Monday, August 1, 2011

Deck Review - poke3mon81 - Emboar Magnezone Vileplume

2-1-2 emboar (1 ability, 1 non)
3-1-3 magnezone
2-1-2 vileplume
1-1 dodrio
1 cleffa
1 tyrogue
pokemon total = 21
4 rare candy
4 communication
4 professor oaks new theory
3 collector
3 junk arm
2 juniper
2 energy retrieval
1 flower shop
1 twins
trainer/supporter total = 24
10 fire
5 electric
energy total = 15

Deck Strategy
Like a typical magneboar, you build up your magnezones, attach massive amounts of fire with emboar, and lost burn as many energy as you need to knock out your opponent.  To avoid running out of energy, he runs the non ability emboar which can hit for 150, KOing just about anything. The twist in this deck is that he runs vileplume, which prevents his opponent from using a lot of useful trainers.

Pokemon Analysis
You only run one ability emboar and that means that you run the risk of it being prized.  I would increase your emboar line to 3-3-3, or exchange the non ability emboar for a reshiram.  Adding the reshiram would allow you to keep your pokemon line low.  While I like the dodrio, I dont think it's necessary.  Once you have the vileplume in play, your opponent wont be able to reversal or catcher anything up from the bench anyways.  You can always pay the retreat cost and recover the energy later.  I would add another gloom in case your only one is prized.  Hopefully you'll be able to use a rare candy on oddish, but you never know.  I would also increase your magnezone line to 3-3-3 (adding more magneton), just in case you aren't able to get one up before the trainer lock.  The earlier you get out vileplume, the harder time  your opponent is going to have. 

Trainer/Suppporter Analysis
I like the 4 candy, 4 communication and 3 junk arm.  This will ensure that  you're able to get your stage 2's out fast.  To help ensure that you draw into them, I would run sage's training.  While you'll have to discard 3 cards, there's a high likelyhood that you'll be able to get what you need, and if you have to toss something critical like a rare candy, you can always junk arm for it.  Later in the game, sage can also be great for tossing away trainers that you wouldnt be able to use under the trainer lock.  I would drop at least 1 juniper and all of the professor oaks new theory.  In addition to sage replacing them, I would include at least 2 judge.  This could be great to disrupt your opponent once you have a magnezone in play to be able to recover with it.  I would drop your 2 energy retrieval and use fisherman instead.  You'll be using the energy recovery cards later in the game, and by that point you should have vileplume up, which renders retrievals useless.

Energy Analysis
While I think your energy is good as it is, if you find you're having difficulties finding room to add supporters, you could easily drop 1, possibly 2 energy (1 of each), but if you drop the dodrio, that would give you more room anyways. 

Overall
I would really like to see this deck in action.  Magneboar is already an extremely powerful deck, and if you can run it with a trainer lock, it would be difficult to stop!

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