Tuesday, August 16, 2011

Pokemon Deck Review - TheInnocentPossumGuy - Scolipede Mamoswine

 3-2-3 Scolipede
3-2-3 Mamoswine
1 Regigigas
1 Giratina
Pokemon total = 18
 
4 DCE
3 fighting
4 psychic
3 water
energy total = 14
 
4 life herb
4 interviewers
4 rare candy
4 elm
4 collector
4 communication
2 fisherman
2 flowershop
trainer/supporter total = 28
 
Pokemon Analysis
The first problem I see is that you are running 2 illegal cards - regigigas and giratina.  In place of them, you definitely need a starting pokemon.  I'd recommend absol prime.  It says that when your oppoenent places a basic pokemon on the bench, they have to put damage counters on it.  This allows your mamoswine's second attack to hit harder since it does 70 to the active and 20 to everything on your opoonent's bench that has damage.  I think this combination of mamoswine and absol could be fairly powerful if you can get it set up.  For a fast start, you'd need 2-3 absol prime in the deck.  I would drop or reduce the scolipede in favor of a more versatile attacker, zoroark.  It's attack foul play allows you to copy any of the defending pokemons attacks, which could be extremely useful.  I do like that scolipede is able to poison, which could possibly add more damage counters to the bench if they're retreating a lot, but it's still a costly attack, which is why I would drop it down to a 2-1-2 if you decide to keep it and add in the zoroark (a line of 2-2 should be fine).
 
Energy Analysis
SInce mamoswine, scolipede, and if you decide to add it, zoroark, all have attacks that require 2 colorless energy, I think 4 DCE is a great number!  I would take out the fighting energy since you no longer need it without the regigigas or giratina and increase the water energy to 5.
 
Trainer/Supporter Analysis
You have an excellent line of basic searchers with 4 collector.  The 4 communication will easily allow you to swap those in for stage 1 or 2 that you need, but you may be safe in reducing it to 3 if you find you need extra space.  I would drop the life herb because it's a flippy card, and your main pokemon are such tanks that by the time one is KO'd, you should have another on the bench.  You run quite a few energy and even if you take my advice and decrease the overall number to 13, you still shouldn't have a problem drawing into what you need.  If you have problems in testing, perhaps one interviewers could help, but you certainly don't need 4.  I like rare candy in this deck, but you should only need 3 with 2 stage 2 lines.  Since you run so many communication and collector, you shouldn't need 4 elm to search out stage 1 or 2's, so I think you're safe in decreasing this down to 2.  You shouldn't need more than 1 flowershop in the deck, but you might want to include 1 twins in case you're running behind.  When your pokemon are KO'd you will be losing quite a bit of energy attached to them, so I like the fisherman, but think that the trainer energy retrieval is much faster.  Adding 3-4 junk arm to your deck would also allow you to reuse the energy retrieval, as well as the communciation, rare candy and any other trainers you decide to add.  The biggest thing your deck is missing is hand refreshers which will make it easier to draw into what you need.  I would consider adding 4 professor oak's new theory and 1 juniper.  There's a new supporter in the emerging powers set that allows you to draw until you have 7 rather than shuffling in, so I might consider adding that if you have the room. 
 
Overall
You'll have a hard time getting your pokemon going since they're have high cost attacks and are stage 2.  Hopefully you'll be able to spread enough damage early with absol, and use zoroark to attack until you can the big hitters going.  Editing your trainers and supporters to ensure that you can draw into what you need is what is needed to really make this deck work.  Good luck!

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