chandelure up T2, I have this setup:
Active: Chandelure, bench: Deino, Litwick, Zorua
This hand: Psychic Energy x4, Prof. Juniper, Rare Candy, Hydreigon and a random card.
I start off attaching 1 Psychic to Chandelure, Rare Candy Deino to Hydreigon and use Prof. Juniper to discard my hand, then I draw some Communications and some random Pokemon's, I get out Jirachi and use his Power to get me some energies to Chandelure, and by that point, I might have atleast 3 energies, (as coin flipping is 50/50) but up to 5 energies already, I finish my turn by using Chandelure's Ability to put 2 damage counters on one, and 1 damage counter at another, and hopefully do 50 to their Active.
Now I use Chandelure's Power again to deal 1 damage counter at the one I did it at last time, and 2 at another, then I get out Skymin, transfer all energies to Hydreigon, and start rampaging, then next turn, I switch to Jirachi and transfer all energies to him, to devolve.
However, If the opponent's Pokemon are a high HP basic, I just use Chandelure's Ability to put all 3 damage counters on that Pokemon, use his attack with a PlusPower or two, and do alot of damage.
Summed up, am I lucky, I might draw 3 prize cards already by turn 4, and continue my process.
I know I have 5 cards (+/-) too many, but this is where I need help, I don't know what to take out! Zoroark are a good tech for killing high HP as well. Tyrogue is for Cleffa/Pachirisu starts.
Please anyone help me? and sorry for a nooby deck, It's been a long time since I played Pokemon cards. :3
1 Lampent (RC)
3 Chandelure (RC)
3 Deino (RC)
2 Zweilous (RC)
3 Hydreigon (RC)
1 Zorua (BW)
1 Zoroark (BW)
2 Jirachi (UL)
2 Shaymin (Sky Formé) (UL)
(Pokemon : 21)
4 Pokemon Collector
4 Rare Candy
4 Pokemon Communication
4 Junk Arm
3 Switch
3 Pokemon Catcher
2 Prof. Juniper
2 Super Scoop Up
(T/S/S: 28)
11 Psychic
(Energy: 11)
Strategy: Get out Chandelure and start "spreading" for a while, at the same time, I attach energies to Chandelure and start attacking a little. When I have reached 4 energies, I get out Skymin and transfer all energies to Hydreigon, switch into Hydreigon and start rampaging with his attack, and since I've used around 4 turn to charge Chandelure fully, I have spread around 60 damage throughout the board and around 100 damage to their Active Pokemon which may have been leading into a K.O.
Example T2 situation:
Let's say I get Chandelure up T2, I have this setup:
Active: Chandelure, bench: Deino, Litwick, Zorua
This hand: Psychic Energy x4, Prof. Juniper, Rare Candy, Hydreigon and a random card.
I start off attaching 1 Psychic to Chandelure, Rare Candy Deino to Hydreigon and use Prof. Juniper to discard my hand, then I draw some Communications and some random Pokemon's, I get out Jirachi and use his Power to get me some energies to Chandelure, and by that point, I might have atleast 3 energies, (as coin flipping is 50/50) but up to 5 energies already, I finish my turn by using Chandelure's Ability to put 2 damage counters on one, and 1 damage counter at another, and hopefully do 50 to their Active.
Now I use Chandelure's Power again to deal 1 damage counter at the one I did it at last time, and 2 at another, then I get out Skymin, transfer all energies to Hydreigon, and start rampaging, then next turn, I switch to Jirachi and transfer all energies to him, to devolve.
However, If the opponent's Pokemon are a high HP basic, I just use Chandelure's Ability to put all 3 damage counters on that Pokemon, use his attack with a PlusPower or two, and do alot of damage.
Summed up, am I lucky, I might draw 3 prize cards already by turn 4, and continue my process.
I know I have 5 cards (+/-) too many, but this is where I need help, I don't know what to take out! Zoroark are a good tech for killing high HP as well. Tyrogue is for Cleffa/Pachirisu starts.
Please anyone help me? and sorry for a nooby deck, It's been a long time since I played Pokemon cards. :3
Code:
[quote]Deino – Darkness – HP60
Basic Pokemon
[C] Headbutt: 10 damage.
[D][C] Bite: 20 damage.
Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: 2
Zweilous – Darkness – HP90
Stage 1 – Evolves from Deino
[C] Double Hit: 20x damage. Flip 2 coins, this attack does 20 damage times the number of heads.
[D][C][C] Strength: 50 damage.
Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: 2
Hydreigon – Darkness – HP150
Stage 2 – Evolves from Zweilous
Ability: Dark Aura
All Energy attached to this Pokemon becomes Darkness Energy.
[D][D][D][D] Dangerous Blade: 60 damage. Choose 2 of your opponent’s Benched Pokemon, and this attack also does 40 damage to each of those Pokemon (don’t apply Weakness and Resistance when damaging the Bench).
Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: 3
http://bulbapedia.bulbagarden.net/wiki/Litwick_(BW-P_Promo_9)
Lampent – Psychic – HP80
Stage 1 – Evolves from Litwick
[C] Inviting Lamp: Choose 1 of your opponent’s Benched Pokemon and switch it with his or her Active Pokemon.
[P][C] Will ‘o Wisp: 30 damage.
Weakness: Darkness: (x2)
Resistance: none
Retreat: 1
Chandelure – Psychic – HP130
Stage 2 – Evolves from Lampent
Ability: Cursed Shadow
Place 3 damage counters on your opponent’s Pokemon in any way you like. You can use this Ability 1 time during your turn, it this Pokemon is your Active Pokemon.
[P][P][C] Ominous Lamp: 50 damage. The Defending Pokemon is now Burned and Confused.
Weakness: Darkness: (x2)
Resistance: none
Retreat: 2
Super Rod – Trainer
Search your discard pile for up to 3 in any combination of Pokemon and basic Energy cards. Show them to your opponent and shuffle them into your deck.
You can use any number of Trainer cards during your turn.
Pokemon Catcher
Trainer’s – Goods
Choose 1 of your opponent’s Benched Pokemon, and switch it with his or her Active Pokemon.
You can use any number of Goods cards during your turn.[/quote]