Thursday, December 29, 2011

Chandelure Crobat - jmdilley02

2 cleffa
2 tornadus
2-1 garbodor
3-2-1 chandelure
3-2-2 crobat prime
Pokemon Total = 20

1 N
1 FSL (flower shop lady)
2 PETM
2 Interviewers
2 pokemon collector
3 PONT
1 rare candy
1 xtransceiver
2 pokemon comm.
2 pluspower
2 rocky helmet
2 switch
2 pokemon catcher
3 junkarm
Trainer/Supporter Total = 26

12 psychic energy
2 double colorless
Energy Total = 14

Pokemon Analysis
I think you have an interesting idea combining chandelure and crobat prime.  While garbador and tornadus can certainly have their uses in the deck, I think you'll have a more consistent and powerful deck if you focus on only those 2 pokemon as attackers.  I would recommend a chandelure line of 4-2-3 and a crobat line of 4-2-3 as well.  This will ensure that you can get both pokemon up.  So you don't have to pay a retreat cost for chandelure or always rely on a switch, I'd add dodrio (2-2 line) which will give you free retreat.  That way you can easily move them back and forth and when you use your switch could, attack more frequently.  I'd keep in one cleffa in case you need a new hand or need to stall, but would drop the garbador and tornadus.    If you have any extra room in the deck I would consider adding jirachi which de-evolves your opponents pokemon (and can get energy back from the discard pile).  That way you can spread quite a bit of damage and then take out the pokemon as basics. 

Energy
I think you can easily drop to 10 energy in the deck.  Chandelure is the only pokemon that needs a signficant amount of energy, and you don't always need to attack with it (you'll mainly want it for the ability).  Crobat only needs one energy and he'll be your main attacker.  So I would have 8 psychic energy and 2 rescue energy.

Trainers/Supporters
You'll want 4 pokemon collector to ensure that you get a fast start setting up your bench.  3 communication and 4 rare candy (since you have two stage 2 pokemon lines) will ensure that you can get them up fairly fast.  Instead of running flower shop lady, I'd recommend super rod.  It doesn't waste your supporter for the turn and you can always reuse it if you need to with junk arm (which I recommend increasing to 4).  I would keep in your two switch so you can move between multiple chandelure and still be able to poison your opponent with crobat.  I might consider increasing your catcher to 3 so you can drag up something with a heavy retreat so that they can't get out of the poison as easily. 

The last suggestion that I'd make is to increase your number of hand refreshers/draw cards.  2-3 N, 3-4 PONT, 2-3 cheren.  To make room for these changes I'd drop the elm (communication/collector works just as well and is much faster), interviewers (since you don't need much energy to attack you should be able to easily draw into it with N, PONT and cheren), rocky helmet, xtransciever and pluspower.  Pluspower will only work when you're attacking with chandelure since crobat is damage counters rather than damage.

Overall
I think this deck has a lot of potential if it was just chandelure, dodrio and crobat.  With a solid trainer/supporter line I could see this deck spreading a lot of damage and then taking quite a few knockouts with jirachi.

Pokemon Deck Review - Reshiram Typhlosion Zoroark- Pok3m0nSt4r

4-2-4 Typhlosion
4 Reshiram
2 Cleffa
2-2 Ninetales
2-2 Zoroark
Pokemon Total = 24

2 Twins
1 Professor Juniper
2 Flower Shop Lady
3 PONT
4 Rare Candy
4 Junk Arm
4 Pokemon Collector
Trainer/Supporter Total = 20

14 Fire Energies
2 Rescue Energies
Energy Total = 16

Pokemon Analysis
While I see how zoroark can be useful, it's more consistent to drop it to increase your trainers/supporters.  You only need one cleffa as well (many games you'll find that with the right hand refreshers, you wont need to use it). The rest of your pokemon lines are very strong and I don't think they need to be changed.  If you find that you're running into a lot of trainer lock, then perhaps adding a quilava would help.

Energy Analysis
16 energy is pretty high for this type of deck.  While rescue is great to recover those reshiram, you should be easily able to go down to 10 fire energy (total of 12 energy in the deck).

Trainer/Supporter Analysis
You have a great foundation with 4 collector to get out basics, 4 rare candy to get up the typhlosions 3 PONT for hand refreshers, 2 twins in case you're behind and 4 junk arm to reuse your trainers.  I'd add in 3 communication to be able to swap out pokemon in your hand for the ones that you need.  I'd increase your juniper to 2.  This will speed up the deck quite a bit and ensure that you can get what you need faster.  Instead of 2 flower shop lady, I'd use one super rod for recovery.  Junk arm will allow you to reuse it if you have to (or if you had to toss it with juniper).  I'd add in 3 catcher to bring up benched pokemon and 2 pluspower to be able to get the KO's on other dragons like kyurem and zekrom without having to waste another attack.  I'd consider adding in a single switch in case your cleffa is sleeping or in case you don't want to use energy to retreat. 

Overall
Reshiphlosion is one of the most consistent decks in the format.  While it's starting to lose popularity, it's still continuing to do well in tournament.  After a few tweaks to your trainers/supporters, I think you'll have a better build that will do very well in tournament!  Enjoy!

Wednesday, December 28, 2011

Pokemon Deck Review - Eelektrik Zekrom Thundurus - yugioh4ev

4 thundurus
4 zekrom
3-2 eelektrik
3-2-2 reuniclus
Pokemon Total = 20

3 catcher
4 eviolite
4 comunication
3 rare candy
4 collector
4 pont
2 sage training
2 cheren
Trainer/Supporter Total = 26

12 thunder energy
2 double colorless
Energy Total = 14

Overall Strategy
Eelektric's ability allows you to attach one lightning energy from the discard pile to one of your benched pokemon per turn.  With 2 eel set up, you can attach 3 energy each turn (one from your hand) allowing you to power up a thundurus or a zekrom.  Thundurus is your ideal starter since it can attach energy from the deck to itself as its attack.  This helps the energy acceleration.  It's second attack forces you to discard an energy, but that's okay, since you can reattach it with your eels, allowing you to power up a heavier attacker like zekrom. Reuniclus allows you to move damage around to be able to outrage rather than bolt strike with zekrom for knockouts.

Pokemon Analysis
While I see how reuniclus is useful, in a non trainer lock deck, it's going to be big catcher bait with such a low HP.  I think it would be better to take it out and focus more on the other pokemon.  Increasing your eel line to a 4-3 will allow you to get a third eel up if one is knocked out.  The extra basic ensures that if you lose one early to catcher, you can easily recover.  I find that with only 2 eel in the deck, often one is prized, which can make your game very difficult.  I also like one cleffa in the deck in case of horribly bad hands as well as being a free retreater to serve in the active position once something is knocked out.  That will allow you to use your eels to get something powered back up, then free retreat into that pokemon.  I try to avoid the 30 HP tynamo because of kyurems glaciate as well as chandelure's ability.  Both do 30, so your tynamos would never have a chance to become eels. 

Energy Analysis
I find that it's more consistent to run straight lightning energy rather than including the DCE.  Often I find in eel variant  decks that rescue is a better special energy option.

Trainer/Supporter Analysis
If you take my suggestion about dropping reuniclus, then you can also drop the rare candy.  3 communication should be enough to search out for what you need, especially since everything is a basic except for the eels,. I'd add in a super rod just in case you need to prevent yourself from decking out, or if you have crucial pokemon prized and lose some early (mainly the eels).  I'd add in 4 junk arm to be able to reuse any trainers.  Junk arm is also great for getting lightning into the discard pile.  Increasing your sage to 3 will also help you get the lightning in the discard pile.  I'd add in one switch, just in case you don't want to pay the retreat cost of your active. I find that a switch is particularly useful when I dont have a free retreater on the bench and I need to power something up on the bench after a knock out.  I'd also consider adding some N rather than cheren.  Once your eels are set up, you can live off of the field and a low hand size shouldnt hurt you.  However, your opponent may not have a deck that can live off the field, so bringing their hand size down to a few cards can really hurt them.  N can also serve as a great hand refresher early in the game as well (when you have most of your prizes left) yet still serves as a bit of disruption.

Overall
Eel variant decks are currently doing very well in cities tournaments because they can utilize big HP basics as main attackers and can keep a fresh stream of energy going when one is knocked out.  While the reuniclus is a good idea, I think it's just catcher bait (especially since it's lower stages are so weak).  I feel like too many of your resources would be used on getting it out, and a lot of the speed that eel decks have would be lost because of it.  I hope my suggestions help!

Pokemon Deck Review - Ampharos Conkeldurr - burwell423

2-2-2 Amphoros (non prime)
2 Elgyem (First contact)
4 landorus
1-1-1 Gigalith (Core Cannon)
1-1-1 Conkeldurr (Ability)
1 Druddigon
Pokemon Total = 19

2 dual balls
2 great balls
4 Pcomm
2 revive
2 switch
3 rocky helmet
2 engineer adjustment
3 PElm
2 PONT
2 Interviewer's questions
Trainer/Supporter Total = 24

3 lighting
14 fighting
Energy total = 17

Overall Strategy
Ideally you'd start by getting elgyem out to fill up the bench.  Then you build up an ampharos to be able to use acceleration bolt to build up the energy on the benched pokemon.  This is a great way to speed up pokemon that have heavy attack costs.

Pokemon Analysis
While I like Elgyem, Pichu is a much better choice.  It allows you to fill up the bench on one turn rather than over a few turns and if it stays asleep, can keep your opponent from attacking for a few turns.  I do like the idea of using ampharos' acceleration bolt to attach energy to the benched pokemon.  Since ability conkeldurr can really become a tank with multiple fighting energy attached, I'd focus on this pokemon.  Running a higher line of 3-2-2 or 4-2-3 of both ampharos and conkeldurr will ensure that they'll be able to work well together.  I like the landorus as well since it can discard energy back from the discard pile, but would reduce that number to 2 or 3.  I'd drop the gigalith completely to make more room for the others.  I might also consider running a single shaymin to move around energy as well.  You can always use landorus to get the energy from the discard pile, ampharos to get energy from the deck and once you have a couple of tanked conkeldurr, just keep on attacking. 

Energy Analysis
Instead of running lightning energy, I would consider running rainbow energy instead.  That was, it can help both your ampharos as well as your fighting types.  Maxing out 4 rainbows should give you a better chance of getting that ampharos starting to work fast.  You shouldnt need that much fighting energy in the deck.  9 should be more than enough (for a total of 13 energy).  Using the extra space for trainers and supporters is what will make this deck work.

Trainer/Supporter Analysis
This section is where I'll be making the most suggestions. 4 collection and 4 communication will ensure that you can get your basics out as fast as possible in addition to being able to swap a basic for an evolution at any time.  You'll need more draw power like 4 PONT, possibly a couple of N (nice disruption against your opponent) and 3-4 cheren.  With 2 stage 2 pokemon, you'll need 4 rare candy to speed up their evolutions. I might also add a couple of sage to increase the chances of hitting them early.  Since your pokemon are quite bulky and you'll be spending some time getting the energy built up on them, you'll likely lose a couple of prizes early on.  So adding 3 twins will help you catch up later in the game. 

I like a little recovery in a deck like this, like super rod (I prefer it over flower shop lady since it doesnt use your supporter for the turn).  I'd also recommend a couple of catcher to be able to bring up certain pokemon on your opponents bench.  Adding in 4 junk arm will allow you to reuse any trainer over again.  To make room for these suggestions, I'd take out the elm, engineer, revive, great ball, dual ball and at least one interviewers (with enough draw and search support, you shouldn't need to waste your supporter for the turn trying to get out energy).  Rocky helmet could be useful, but I'd at least reduce it to 2 and if you find you still need more room, consider reducing it even more. 

Overall
Right now a lot of fighting decks have a great chance to do well since lightning decks are currently what's been the big winner in tournaments (Eel variants).  So if you can get a couple of conkeldurr set up, you should be able to knock out anything lightning your opponent throws at your.  Since conkeldurr is such a tank with all the fightning energy attached, you have a great shot at standing up to a lot of other types of decks as well.  You'll find that it will be difficult to get set up, so don't get discouraged if you're often behind on prizes.  Once you get set up, your opponent is going to have a hard time knocking you out.

Tuesday, December 27, 2011

Pokemon Deck Review - Blastoise Cincinno Kingdra - PokePieProductions

3-3-3 Blastoise
2-2 Floatzel
2-2 Cincinno
2 cryogonal (uncommon #32)
2-1-1 Kingdra Prime
1 Cleffa
Pokemon Total = 24

2 Energy Retrieval
1 Super Rod
3 Pokemon Communication
3 Professor Elm
2 Rare Candy
3 Potion
2 Switch
1 Blackbelt
2 PONT
2 Interviewers
1 Junk Arm
1 N
Trainer/Supporter = 23

12 Water Energy
1 Rescue Energy
Energy = 13

Overall Strategy
Floatzel is the energy acceleration for this deck, allowing blastoise to hit anywhere it likes for 100 each turn.  Kingdra's poke power allows  you to place a damage counter each turn, maknig it easier to get those KO's in one hit with blastoise.  Cincinno can also hit for 100 each turn as long as there is a full bench and is a nice non-water attaker.

Pokemon Analysis
You already have quite a few water pokemon in this deck, so I dont think you need the uncommon cryogonal.  While it can one-shot donphans, so can your blastoise.  The uncommon cryogonal is really only a good donphan counter in a non water deck.  Dropping it will give you more room for other cards. If you can increase your kingdra prime to a 3-1-2 line, this will ensure that you can get at least one, possible 2 up in a game.  I might increase your floatzel to a 3-3 line just in case you lose one.  Ideally you'll want two on the bench at all times. I'd also change your blastoise line to either a 4-2-3 or a 4-3-3 depending on the amount of trainer lock decks in your area.  This will allow you to be able to lose a squirtle early in the game, but still be able to get several blastoise going through the rest of the game. 

Energy Analysis
While you say you don't have DCE, this is a deck that really needs it.  Not only can your blastoise benefit from it, but your cincinno can as well.  Without it, you'd have to manually power up a cincinno and that could take time if you only have one floatzel on the field and need to  use your energy attachment for the turn to recharge blastoise. I would look at an energy line of 3 DCE, 2 rescue, and 8 water energy.

Trainer/Supporter Analysis
You'll need 4 pokemon collector to get a fast start.  Since you run 2 stage pokemon, maxing out your rare candy is a necessity.  I think you can safely drop the potion and the elm.  Your communication will help you search out the pokemon you need rather than wasting your supporter for a turn.  I dont think you need interviewers either, but perhaps keeping one would be helpful.  While you say that you don't have twins, I'd look into getting some.  Black belt is useful, but   twins is better for the long run.  Adding a couple of twins will help you get set up, especially when you're behind.  I'd max out your junk arm to 4 to be able to reuse pokemon.  You should be able to go down to 1 switch since most of your pokemon have one 1 retreat and blastoise is the pokemon you typically want to be active anyways.  Increasin your PONT to 4 will really help you refresh your hand to be able to get the cards that you need.  I might even increase your N to 2 since you can work off of the field once you're set up.  Using N when there's only a few prizes left won't hurt you nearly as bad as your opponent as long as you have a floatzel and blastoise on the field.  While you say that you don't have catcher, that's another card that is a necessity in every deck (except trainer lock), so I would look at getting/adding 2 of them.  You can easily catcher up heavy retreat pokemon and snipe around them with blastoise.  

Overall
Your biggest threat right now is all the Eel varient decks that are going around right now.  Most of your deck is weak to lightning, so even though you can deal quite a bit of damage, you're likely still going to be getting knocked out in one hit.  Reworking your trainer and supporter line to be able to get your pokemon out faster will give you a change.  You might also want to look at a feraligatr prime line instead of floatzel.  While it's harder to set up, it's not weak to lightning, so you'll have a secondary attacker to rely on.

Pokemon Deck Review -Reshiphlosion with Reuniclus - woodzy64

4 Reshiram
4-2-4 Typhlosion prime
2-1-2 Reuniclus
Pokemon - 19

2 Pluspower
3 Eviolite
3 Junk arm
3 Pokemon Communication
3 PONT
3 Rare candy
2 Switch
2 Juniper
3 Pokemon Collector
2 Pokemon Catcher
1 Super Scoop up
T/S/S - 27

3 Double colourless
2 Rescue Energy
9 Fire Energy
Energy - 14

Overall Strategy
This is a little bit different than your typical reshiram typhlosion deck.  It lacks the draw power of ninetales, but instead includes reuniclus to be able to move around damage on his side of the field.  This is great for being able to move the damage from an 'afterburner' off to keep reshiram out of knock out ranges from other reshirams (or zekroms) as well as building up a reshiram for knock outs with just outrage.

Pokemon Analysis
If you have a lot of trainer lock in your area, I might like to see another quilava since that's your energy engine.  I would also consider adding a single cleffa just in case you need a hand refresher early in the game or you need to stall later.

Energy Analysis
While I often see DCE in reshiram lists for a quick outrage, I find that the energy is typically better served with just fire energy.  That makes the probability of a sucessful juniper increase (juniper works in this deck because if you discard fire energy, you can just reattach it with typhlosion, but if you're discarding DCE, it's just a waste).

Trainer/Supporter Analysis
I would definitely recommend maxing out your pokemon collector to 4.  That will make it more likely that you get to start with it, and you can always use the communication to get other pokemon that you need.  I'd also increase the junk arm to 4 and reduce the eviolite to 2.  You can always use junk arm to get back an eviolite and that can help you put fire into the discard pile early in the game.  Since you have 2 stage 2 pokemon I think you should increase your rare candy to 4 to make it more likely to be able to get that typhlosion and reuniclus up fast.  To make room, you should be able to drop one of the switch.  You can always use junk arm to reuse your one switch, or use some of the afterburner'd energy to pay the retreat cost.  Other than that, I think you have a great line of trainers and supporters!

Overall
You have an awesome, yet different build of reshiphlosion.  My only concern is that without vileplume, reuniclus is going to be catcher bait.  But you with a few tweaks to the trainers/supporters, hopefully you'll be able to get up a second one if the first one is knocked out.

Monday, December 26, 2011

Pokemon Deck Review - nv88 - Blastoise Floatzel Donphan

3-2-3 Blatoise
3-3 Floatzel
1 Manaphy
2-2 Donphan
1 Cleffa
Pokemon: 20

4 Pokemon Communication
4 Rare Candy
4 Junk Arm
2 Switch
4 Pokemon Collector
4 Professor Oak's New Theory
4 Twins
Trainers/Supporters: 26

4 Double Colorless Energy
4 Rainbow Energy
6 Water Energy
Energy: 14

Overall Strategy
Blastoise is the heavy hitter and main attacker of the deck.  It can hit anything for 100, including the bench, but then must return 2 water energy to your hand.  That's where floatzel comes it.  It allows you to attach extra energy per turn to re-power up blastoise.  Since they're both weak to lightning, your counter is donphan, a pokemon that can KO most lightning types in one hit with just a single fighting (or rainbow) energy attached. 

Pokemon Analysis
With pokemon catcher being used to KO basics early, I'd recommend that you add in another squirtle.  Since you only need 2 floatzel set up, you should be safe with a 3-3 line.  I'm tempted to increase your donphan line to 3-3 since lightning is one of the biggest decks around right now (Eelekric variants).  This will ensure that even if you have part of your line prized, you'll be able to recover.  While I love manaphy, I think to make your deck more consistent, it's safe to drop and just stick to a single cleffa.

Energy Analysis
I might consider reducing your DCE down to 2 and increasing your water.  Or just use those 2 extra spots for something else.  If you have 2 floatzel, you'll be able to attach 3 energy per turn which means that you may not always need your DCE (it's just nice in getting a fast start).  I'd love to find room for rescue energy in case your floatzels are KO'd, but I just can't think of how to fit them in (while Donphan is a great tech, you really need the 4 rainbows for it).

Trainer/Supporter Analysis
The two cards that I'd really like to see in this list are pokemon catcher and a super rod.  Pokemon catcher (possibly 2 of them) will allow you to drag up something that has a heavy retreat to stall while you snipe around it.  I like one recovery card in every deck just to get those water energy and any pokemon you might need back into the deck.  If you decide to stick with a lower donphan line, having a super rod to put it back becomes even more important.  You might be able to benefit from the addition of N as well.  Once you get your floatzel set up, you can survive off the field.  So reducing your hand down to only a few cards won't hurt you, but could really devastate your opponent.  To make room for these suggestions, I think you can safely go down to 3 twins, and possibly reducing the PONT line (especially if you're including a couple of N).  Since blastoise is your only stage 2, you should be able to reduce your rare candy count to 3 and possibly your communication count to 3 as well, especially with twins to help find them.

Overall
It looks like you already have a pretty great deck, especially with the donphan tech to counter your decks main weakness - lightning.  Hopefully trying out some of my suggestions will help it run even better! Thanks for submitting!

Pokemon Deck Review - TheAnimefan608 - Reshiphlosion (Tyram)

4-3-4 typhlosion prime
4 reshiram
1 cleffa
Pokemon Total = 16

4 pokemon collector
3 juniper
3 sage's training
2 pont
4 pokemon communication
4 pluspower
4 rare candy
3 junk arm
3 pokemon catcher
2 eviolite
Trainer/Supporter Total = 32

10 fire
2 rescue
Energy Total = 12

Overall Strategy
Most players are pretty familiar with how reshiphlosion works, but for those of you that don't, here it is.  Reshiram is your primary attacker, hitting for 120 (or more with pluspower) every turn.  Typhlosion puts the fire energy back onto your reshiram from the discard pile, making sure that it can fully attack each turn. Cleffa is there to help get set up or possibly to stall later in the game.

Pokemon Analysis
Your pokemon lines are perfect. Some people prefer to have a 2-2 line of ninetales to help them get set up, but it's certainly not necessary.  I've also seen people put in a small magnezone prime line to help out in various matches (like taking out gothitelle or other big hitters in one shot).  It also acts a source of draw power instead  of the ninetales.

Energy Analysis
Perfect, I wouldn't change a thing.

Trainer/Supporter Analysis
You already have a very consistent supporter/trainer line.  If it's working for you, I wouldn't change anything.  However, I do have some alternative suggestions for you in case you wanted to try something new.  N can be a great card for your deck.  Since you can play off the field when fully set up, it can serve as great disruption to your opponent.  Near the end of the game, you can N them and bring their hand size down to a few cards (hopefully they won't be able to recover from it), while your typhlosions will ensure that you can keep hitting for 120 each turn.  I wouldn't add more than 2-3 of the card though since you wouldn't ideally want to use it until your set up.  Using N when your not set up could prove to hurt you more than help you. I'd like to see a little recovery in this deck, just in case something essential is prized and KO'd early (like having 2 cyndaquils prized and losing one early in the game from catcher), so 1 super rod would be a safe addition.  It's also great for adding cards back into the deck to prevent you from decking out.  I also like having the option of reusing 4 trainers in a game, so I'd add in another junk arm.  If you decide to go with any of these suggestions, I think there are a few cards you could safely cut out.  I find that 2 pluspower with the 4 junk arm is usually enough to get those 1 hit knock outs.  You can swap N for PONT for a hand refresher.  And you can always reduce your juniper to 2 (I'm always a bit nervous with 3, I tend to get close to decking out due to it being the only usable supporter in my hand during many games).

Overall
You already have a great build of reshiphlosion.  I hope that my suggestions might help you out in case you're struggling with certain match ups.  Thanks for submitting!

Wednesday, December 21, 2011

Pokemon Deck Review - Carracosta Beartic Samurott - fottballplayer54

4-3-2 ability samurott
3-2 beartic (sheer cold)
1-1 carracosta
Pokemon Total  = 16

4 potion
2 rare candy
2 fisherman
2 bill
2 pokemon communication
2 revive
2 switch
2 energy search
1 cover fossil
1 great ball
1 flower shop lady
1 energy switch
2 prof. juniper
Trainer/Supporter Total = 24

18 water energy
1 double colorless
1 multi energy
Energy Total = 20

Pokemon Analysis
The fossil engine is very difficult to run right now.  The chances of you playing one fossil card and hitting the one tirtouga in the deck is very slim.  Your lines of samurott and beartic are strong though.  So I would increase your carracosta line to a 4-2 or 4-3.  I would also include a cleffa in case you need to refresh your hand size.

Energy Analysis
20 is way too many energy in the deck.  I would stick to around 13, especially since you have ways to recover energy from your discard pile.  Running 4 double colorless energy, possibly a couple of rescue and the rest water should be sufficient.  There's no need for multi energy and it's a card that's not in the current format anyways.

Trainer/Supporter Analysis
Your going to have a hard time getting this deck set up.  So you'll need a way to get back into the game once you start to lose prizes.  The best card for that is twins.  Since you don't have any energy acceleration cards like feraligatr, I'd probably max your twins out at 4 since you'll likely be using at least 2 or 3 per game.  You'll need 4 pokemon collector to search out basics and 3-4 Professor Oaks New Theory to refresh your hand.  Increasing your pokemon communication to three will help get out the pokemon you need throughout the game.  You'll need at least 2 catcher to be able to bring up your opponents bench for easy knockouts.  Increasing your cover fossil to 4 will give you a better shot of hitting the tirtouga.  Combining that with research record (3-4 of them) will also increase that probability.

Instead of running flower shop lady, I'd swap it out for super rod.  It's a trainer, so it can be reused again with junk arm (which I'd recommend you add 4 of) and will still allow you to play a supporter for the turn.  Cards I think you can be safe in dropping are revive, bill, great ball, energy switch and potion.  If you find that you need more room in the deck, you might also consider throwing out the professor juniper.  If you do keep it, reducing it to one so you don't discard too much of your deck is recommmended.

Overall Analysis
Right now, you're going to struggle getting this deck working.  But by increasing your fossil line and fossil engine, you have a higher chance of getting it out. Even then, you'll probably still be behind on prizes which is why it's crucial to add in 4 twins so that you can search out for exactly what you need to keep you in the game.  I hope these suggestions help!

Pokemon Deck Review -Kingdra Cincinno Blastoise - PokiePieProductions

3-3-3 Blastoise
3-3 Floatzel
2 Mantine
2-2 Cincinno(BW)
2-1-1 Kingdra Prime
1 Cleffa
Pokemon Total = 26

2 Energy Retrieval
1 Super Rod
3 Poke Comm
3 Elm
2 Rare candy
2 Switch
1 Blackbelt
2 PONT
1 Junk Arm
1 N
2 Interviewers
1 Twins
Trainer/Supporter Total = 21

12 Water Energy
1 Rescue Energy
Energy Total = 13

Pokemon Analysis
You have a huge weakness in your deck - lightning.  One of the biggest decks right now are based around the energy acceleration of Eelectrik (variants with zekrom, thundurus, magnezone etc.....)  Except for Cincinno and Cleffa, every pokemon in your deck is weak to lightning.  So I would consider making this more of a Kingdra Cincinno deck.  You try to build up the bench with pokemon to hit for 100 with Cincinno and then add more damage across the field with kingdra.  If you really want another water type in here, adding kyurem (which is weak to metal) would be a good addition.  Since cincinno can be power up with a single double colorless energy, that will give you time to build up a kyurem on the bench to spread more damage with it's big attack "Glaciate".  My recommendation would be 4-2-4 Kingdra, 4-4 Cincinno, 1 Cleffa and 3 Kyurem.

Energy Analysis
Adding in 4 double colorless energy will get your Cincinno powered up in one turn.  2 rescue energy could be helpful, and let the rest be water for a total of 12-13.  You might be able to go to a smaller energy line, but until you test with the deck, I'm not sure if it's safe to go below that.

Trainer/Supporter Analysis
You'll need 4 pokemon collector to get basics onto the field as early as possible.  Increasing your rare candy to 3 will ensure that you can get a kingdra up as fast as possible without having to get the seadra.  Increasing your PONT to 3-4 will help you refresh your hand when needed and I'd probably increase your twins to 2-3 since this deck might be a bit slow getting up because of the kingdra.  Since you have a lot of recovery (retrieval and super rod) you might be interested in playing Sage's Training.  It will help you draw through your deck faster to get set up.  2 Juniper may also be helpful for the same reason.  Cheren would also be helpful for drawing through your deck.  Except for kyurem, your pokemon don't have high retreat costs, so you should be safe in playing only one switch.  You could definitely use some pokemon catcher (2-3 of them) as well as maxing out your junk arm to 4 so that you can reuse any of your trainers.

Cards that I think can be dropped would be elm, because the combination of pokemon collector/communication is typically more consistent.  I'd only use elm in a trainer lock situation (and even then would only run 1).  The blackbelt you may not need either.  I prefer to use twins when I'm behind to help me get set up to take prizes rather than relying on black belt to get that prize count even, but possibly still leave you unprepared to take another prize later.  With an increase in shuffle/draw power, you shouldnt need the interviewers questions.

Overall
Right now, with lightning decks being extremely popular, I'm afraid that you'll have too many weaknesses to be able to play out a full game. However, by swapping the blastoise/floatzel for kyurem and increasing the cincinno/kingdra line, you'll be able to counter some of those weaknesses, spread damage, and hopefully be able to keep up with your opponent.  The biggest part of that is getting your trainer/supporter line working for you so that you're drawing into what you need to get properly set up.  I'd like to add that out of the decks that I've reviewed for PokePieProductions, this is definitely one of the best ones.  It seems that he's really understanding how crucial trainers and supporters are to making decks work!

Tuesday, December 20, 2011

Pokemon Deck Review - Samurott Feraligatr - JadeHex

3-2-2 Samurott
2-2 Jellicent
3-2-2 Feraligatr Prime
2 Manaphy
Pokemon Total = 20

4 Pokemon Communication
3 Pokemon Collector
3 Junk Arm
3 Rare Candy
3 Pokemon Catcher
1 Interviewer's Questions
3 Professor Oak's New Theory
3 Cheren
2 Energy Retrieval
Trainer/Supporter Total = 25

16 Water Energy

Deck Total = 61 (You can only have 60 in a deck)

Pokemon Analysis
While there's a lot of benefits to running manaphy, I prefer a single cleffa. Since feraligatr prime is your source of energy attachment, I'd increase the line to a 4-2-3.  You're going to have hard time with lightning decks, so I'd look into adding kyurem instead of jellicent.  That will allow you to spread damage and be able to snipe with the non ability samurott if your kyurems are KO'd.  Right now samurott is your heavy attacker, so I would increase the line to a 4-2-4 including both the ability and the non ability samurott. 

Supporter/Trainer Analysis
I always recommend 4 pokemon collector in every deck. Since you run 2 stage 2 lines, maxing out your rare candy to 4 will help you get them set up faster.  I'd also increase your junk arm to 4 to be able to reuse any of your other trainers.  I might consider adding sage's training as a supporter to this deck since it will help you discard trainers if you're in a trainer lock game and will also help you get your stage 2 pokemon set up faster.  Since this is going to be a difficult deck to set up quickly, you're likely not going to be able to take an early lead on prizes, so I'd add in a few twins to help you get back into the game.  To make room for these changes, you can probably reduce your PONT and cheren to 2 of each.  You may only need 2 catcher as well.  Right now you have no way to recover pokemon, so super rod would be a great addition.

Energy Analysis
I might add in a couple of rescue so that you can get your pokemon back without having to use super rod and searching the deck.  Your energy line is pretty high, so I think reducing it to around 13 (including rescue energy if you decide to put it in) would give you more room for some additional supporters and trainers.

Overall
You already have a great build, so there's not too much that I can suggest.  In your submission, you acknowledged that zekrom was going to be a problem for you, so hopefully adding in some kyurem instead of jellicent will help for those matches.  Otherwise, it's just a matter of tweaking the trainers/supporters to get the deck running.  I hope this helps!

Pokemon Deck Review - Reshiphlosion - Meshaun3

4-2-4 Typhlosion
2-2 Ninetales
2 Cleffa
2 Tyrogue
4 Reshiram
Total Pokemon = 22

4 Pokemon Collector
4 Rare Candy
3 Sage's Training
3 Junk Arm 
2 Twins
4 Pokemon Communication
2 PlusPower
3 Pokemon Catcher
Total Trainers/Supporters = 25

13 Fire Energy

Overall Strategy
The goal of th deck is to get two or three typhlosion prime on the bench to be able to continuously afterburner, adding energy to the active reshiram.  Reshiram can then blue flare constantly for 120.  With plus power and junk arm, you can KO heavier pokemon as well.  Ninetales is the draw engine, allowing you to discard a fire energy to draw 3 cards.  This fuels your 'afterburner' as well.

Pokemon Analysis
Your pokemon lines are already solid.  The only change I would make would be reducing the number of babies.  I think tyrogue can be dropped completely and cleffa reduced to one.  This is mainly because kyurem is pretty big in the format, and 1 glaciate will KO any baby left on the bench.  Those extra 3 spaces will allow you to add another quilava if you find that there's a lot of trainer lock in your area, or just increase your supporters/trainers.

Energy Analysis
Your number of energy is perfect.  I've seen many great builds run just straight fire, while other great builds also include 2 rescue energy so that they don't have to rely on revives to get their reshiram back.  Of course there's plenty of other situations where rescue energy can come in handy.

Trainer/Supporter Analysis
I would add in some shuffle cards in case you need a hand refresher.  Professor Oak's new theory is probably the best option for the deck. N could possibly work to your advantage as well, but you'd need to be careful with it.  If you play it with a low number of prizes left and less than 3 typhlosion, you're relying on luck to draw into another energy card.  But if you play it right, it could be the perfect late game disruption! 

You might be safe in reducing the sage down to 2 since you don't want to mill through your deck too fast.
I would definitely increase your junk arm to 4 and might consider reducing the rare candy down to 3.  You may be able to reduce the communication to 3 as well.  This will give you more room for draw supporters in case of a trainer lock.  If you have any room, cheren would be a great way to fill in those extra spots.  

Overall
You already have what appears to be a very consistent build.  As the popularity of trainer lock increases though, I would look at making slight changes to your deck so that it can still function under the lock.  Otherwise, you should do pretty well at tournaments if you don't encounter too much kyurem.

Monday, December 5, 2011

Pokemon Deck Review - pokepower22 - Druddigon Hydreigon Cofagriigus

1 Druddigon
1 Tyrogue
1 Cleffa
2-1-1 Reuniclus
2-0-2 Hydrigon
3-2 Cofagriigus- non ability
2 Victini- V-Blast
2 Reshiram
1 Coballion
Pokemon Total = 21

2 Rocky Helmet
3 Communication
2 Pokemon Catcher
2 Junk Arm
2 Switch
2 Rare Candy
1 Pokeball
1 Twins
1 Professor Elms Training Method
1 Pokemon Collector
1 N
2 Professor Oaks New Theroy
Trainer/Supporter Total = 20

2 DCE
1 Rescue
2 Rainbow
4 Special Metal
2 Metal
8 Psychic
Energy: 19

Overall Strategy
Pokepower says that the goal of the deck is to stall with coballion while you get set up, then move damage counters around with reuniclus to be able to maximize cofagrigus' attack that swaps energy.  The hydregion is not only a good attacker, but can take quite a bit of damage with such a high HP.

Pokemon Analysis
Your line of cofagriigus is strong, but for the combination of cofagriigus/reuniclus/reshiram to work, you'll need a stronger line of reuniclus (3-2-2).  With pokemon catcher, it will easily be catcher'd and KO'd before it can work.  Since you rely on so many trainers, trainer-lock with vileplume to prevent catcher really isnt an option.  I would drop the v blast victini because with the coin flip risk, it will likely fail and would be a waste of a prize loss and energy.  I'd drop the tyrogue as well.  If you need something to sit there and take damage while you set up, I'd just use the druddigon since it can at least do damage to your opponent if they attack you.

With only one coballion in the deck that needs 3 energy for its good attack, I dont think this is an effective staller.  It would be better to drop it and focus more on the hydregion line.  It's a great attacker as well as having a massive HP.  A line of 4-2-3 would be much stronger. I considered dropping the reshiram line as well, but figured it was a good back up attacker.

Energy Analysis
19 energy is way too much for a deck like this.  Since hydregion can make any energy dark that's attached to it, maxing out your DCE is best.  Adding special dark so that hydregion can hit for more is ideal with 3-4 in the deck.  Since I'm suggesting you take out the coballion, you can drop all the metal energy.  Since your only other attacker is cofagrigus, you should be safe with about 5 psychic energy.  That should bring your energy line down to the low teens.  If you really want more, I'd go with a couple of rescue energy or basic dark.

Trainer/Supporter Analysis
To get  a fast set up, you'll need to increase your line of collector to 4 and rare candy to 3.  Adding in some sage will help you get the cards you need as fast as possible.  Maxing out your junk arms at 4 is essential to being able to reuse something.  You might want one more twins since this deck could be behind quite often with the heavy stage 2.  I'd drop the pokeball since it relies on a coin flip and we want cards that can consistently work.  1 super rod will help you recover your energy and pokemon.

You have some hand refreshers like PONT and N, but it would be best if both of those were maxed out at 4 each.  If you don't have room, possibly drop some of the N.  While N can be a great hand refresher and disrupter, if you don't have many prizes left, it could hurt you.  If you need the extra room, it should be safe to drop the elm since the only time you'll really need it would be under trainer lock (usually communicating a pokemon in is much more effective since it doesnt waste your supporter for the turn).

Overall Analysis
By reducing your list to focus on a few less pokemon and make those lines stronger, your deck should be much faster and more consistent.  I hope my suggestions are helpful!

Pokemon Deck Review - ameennazeer12 - Chandelure Cofagrigus Crobat

4-3-2 crobat prime
4-3-2 chandalure
4-2 ability cofagrigus
3 cleffa
3-1 blissey prime
Pokemon Total = 31

3 pont
3 elm
2 collector
2 communication
Trainer/Supporter Total = 10

19 psychic
Energy total = 19

Pokemon Analysis
While your lines of pokemon work together, they take up way too much of the deck.  You'll need more space for trainers and supporters to get this deck to work, so I'd suggest that you take out the blissey prime (if you'd like healing power, max potion is better).  If you add in rare candy, we can greatly reduce your lines of crobat and chandelure.  Both should be safe with a 3-1-2 line.  Your cofagrigus should be fine at a 3-2 line, but I would make it the non-ability cofagrigus.  The first attack allows you to move all the damage from one pokemon to one of your opponents.  This should help out with the lack of blissey.  You should only need one cleffa in the deck as well.  This shoud leave enough room for trainers and supporters now.

With this reduction in the pokemon lines, you'll basically focus on crobat to poison and snipe quickly while you build up  a chandelure on the bench.  Cofagrigus is there for removing the damage from your own pokemon to put on your opponent. I would consider adding in jirachi as well since you can spread around damage with chandelure's ability and cofagrigus' attack.  Jirachi can de-evolve your pokemon for quick knock outs.

Energy Analysis
With a little recovery, you should be able to greatly reduce your energy line.  I would consider adding a few rescue energy (about 2) and reducing the psychic down to around 10 or less.

Trainer/Supporter Analysis
This is the area that needs the most work and should take up most of the deck.  Maxing out your collector, increasing your number of communcation to 3-4 and adding in 3 rare candy will help you get set up quicker.  The 3 PONT are great hand refreshers, but I would consider increasing it to 4.  The supporter N will also help refresh your hand and possibly disrupt your opponent a little more.  This deck is going to rely on you being able to switch out your pokemon easily, so adding in 2 switch and 4 junk arm to reuse those switch and any other trainer will help you do that.  I'd also throw in a few catcher, possibly 2-3, to stall or get those knockouts.  I doubt that you'll need the elm unless you're running up against a lot of trainer lock, so dropping them completely or going down to 1 should be safe.  If you think that you'll need healing power as well as cofagrigus, a couple of max potion will effectively do that.  The other trainer you'll need is a super rod to get energy and pokemon back into the deck.

If you have any more room in the deck, I'd consider adding in more draw power like cheren, juniper or sage.  I'd try and stay away from judge and copycat since that could give you fairly low hand sizes when you need larger ones.  This deck may often be behind, so you might want to add 2-3 twins to help you get caught back up. 

Overall
With two stage 2 pokemon, your deck is going to be hard to set up.  So adding in a twins line and well as significantly increasing your trainers and supporters, will help you get set up much faster.  Once you're set up, you'll be able to deal and spread quite a bit of damage.

Tuesday, November 29, 2011

Pokemon Deck Review - Stackster172 - Gothitelle Reuniclus Serperior

4-2-3 Gothitelle (ability)
4-2-3 Reuniclus (BW)
3-2-2 Serperior (ability)
1 Cleffa
1 Zekrom
1 Jirachi
Pokemon total = 28

3 Catcher
3 Communication
3 PONT
3 Junk Arm
2 Collector
1 Twins
1 Switch
2 Energy Retriveal
3 Rare Candy
1 Flower Shop
Trainer/Supporter = 22

9 Psychic
1 DCE
Energy total = 10

Pokemon Analysis
This deck is very similar to a standard Gothitelle deck that I've reviewed recently on my channel.  But while typical gothitelle decks plan on losing a few pokemon early on to have access to their twins engine, this deck focuses on healing and spreading the damage to avoid KO's.  The best way of ensuring a turn 2 gothitelle is increasing your gothitelle line to 4-2-4.  While it's great to have the extra basics in the deck to be able to afford to lose a few, you should be able to cut down your reuniclus line to 3-2-2 and serperior line to 2-2-2.  I feel it's safe to reduce the snivy line because your first priority it getting the goth up, then reuniclus, then serperior.  Once reuniclus and goth are up, even if they're sniping snivy, they won't be able to KO it in one hit, so you can easily move around the damge to prevent it from being KO'd.  I'd also drop the jirachi if you find you need extra deck space.  Another zekrom (reshiram or kyurem) would also be beneficial in case one is prized. 

Energy Analysis
I dont have any suggestions here.  Looks like a good amount.  Some do well with more DCE while others do well with none at all, so it's really your preference.

Trainer/Supporter Analysis
You'll need to be pretty fast to get all 3 stage 2's going.  That means maxing out your collector, communication and rare candy at 4 each.  Id also max out your junk arm in case you need it.  With that maxed out you shouldnt need the second energy retrieval.  I prefer super rod over flower shop since you can reuse it and it doesnt take your supporter for the turn.  If you have any tropical beach (I know they're expensive to get) this is a deck that could really benefit from it.  Other than that, the only things I could suggest adding in are more supporters for some draw power.  N is a great option since it'll be a while before you can take prizes, so that's like an automatic professor oak while disrupting your opponent.  I'm used to seeing more twins in goth decks, so it just depends on how fast you're taking prizes as to how many twins you'll want.  The switch you may be safe in dropping, but you'll know more after practice if it would be better to be substituted out for another draw supporter.

Overall
This is a great gothitelle variant, but will be very difficult to get set up with 3 stage 2 pokemon!  Reducing some of the pokemon to be able to add in more trainers/supporters will help get that going.

Thursday, November 3, 2011

Pokemon Deck Review - PokeViets408 - Serperior Cincinno

4-3-3 serperior (1 non ability, 2 ability)
3-3-2 scolipede
2-1 murshana
1-1 cincinno
Pokemon total  = 23

2 potion
2 energy search
1 pokeball
1 pokemon collector
1 team rockets trickery
1 sages training
3 pokemon comunication
3 professor juniper
Trainer/Supporter Total = 14

8 poison energy
9 grass energy
2 double colorless energy
Energy total = 19
Deck total = 56 (need 60)

Pokemon Analysis
I'd recommend focusing on 2 of your strongest pokemon cincinno and serperior.  You have a strong serperior line (although you could always add in one more serperior), but could easily increase cincinno to 4-4.  I recommend dropping scolipede and musharna because musharna isn't very strong and have more stage 2 pokemon (scolipede) is just going to slow this deck down.  You'll also need one cleffa to refresh your hand or stall if you can't get set up.  You mentioned in your PM that you might like to add zoroark as well.  I think this is a great idea, since you already run the double colorless energy that it needs.  2 zorua and 2 zoroark should be sufficient.

Energy Analysis
I'd max out your double colorless energy to 4 and your grass energy to 7.  This deck doesnt need a lot of energy to attack, so a low number should be fine.  If you decide to add in the zoroark, one or two special dark might also come in handy.

Trainer/Supporter Analysis
To get your bench full, you'll need 4 pokemon collector.  To evolve that serperior faster, adding in 2 rare candy should help.  4 professor oaks new theory will help you refresh your hand a bit to be able to draw into what you need.  I'd reduce your juniper to 2 because if you use it too much, you'll run out of cards in the deck.  You could increase the sage to 2 to speed up the deck a bit as well.  I'd add in a couple of catcher and 4 junk arm to reuse any trainers. One switch will prevent you from having to pay a retreat cost if someone uses catcher to bring up a pokemon with no energy attached to it.

This deck will take some time to set up, so I'd suggest a couple of twins as well as a flower shop in case you lose something critical early in the game.  If you have any more room in the deck, you could try adding in cheren for draw power, or possibly some tools like evolite and rocky helmet to make it a little more frustrating for your opponent to attack you.  Everything else that you currently have in the deck can be dropped (like potion, energy search, etc....)

Overall
By focusing on cincinno, with serperior to heal, I think you have a very interesting deck if they can't knock you out in one shot.  The hardest part is going to be setting up fast enough before your opponent can deal a ton of damage.

Pokemon Deck Review - pokepokepokemon1000 - lanturn feraligatr blastoise

2 Manaphy
4-4 Electivire
4-4 Lanturn (3 Prime, 1 non)
4-3-4 Feraligatr (3 prime, 1 non)
4-3-4 Blastoise
Pokemon Total = 40

4 PONT
1 Professor Juniper
1 Junk Arm
Trainer/Supporter Total = 6

7 Lightning Energy
7 Water Energy
Energy Total = 14

Pokemon Analysis
40 pokemon in the deck is way too high; I'd say it's twice the number that you need.  With too many pokemon and not many trainers/supporters, you'll have a hard time drawing into what you need.  So I'd cut out manaphy, add in one cleffa, cut out the electivire line, reduce the lanturn prime line to 3-3, remove the non prime feraligatr and one croconaw (so run a 4-2-3 prime line), and reduce your blastoise line to 3-2-2.  This gives you plenty of room for trainers and supporters.

Energy Analysis
I think you can safely reduce your lightning energy to 3, add in 4 double colorless  (since lanturn prime and blastoise can use them) and keep the 7 water energy.  This still leaves you with the same amount of energy to work with.

Trainer/Supporter Analysis
Since you don't really have many trainers/supporters, I'm just going to make a list of what I think you should have.
Supporters - 4 collector, 1 interviewers, 4 PONT, 1 twins, 1 flower shop
Trainers - 3-4 communication, 4 rare candy, 2-3 catcher, 2 switch, 2 energy retrieval, 4 junk arm
If you have any more room, I'd add in cheren for draw power.

Overall
I think feraligatr prime is a great tech to work with blastoise and lanturn.  Lanturn can be used very quickly since it's a stage 1, while blastoise can snipe the bench as well as help move energy to the active position when needed.  Lots of trainers and supporters will help you get this deck working.

Monday, October 31, 2011

Pokemon Deck Review - PokeGymGlobal - Vileplume Roserade Mismagius

Cleffa
2-2 Roserade
1 Espeon prime
4-3 Leafeon
2-2 Mismagius
2-2-2 Vileplume
Pokemon Total = 23

2 interviewer
2 communication
2 switch
3 twins
2 rare candy
2 judge
2 method
2 cheren
3 collector
3 PONT
Trainer/Supporter Total = 23

4 Rainbow
5 psychic
5 grass
Energy Total = 14

Pokemon Analysis
I really like the concept of adding vileplume to the leafeon/roserade deck.  I would suggest dropping the mismagius line so that you can room for other cards to add.  Adding another oddish will ensure that you can get at least one vileplume out in the game (having 3 ensures that in case one is KO'd in the game you can get another one out even with losing an oddish early on to catcher).  I'd also add another roselia just in case of catcher (before you get vileplume up) as well as another espeon prime (just in case it's prized).

Energy Analysis
I have no suggestions for changes to your energy line.  14 is a pretty good number and you run enough energy that you should be able to draw into it easily without interviewers.  If you need room in the deck for other cards, you can always consider cutting the basic energy down and relying on flower shop get them back.

Trainer/Supporter Analysis
4 collector will ensure that you can set up your bench fast.  I'd drop the switch since you won't need them with trainer lock.  I would consider adding sage's training and juniper.  Not only are they great draw cards, you'll be able to get trainers out of the deck late in the game to help you draw into cards that you need.  To make room for these additions, I think you can safely drop at least one, possibly 2 interviewers.  You might be able to go down to 2 twins, however if you're finding that you're typically behind and can use more than one twins to catch back up, then having 3 might be best.  Otherwise, I don't really have any other big suggestions.  I prefer to have 4 PONT in the deck and then play around with the other supporters to see what works (judge and cheren can easily be reduced to find room for another PONT).

Overall
I'd really like to see if this deck works well without the mismagius.  I think dropping it will add a bit more consistency to the deck and allow you to get everything else out a bit faster.  Thanks for submitting!

Tuesday, October 25, 2011

Pokemon Deck Review - pokepokepokemon1000 - Scizor Exeggutor

1Cleffa
1Tyrouge
1Elekid
4-4 Exeggutor
1 Jirachi
4-4 Scizor Prime
Pokemon Total = 20

Pokemon Collector x2
Dual Ball x3
Team Rockets Trickery x1
Flower Shop Lady x2
Twins x1
PONT x 3
Professor Juniper x1
Black Belt x1
Junk Arm x2
Switch x2
Interviewers Questions x1
Judge x1
Energy Search x4
Trainer/Supporter Total = 24

Metal Energy x7
Psychic Energy x8
Energy Total = 15

Pokemon Analysis
You have great starting pokemon with a single cleffa, tyrogue and elekid.  I might consider choosing between either the tyrogue or the elekid since too many babies in the deck usually just means free prizes to your opponent.  You shouldn't really need both of them anyways.  I like exeggutor since it's a really different pokemon that we typically don't see.  However, it doesn't really flow well with the scizor prime.  Scizor is another great pokemon, but there's no synergy between them. So I'd recommend choosing one and fitting other pokemon that work well with it.  For scizor, I'd look at klingklang and skarmory to attach and move energy, and for exeggutor, I'd look at emboar, typhlosion, celebi or skarmory to attach more energy as well. 

Energy Analysis
Your energy will depend on which pokemon you decide to focus on.  If you go with scizor, I would add in 4 special metal and have the rest basic metal.  If you go with exeggutor, I would have psychic, double colorless (since it counts as 2 energy you get another coin flip) and either fire, grass or metal depending on which tech you choose to increase energy attachment (I personally would go for the fire techs since you don't have to waste an attack for the energy attachment or have a pokemon in the active position).

Trainer/Supporter Analysis
If  you could bring your collector up to 4 and drop the dual ball, that would give you a more consistent start without having to rely on the coin flip.  You shouldn't need more than a single flower shop girl.  I'd max out your junk arm at 4, reduce your switch to 1, add in 2-3 pokemon catcher, add in 3 pokemon communication and drop the 4 energy search.  You could probably drop the interviewers as well since you're running quite a bit of energy in the deck, but if you feel more comfortable with it, it won't hurt to keep it.  For your supporters, I'd drop the team rockets trickery and judge and max out your professor oaks new theory to 4.  If you have any empty places in the deck I might also add in a few cheren for extra draw support.  I don't know if you really need the black belt in the deck since you can knock out a gothitelle with a single scizor or exeggutor depending on how powered up they are, but the black belt would help you do that faster, so if you have room, keep it.

Overall
I think if you decided which strategy you wanted to take this deck in - exeggutor or scizor - and focus the other pokemon in the deck around a strategy to support it, it would make this deck a lot more consistent and powerful. Good luck!!

Monday, October 24, 2011

Pokemon Deck Review - PokeMonster54 - Mew Gengar

1 tyrogue
1 jirachi
3-2 slowking
2-1-3 gengar prime
4 mew prime
2 mime jr
1 mr mime
1 spirittomb
1 smeargle
pokemon total = 22

3 rare candy
2 junk arm
2 dual ball
2 revive
4 pokemon collector
2 juniper
4 seeker
2 judge
3 twins
3 lost world
trainer/supporter/stadium total = 27

10 psychic energys
1 rescue energy
energy total =11

Pokemon Analysis
Your lines of pokemon are already very solid, so there's not much that I have to suggest.  I would prefer a single cleffa over the single smeargle.  I'd feel more comfortable with one more gastly just in case one is catcher'd up early (I like to have access to 2 during a game).  I dont think you really need the jirachi since if you use it to attack, any knockouts wouldnt go to the lost zone since jirachi's active.  So it's really only useful for getting energy back and I'd prefer to use a flower shop instead.  If you need more room in the deck, you might even be able to drop the tyrogue, but it's a good staller as well as donker.

Energy Analysis
I like the single rescue (although a second one wouldn't hurt), but you probably dont need that many psychic energy.  Typically gengar decks can run with around 6 energy, so I'd say maxing it out at 8 would be more than enough.  But if you need more room for trainers/supporters, I think going to a single rescue and reducing the psychic further than 8 would still work.

Trainer/Supporter Analysis
I'd like to see twins maxed out since you'll rarely be taking prizes.  Since the chances of both lost worlds being prized are slim, I'd lower it to 2.  I'd add in some pokemon catcher (2 should be fine), add 1 switch (in case your slowking is catcher'd up and max out your junk arm.  To make room for these I think you can reduce your rare candy to 2, drop the dual ball and possibly drop the juniper (or at least drop it to 1).  I'd also like to add one flower shop, especially if you decide to drop jirachu.  You definitely need some pokemon communication, at least 2 and ideally 3.

Overall
You have a great deck and if I had the time, I'd love to have done a video review of this deck.  I hope to see more mewgar decks in tournaments, especially since gengar is one of my favorite pokemon!

Pokemon Deck Review - gamerz34 - Gothitelle Jirachi

4-3-4 Gothitelle (Ability)
4 Cleffa
3 Jirachi(Ability)
2 Shaymin (Ability)
Pokemon total = 20

2 Juniper
3 Pokemon Collector
4 Junk Arm
3 Super Scoop Up
3 Seeker
3 Rare Candy
3 Pokecomm
3 Pokemon Catcher
3 Engineer's Adjustment
Trainer/Supporter Total = 28

3 Rescue
10 Psychic
Energy total = 13

Pokemon Analysis
While I typically see gothitelle paired with reuniculus to ensure that it lasts a long time, you have a very interesting idea by pairing it with jirachi.  I don't think you need that many cleffa though since you're just setting yourself up for being donked by running 4. I'd rather run 1 and leave those extra spots for trainers and supporters.

Energy Analysis
I think you'll be safe going down to 2 rescue energy and adding one more psychic to the deck.  That will ensure that there will be more to get back with jirachi.

Trainer/Supporter Analysis
Since you're trying to get psychic into the discard pile with juniper and junk arm, I'd max out your juniper at 4 to ensure that you can draw into it when you need it.  However, I'd personally prefer to use engineers to get that psychic into the discard pile, so I'd rather max that out.  I'd also max out your collector to 4 to ensure that you can get one early and start setting up your bench.  With you trying to go through your deck so fast, I'd add in a few professor oak's new theory just to ensure that you can shuffle your hand back in to prevent you from decking yourself out.  I'd also add in a flower shop girl for the same reason.

Overall
I don't really have too many suggestions for this deck since it's already looking pretty good.  The biggest problem is just getting this deck set up and not running out of bench space.  You'll want a gothitelle on the bench as well as in the active position, which leaves 2 spots each for jirachi and shaymin.  So you'll really have to rely on drawing into your seeker or hitting heads on super scoop up to keep your strategy going.  I'd love to hear how this does in tournament!

Pokemon Deck Review - Stackster172 - Magnezone Emboar Cincinno

3-1-3 Magnezone
3-1-2 Emboar (Ability)
2-2 Cincino
3-3 Donphan
2 Reshiram
1 Cleffa
Pokemon Total = 26

3 Rare Candy
3 Communications
3 Catcher
2 Junk Arm
3 Proffesor Oak
1 Fisherman
1 Cheren
Trainer/Supporter Total = 16

6 Fire
4 Lightning
3 Fighting
2 DCE
Energy total = 15

Pokemon Analysis
While Donphan prime is a powerful, fast attacker, I dont think it flows well with the other pokemon of this deck.  I think it would be better to focus on the other lines and drop the donphan completely.  Cincinno is definitely an unexpected tech in a deck that looks a lot like a magneboar deck, so I'd like to keep that in.   I'd add in another magnemite and tepig in case you lose one early due to pokemon catcher.    Otherwise I think your lines of pokemon are really strong.  If you have one more ability emboar, it would be ideal to add it to increase the chance of you getting one set up as early as possible.  Or you could add in the other emboar as an alternate attacker. 

Energy Analysis
By dropping the donphan, you can drop the fighting energy as well.  I'd use those extra spaces for fire energy.  I might even consider taking out the DCE and replacing them with fire energy as well since emboar will let you attach them all at once.  You won't need them for reshiram and cincinno as long as you have emboar in play.

Trainer/Supporter Analysis
You need to be able to search out basics early with 4 pokemon collector.  I'd increase your fisherman to around 3 and also add in a few energy retrieval to ensure that you can get the energy back from the discard pile for emboar.  I like cheren as a draw supporter, but 3 will be much more helpful.  Since you have twp stage 2's, maxing out your rare candy and junk arms at 4 each will ensure that you can get them up as fast as possible.  It's likely that you'll still be behind at the beginning of the game, so adding twins will help you get back.  You also have pokemon with heavy retreat costs, so I'd add in 2 switch as well. 

Overall
By removing the donphan, you should have more room for trainers/supporters that will make this deck faster and more consistent.  Since you rely on two stage 2 lines, you'll need as much speed and consistency as possible for a few wins!  Good luck!

Pokemon Deck Review - pokepower22 - Reshiram Emboar

4 Zekrom
4 Reshiram
1 Tyroge
3 Cleffa
2-2-1 Emboar (ability)
1-1 Rayquaza Deoxys Legend
Pokemon total = 19

1 Communication
2 Pokemon Catcher
2 Energy Search
3 Revive
1 Junk Arm
1 Sages Training
3 Profesor Oaks New Theory
1 Energy Retrieval
1 Profesor Elms Training Method
1 Rare Candy
2 Pluspower
2 Pokemon Collector
1 Twins
Trainer/Supporter total = 21

2 Rescue Energy
1 Double Coulorless
8 Lightning
8 Fire
Energy total = 19

Pokemon Analysis
You dont need the zekrom because reshiram can still knock out yanmega primes in one shot with blue flare.  I would increase your number of ability emboar just in case one is knocked out or prized.  Adding more tepigs will allow you potentially lose a few due to catcher if you can't get an emboar set up in the next turn.  So I would recomment a 4-2-3 line of emboar.  You don't need 3 cleffa in the deck since you don't always need it, so cutting it down to one should be enough.  I really like the RDL in the deck since it's a nice tech that's not always seen in reshiboar decks and could give you the advantage over other reshiboar decks.

Energy Analysis
You shouldn't need the double colorless energy since you run so many fire, but I do like the rescue for being able to reuse your reshirams (or possibly other pokemon as well).  Without the zekrom, you should be able to reduce your lightning energy to around 3 since you'll only need it for RDL.  I'd increase your fire by a couple as well.  So my recommendation would be around 10 fire, 2 rescue and 3 lightning.

Trainer/Supporter Analysis
I would max out your pokemon collector to 4 to make sure you can get a fast start.  Since you run several different pokemon, increasing your pokemon communication to 3 would also help you get out your emboars.  I'd add in another rare candy as well to increase the chances that you draw into it.  I like one flower shop girl in the deck as a bit of recovery, especially if your deck gets low.  With that, you can decrease your revive to 2.  Since emboar relies on having energy in your hand, I'd increase your energy retrieval to 3 or 4 and also add around 3 fisherman.  That way you can constantly use blue flare.  Maxing out your junk arm to 4 will also ensure that you can reuse any of your trainers.  You shouldnt have problems drawing into your energy, so I'd drop the energy search.  You don't necessarily need the Elm or Sage either, but if you have room in the deck, it certainly wouldn't hurt to keep them. I'd also consider increasing your twins to 2 and adding in another draw supporter like cheren since you don't run ninetales for draw power.   I'd also add in 1 switch so you don't have to pay a retreat cost in case your opponent tries to stall you by using catcher to bring up an emboar.

Overall
Once you drop the sigalyph and zekrom and increase the emboar line, you should have plenty of room to increase your trainers and supporters to make this deck a lot faster and more consistent!

Wednesday, October 19, 2011

Pokemon Deck Review - Jairyoku - Mew Gengar

1 Cleffa
4 Mime Jr.
2-1-3 Gengar Prime
1 Mr.Mime
4 Mew Prime
2 Spiritomb
2-2 Slowking Prime
Pokemon total = 22

2 Lost World
2 Revive
4 Pokemon Collector
2 Switch
3 Pokemon Communication
3 Seeker
3 Judge
4 Twins
3 Professor Juniper
2 Rare Candy
Trainer/Supporter Total = 28

10 Psychic Energy
Energy Total = 10

Pokemon Analysis
I'd add in another gastly just so you can ensure that you can possibly get 2 set up during the game. (This is because of the pokemon catcher threat.)  I would like to see another Mr. Mime in the deck, just in case one is prized, and you can easily get rid of a mime jr to make room for it.  The more babies in a deck, the more I worry about losing the game due to being donked.

Energy Analysis
I might add in a rescue energy or two, just to be able to reuse your gengar or mew without using a revive.

Trainer/Supporter Analysis
I'd try and find room for 4 junk arm and 2-3 pokemon catcher (great for stalling while you snipe or work on their hand).  Maxing out your seeker to 4 is going to be essential for getting those pokemon into their hand to put them into the lost zone.  To make room for this, I think you can reduce your juniper and judge.  If you still need room, you can reduce your energy to 7-8 psychic (no rescue). 

Overall
This deck is pretty close to what I would consider perfect.  The biggest flaw with this deck is that it's slow, so it tends to struggle in tournaments, especially in top cut.  But overall I think it's a great deck and has a lot of potential.

Pokemon Deck Review - pokepokepokemon1000 - Magmortar Donphan

4-4 Donphan (3 prime, 1 hgss)
3-3 Magmortar
2 Zekrom
3-2-3 Reuniculus
Pokemon total = 24

4 fire
6 fighting
4 lightning
4 psychic
2 DCE
Energy Total = 20

4 collector
2 flower shop
4 pokedex
2 rare candy
1 twins
3 PONT
Trainer/Supporter Total = 16

Pokemon Analysis
I'll start off by suggesting  that you add one starter, a single cleffa, just in case you need to refresh your hand or stall for a while.  I like the reuniculus to move damage around, but you should be safe with a 3-2-2 line.  You can also drop the HGSS donphan since 3 donphan prime should be more than enough.  I'm not sure which magmortar you're including, but I want to think that it's the one that discards cards from your opponents deck equal to the number of energy attached to it.  This is an interesting addition, without an energy accelerator like emboar, you'll have a hard time using it.  I think dropping it and sticking to the zekrom, reuniculus and donphan should be enough.  Adding in vileplume for a trainer lock deck would be an interesting combination, but only if you're willing to play without trainers as well. 

Energy Analysis
I'd drop the fire and psychic energy, keeping the rest for a total of 12 energy, which should be more than enough.

Trainer/Supporter Analysis
You've got a great start with 4 pokemon collector.  I'd add in 2-3 pokemon catcher to bring up your opponents benched pokemon, 4 junk arm to reuse any trainers, 3 communication to make sure you get the trainers that you need, another PONT to increase your hand shuffling, a few cheren to have some draw power, and max potion so you can get rid of some of the damage on the field.  You should be able to drop one flower shop and all the pokedex.  Adding in a switch will prevent you from having to pay the retreat cost.  If you have any more available spots, you might want to consider juniper and pluspower.

Overall
This is similar to 'The Truth', a deck that won 2nd place at worlds, but it's missing vileplume.  It would be easy to make a few adjustments to make this a trainer lock deck (adding in sage, reducing your own trainers, etc....)  Otherwise you have some very strong attackers which should be able to last a long time with the reuniculus sitting on the bench.

Pokemon Deck Review - ljz1997 - Celebi Sawsbuck Serperior

1 tyrogue
2 smeargle
2 celebi prime
2-2 sawsbuck
2-2-2/1 serperior (2 ability, 1 non)
1 jirachi
2-2 espeon
1-1-1 reuniculus
1-1/1 slowking/slowbro
pokemon total = 27

5 psychic
10 grass
energy total = 15

1 switch
3 retrieval
1 twins
1 juniper
2 interviewer
3 communication
3 junk arm
1 flower shop
2 PONT
1 pokeball
trainer/supporter total = 18

Pokemon Analysis
There's way too many different pokemon in the deck.  Smeargle is a good starter, but in decks today, it's relatively safe to just stick with one copy of the starter since you're relying mainly on your trainers and supporters to draw into what you need.  I might even consider dropping the tyrogue to have more space for other cards, but that's just a possibility.  You really want a celebi start so that you can start attaching more energy on the field as fast as possible.  Sawsbuck is your primary attacker, so increasing that line to 3-3 would be ideal.  I dont think you need the non ability serperior.  Relying on the ability serperior for healing should be enough.  I would include more snivy though in case they're catcher'd up early in the game.  I like the reuniculus for moving damage around, but you'll need a heavier line of it, or at least more basics.  I would recommend at least a 2-1-2, but ideally a 3-1-2.  You should be able to drop the espeon, slowking and slowbro as they don't really work well in the deck.  The jirachi can be kept since leveling down your opponents pokemon is a great way to get some KO's or even just stall for a while.

Energy Analysis
There's not much to suggest here.  If you need a spot for another card you can easily reduce the energy to about 3-4 psychic and 8-9 grass.

Trainer/Supporter Analysis
You'll need cards to search out basics, ideally 4 pokemon collector, but dual ball will substitute for now.  The single switch, juniper and flower shop is great, but I'd increase your hand refreshers to 4 PONT and possible throw in a couple of cheren for draw power.  You'll need some pokemon catcher to get the easy KO's or stall your opponent (2-3 of them), 4 communication since you run a lot of different pokemon and 4 junk arm to reuse all your trainers.  I dont think you need 3 retrieval since you have flower shop and jirachi, but leaving one might be helpful.  You probably don't need the interviewers either since you run so many energy.  The pokeball can be dropped since communication and collector are much better.  This deck might be slow setting up, so increasing your twins and possibly adding a black belt, can help you get set up once you get behind as well as catch up on prizes.  Since you run 2 stage 2 pokemon, including 2-3 rare candy is essential. 

Overall Analysis
If you can get this deck set up, it might work out well.  But it's going to be difficult to get everything going as it should be. Adjusting your trainers and supporters should make it easier for you to do this and hopefully you have some good games with it!

Wednesday, October 12, 2011

Pokemon Deck Review - Zemero - Reshiram Typhlosion

3-2-2 typlosion prime
3-2 ninetales
2 cleffa
3 reshiram
pokemon total = 17

3 pokemon collector
3 pokmon communication
3 engineer's adjustments
3 switch
3 professor oak's new theory
2 professor elm's training method
2 interviewer's questions
2 energy retrival
1 burned tower
1 flower shop lady
trainer/supporter total = 23

17 fire
3 rescue
energy total = 20

Overall Analysis
Reshiphlosion decks are currently one of the most powerful decks in the format.  The goal is to have 2-3 typhlosion set up on the bench to be able to attach energy from the discard pile to your pokemon in any way that you want.  Ninetales allows you discard a fire energy in order to draw three cards, allowing you go easily draw through your deck to get what you want.  Reshiram is you main attacker (although typhlosion can act as a great secondary attacker too) being able to hit for 120 each turn since typhlosion can easily replace the discarded energy.

Pokemon Analysis
Once you opponent see's a cyndaquil, that will be their first target with either catcher or sniping pokemon like yanmega.  So you'll want increase your line to 4.  I would also suggest adding another typhlosion since having 3 on the bench will allow one to get KO'd and still be able to easily recover.  I would reduce the cleffa down to one since you'll rarely need it and you might be able to safely go down to two vulpix since you only need one ninetales set up at a time. 

Energy Analysis
I would reduce your energy to 2 rescue and 12 fire energy.  That will give you more room for trainers and supporters, but still plenty of energy to work with.  If you need more spaces in the deck, you could always further reduce the fire energy.

Trainer/Supporter Analysis
I'd increase your pokemon collector to 4 just to increase the chance of you starting with it.  You shouldn't need more than 1 switch since you can always use your 'afterburner' to attach energy to retreat.  You typically wont have any problems drawing energy, but just in case, I would leave in 1 interviewers questions.  With flower shop, you don't need 2 energy retrieval, so I'd go down to 1, but also add in 1-2 revive.  Revive's can be used not only for reshiram, but in case your opponent knocks out an early cyndaquil.  I'd max out your professor oaks new theory.  I dont think you need the burned tower, especially with the flower shop and energy retrieval (this will likely just help your opponent). 

The last cards in the deck that I'm not sure about are the engineer's adjustments and elm.  I'm more of a fan of cheren for this deck (huge hand sizes make it difficult for yanmega decks), and while engineer is great for putting the energy into the discard pile, you don't necessarily need it past the first few turns.  You do need two critical cards in this deck - junk arm and pokemon catcher.  Pokemon catcher is going to be essential for stalling early game or bringing up benched pokemon for KO's.  You'll need 2-3 of them.  I'd add in 4 junk arms to be able to reuse any of your trainers.  Adding in the junk arms allows you to safely reduce your number of switch and energy retreival too.

Overall
Reshiphlosion decks work great once they get set up, but if you get a slow start, your opponent will likely take the game.  The changes to the trainers and supporters should get this deck going much faster.  Hope it helps!

Tuesday, October 11, 2011

Pokemon Deck Review - TuxPenguin00 - Blastoise Feraligatr Beartic

2-2-2 Feraligatr
2-2-1 Blastoise
2-2 Zoroark
2-2 Beartic
2-2 Honchkrow
1 Delibird
Pokemon Total = 24

2 cheren
2 communication
4 elm
2 PONT
2 switch
1 retrieval
1 catcher
1 twins
2 crushing hammer
Trainer/Supporter Total = 17

8 darkness
3 DCE
8 water
Energy total = 19

Pokemon Analysis
You've got quite a few different lines of pokemon going on that I think would work better together if you cut a few out.  Instead of Delibird and Honchkrow, I would focus on increasing the strength of your other lines and adding in a cleffa as a possible staller and hand refresher.  With pokemon catcher your basic pokemon are going to be vulnerable, so I'd add in another totodile, squirtle and cubchoo.  Since zoroark is a 'just in case' tech, you should be fine with only 2 zorua.  I'd also add in another blastoise since only having one will make it difficult to get out (especially if it's prized).

Energy Analysis
I'd max out your DCE to 4 since blastoise, zoroark and beartic can use it.  You don't need the darkness energy since you'll be mainly using zoroark's second attack.  By doing this you'll have room to add a couple more water energy (I'd say 10 water and 4 DCE overall).  If you really want dark energy, add in a couple of special dark that will allow zoroark to hit for more. 

Trainer/Supporter Analysis
This is where I'll be making the most changes.  The list of pokemon isn't bad, but if they're going to work, you'll need a really good line of trainers and supporters.  First you need cards to search out basic pokemon.  The best would be pokemon collector, but if you dont have 4 of them, adding in dual balls instead will be a decent second option.   I like the 2 cheren and might even increase it to 3.  PONT is your only hand refresher, so I would max it out at 4.  Since you run quite a few different pokemon, add in another communication for a total of 3 to ensure that you can get what you want.  With these, you should be able to reduce your number of elm if you need more room in the space.  One flower shop girl will help you get critical pokemon back into your deck as well as a few energy.  I like the 2 switch since you have very heavy retreat costs on your pokemon.  Catcher definitely needs to be increased to 2-3.  I'd also include 4 junk arm to be able to reuse any of your trainers. I dont think the crushing hammer card is very strong, especially since it needs a coin flip, so I think it could be safely dropped.  You'll definitely need to keep the twins and I might even increase it to 2 or 3 since your 2 stage 2 lines will take a while to get up and going.

Overall
I think blastoise feraligatr decks still have a decent shot in the current format, especially since the beartic and zoroark give you a few other options.  Hopefully the changes I've suggested will have this deck running more consistently.  Good luck in your battle roads this weekend!!

Tuesday, October 4, 2011

Pokemon Deck Review - pokemonkieran - Blastoise Feraligatr Ursaring

3-2-1 Blastoise UL x1
3-2-1/1 Feraligatr (1 Prime, 1 non)
3-2-2 Scolipede (1 BW, 1 EP)
2-1/1 Ursaring (1 Prime, 1 non)
Pokemon total = 24

Potion x2
Prof. Elm's Training Method x3
Revive x2
Poke Ball x2
Energy Search x3
Max Potion x1
Prof. Juniper x1
Energy Retrieval x1
Engineer's Adjustments x1
Trainer/Supporter total = 16

Psychic Energy x6
Water Energy x10
Double Colorless Energy x2
Rainbow Energy x1
Energy Total = 19

Pokemon Analysis
Blastoise Feraligatr decks are great, but they're very slow to set up, so I think you have a good idea with the ursaring.  It's an attacker that can work fast while you work on setting up the bench.  Having 3 stage 2's with pokemon catcher around are going to be almost impossible to set up, so I'd drop the scolipede completely.  I'd focus on just the ursaring prime (2 of them, dropping the rare) for your primary attacker.  Increasing rainbow energy or even using a turn to attack yourself with teddiursa will work.  Feraligatr should have a 3-2-2 line (2 prime, no rare) and blastoise, since it's your main attacker, should have a 4-2-3 line.  1 cleffa to shuffle your hand in case you need it would also be a good idea. 

Energy Analysis
I'd increase your rainbow to 3 because of ursaring, increase your DCE to 3-4 for blastoise and ursaring and let the remaining energy be water (around 8-9). I would aim for less than 15 total energy.

Trainer/Supporter Analysis
To get this deck to work, we're going to have to make a lot of changes to your trainers and supporters.  You need 3-4 cards to search out basic pokemon.  Pokemon collector is ideal, but dual ball is a decent substitution.  Your single juniper is great, but you need a few other shuffle/draw supporters like 4 professor oaks new theory and 3-4 cheren.  Instead of revive, I would include a flower shop.  I might also keep the energy retrieval in the deck so you can get energy back from the discard pile and immediately reuse them.  4 pokemon communication will help you search for exactly what you need and are much better than professor elms (however if you have a lot of trainer lock in your area, I might keep 1-2 elm). 

Even though blastoise is sniping, pokemon catcher is going to be essential for pulling up benched pokemon to stall, so I would include 2-3 of them.  To slow you down, your opponent will be using the same strategy with catcher, so including 2 switch will ensure that you can get your attacker back into the active position.  The other big card you'll need in the deck is rare candy to be able to quickly evolve your stage 2's.  You'll need 4 rare candy as well as 4 junk arm to be able to reuse all of your trainers. 

Overall
I've seen quite a few blastoise feraligatr decks in the format right now, but none of them have been doing well because they take too long to set up.  The ursaring addition may allow you the time to stall until you get your stage 2's up and going.  The most important part is changing up the trainers and supporters so that you can get everything working.  Hope my suggestions help!

Pokemon Deck Review - Zombieplatepus - Weaville Umbreon Espeon (and others)

4 - 2/2 Espeon/Umbreon
1 Cleffa
2 Sableye
1-1 Honchkrow
2-1 Weavile (poke power)
2-2 Skuntank
Pokemon total = 20

3 Pokemon communication
3 Defenders
2 Pokemon collector
2 Potion
2 Interviewers question
2 Bill
1 Plus power
1 Professor Oaks new theory
1 Revive
1 Energy retrieval
1 Copycat
1 Professor Elm's training method
1 Flower shop lady
1 Switch
Trainer/Supporter total = 22

9 Dark energy
9 Psychic energy
Energy Total = 18

Pokemon Anaylsis
You have an excellent potential starter/shuffle pokemon - cleffa.  I dont like running any more than 1 cleffa because of the donking potential.  I like the umbreon in the deck since it prevents your opponent from being able to attack you if has pokepowers or abilities, but pokemon catcher is an easy way to get around it.  Espeon is great for moving energy around, but like umbreon, it has a low HP, and both will be knocked out very easily.  Therefore you really need to slow down your opponent.  A way to do this is to increase your line of weaville since you can get rid of crucial cards in their hand.  You might want to throw in a slowking to prevent them from being able to draw into useful things.  Going with a trainer lock deck like vileplume would also slow your opponent down, but you wouldn't be able to play trainers either.

I dont think the skuntank or honchkrow or strong attackers, so if you go with the vileplume I think they can easily be dropped and just focus on disruption with slowking, vileplume and weaville while attacking and spreading the damage with the espeon and umbreon (increasing the number of espeon and umbreon to 3 each just to ensure that you can get them when you need them.  You might also want to include a zoroark since it easily fits in with the dark pokemon and can be used in a variety of situations.  You could also try houndoom which hits for 80 and forces your opponent to discard a card. 

Energy Analysis
18 is quite a bit of energy, so you should be easily able to reduce them to a total of 12-14.  I would include a couple of DCE if you decide to run zoroark, but other than that just split the energy in half (so 6-7 of each energy).  For the darkness energy, I would make sure that 4 of them are special dark since you'll be able to hit harder with them. 

Trainer/Supporter Analysis
I would add in more collector (dual ball if you dont have more collector) to a total of 3-4 and increase your number of oaks new theory to 4.  Since we're going for disruption, team rockets trickery and judge would also be good additions (3-4 of them depending on what you have).  If you go with vileplume, I would go with more judge and if not, go with more team rockets trickery.  This deck will be slow to set up, so I'd go with 2-3 twins and possibly a few black belt to be able to hit your opponent harder.  If you go with vileplume, increase your elm to around 3, add in a few sage, and drop all of your trainers except for 3 communication and 2 rare candy (these trainers will help you get your vileplume set up fast).  If you don't go with vileplume I would max out your communications, add in 2-3 catcher, increase your switch to 2, drop some defender and add more pluspower.

There are a lot of cards that you can easily drop like potion, one interviewers (possibly 2), revive, copycat (although you can keep this is you don't have enough of the supporters I mentioned above), and energy retrieval.  Flower shop should be the only card you need for discard recovery in this deck and since your pokemon have low HP, the chances of you being able to use a potion is slim.  With enough shuffle cards you don't need interviewers since you should be able to draw into them with the right supporters.  Without vileplume, I'd also add in 4 junk arms, but would leave them out if you have vileplume. 

Overall
I think with vileplume and slowking, this could be a great disruption deck.  Without them, you're going to have a hard time getting set up and preventing your pokemon from being taken out in one hit.

Monday, October 3, 2011

Pokemon Deck Review - PokeGymGlobal - Roserade Meganium Serperior Muk

3-2 Muk
3 Grimer
3-2-2 Serperior
1 Celebi prime
2 Cleffa
3-2 Tangrowth
2-2-2 Meganium prime
1-1 Roserade
Pokemon Total = 31

2 Pokemon Collector
2 PONT
3 Communication
2 Switch
2 Twins
Trainer/Supporter Total = 11

6 psychic E
13 grass E
2 DCE
Energy Total = 21

A pokemon deck is only allowed to have 60 cards and you currently have 63, so we'll have to cut a few cards to make it tournament legal.

Pokemon Analysis
You have lots of great pokemon in your deck, but way too many of them.  Reducing the pokemon you play will allow you to focus on certain strategies and give you the bench space to be able to do so.  1 cleffa should be sufficient in case you need a new hand.  1 celebi prime is great against decks that dont attack with just basic pokemon and allows you to have an extra energy attachment per turn.  I like the muk since it drags up your opponents benched pokemon and inflicts special conditions on them.  Then it deals extra damage with it's second attack if those conditions are still present.  Increasing your number of roserade to be able to inflict conditions on the active without having to use muk first, could also be helpful (a line of 4-3). I would also increase the line of muk to 4-3 rather than 3-2.  I would also consider adding in a line of leafeon which also does more damage when there are special conditions on the active (possibly 3-2 or 4-3).  To make room for these, I would drop the tangrowth, serperior and meganium prime. 

Energy Analysis
21 energy is way too much.  When you attack rainbow energy to roserade, you'll be inflicting both conditions on your opponent, so I would add 4 of those.  I'd increase your DCE to 3-4 as well since muk is your primary attacker.  The remaining energy should focus mostly on psychic since leafeon only needs a colorless for it's ideal attack or a grass for the secondary attack.  I'd recommend 5 psychic and 2 grass.

Trainer/Supporter Analysis
This part of the deck should contain almost half of your cards.  It's not helpful to have great cards in your deck if you dont have enough resources to get to them.  Early game you want a pokemon collector, so increasing the number in the deck to 3-4 (adding in dual ball if you don't have enough to meet this number) is ideal.  You could also increase your pokemon communication to ensure that you can get what you need.  Muk has a heavy retreat cost, so you'll want to add a few switch to get it out of the way in case your opponent uses pokemon catcher before it's ready.  You'll also need 2-3 pokemon catcher of your own and 4 junk arm to reuse all of your trainers. Your deck is going to be a bit slow to set up, so the 2 twins is a great idea.  You'll also want a flower shop for recovery later in the game.

The biggest part missing in this deck is draw/shuffle power to get what you need.  Increasing your number of professor oaks new theory, adding in a juniper and a few cheren will solve this problem.  You could also try running seeker to be able to reuse your roserade and rainbow energy to inflict more confusion (but be prepared with a roselia on the bench ready to evolve or another roserade ready to attach the rainbow to). 

Overall
By reducing the types of pokemon you run, you'll be able to focus on a strategy - to inflict special conditions on your opponent and do more damage because of them.  I hope my suggestions help!

Pokemon Deck Review - MrShadowMountain - Ampharos Zoroark Electivire

4 Zekrom
2-1-1 Ampharos
2-2 Zoroark
Sableye
2 Rotom
1-1 Electivire
Total pokemon = 17

Burned Tower
4 Professor Oak's New Theory
Twins
Seeker
Flower Shop Lady
Cheren
3 Defender
3 Switch
3 Pokemon Communication
2 Junk Arm
Potion
Energy Returner
Great Ball
Rare Candy
Trainer/Supporter/Stadium Total = 24

15 Basic Electric
4 Basic Darkness
Energy total = 19

Pokemon Analysis
The heavy attacker in this deck is the zekrom, which hits for 120 but does 40 to itself.  Running a high number of defenders will prevent you from doing too much damage to yourself.   Fast zekrom decks usually pair pachirisu and shaymin with zekrom, but ampharos is another option for adding energy.  It's slower but able to search energy out from the deck.  In order to get this working, you'll need a stronger line of ampharos, ideally a 4-2-3 line rather than the 2-1-1 line that you currently have.  Zoroark is excellent for a variety of situations since it can copy your opponents attacks and if you can't seem to draw what you want, you can always use it to search your deck.  I believe you can drop the sableeye since it's not a strong attacker and it's better to use trainers/supporters to get what you need back from the discard pile rather than wasting a potential attack to do it.  I like the rotom since it can help you get out prized cards but can also snipe the bench if they have energy in play.  I would only include one of them though.   I would also drop the electivire since too many lightning pokemon just mean that you'll be destroyed by any fighting type deck.  I'd consider looking at a water pokemon like lanturn prime (who is both water and electric) that could cover your Donphan weakness if you have a lot of donphan in your area.

Energy Analysis
19 energy is a bit too much.  I'd swap out your 4 basic dark energy for 3 special dark energy (this will allow you to one shot reshiram and other zekrom).  I would also add in a couple of double colorless energy for zekroms outrage if you dont have the lightning energy or for zoroarks foul play attack.  You should be easily able to reduce your number of lightning energy down to 9 or so for a total of around 14.

Trainer/Supporter/Stadium Analysis
In order to make this deck work, you'll need a really good line of trainers and supporters.  The burned tower stadium should be easy to drop.  You run a flower shop lady to get energy back, and you shouldn't be losing a lot of energy per turn.  Even reducing your energy to 14 shouldn't affect your ability to draw into them.  This deck is going to be a bit slow to get up, so you'll want to add in another twins to try and get set up once you start losing pokemon.  You should only need 2 switch, especially if you increase your junk arm to 4 to be able to possibly reuse them.  You certainly need cards to search out basic pokemon, primarily 3-4 pokemon collector (but dual ball is a decent substitution as well).  Basic searchers are essential in getting set up as fast as possible.  Since you run a heavy line of zekrom I'd max out your defender at 4.

Cards I think you can easily drop in addition to the burned tower are the seeker, great ball, energy returner and potion.  You'll need the space for more hand refreshers to get this deck working.  It's great that you have 4 oaks new theory and a cheren, but I'd add in a juniper and possibly increase your cheren to 2 or 3.  I'd keep the single rare candy to help get the ampharos up.  I'd also add in 2 or 3 pokemon catcher to be able to stall your opponent or drag up what you need for knock outs. 

Overall
This is a very different take on the typical zekrom deck.  However, zekrom variants are currently winning more battle roads than any other deck, so it certainly stands a chance.  Be careful of your match-ups against fighting types.  If there's a lot of them in your area, you may need to do some serious editing to be able to stand up to them.  I hope my suggestions were helpful!