Thursday, September 1, 2011

Pokemon Deck Review - ThePikachuProject911 - samurott emboar reshiram

1 reshiram
3-2-2 emboar (one ability, one non)
2-1 simisear
3-2-1 stoutland
1-1 Suicune and Entei legend
4-3-2 Samurott (1 ability, 1 non)
pokemon total = 28
11 water energy
11 fire energy
energy total = 22
4 potion
3 switch
1 pokemon communication
1 legend box
1 cheerleader's cheer
trainer/supporter total = 10
Pokemon Analysis
You have quite a few different pokemon in this deck, mostly being split between fire and water.  The only pokemon that doesn't fit is the stoutland.  I dont think the stoutland has a strong enough attack to remain in the deck, so I'd drop it.  Since you don't have a starter in the deck like cleffa or manaphy, you may want to keep a 2-2 line of herdier, but only the ones that allow you to draw cards. That could serve as your starter pokemon. 
I would also recommend dropping the suicune entei legend.  It needs 3 energy to be able to attack, but with pokemon catcher, it can easily be brought up from the benched and KO'd before you can build it up.  That's going to allow your opponent to take 2 easy prizes since its a legend.  I woudl also drop the simisear, since the others are much stronger.  So the pokemon that are left are the reshiram, emboar and samurott.  I would add in one more ability emboar so that you can make sure that you're always able to attach as many fire energy as you like per turn.  Ideally, you'll be able to use your one energy attachment per turn for the water energy on samurott, while adding on as much fire as needing to your reshiram and other emboar to be able to attack each turn.  I like the split between ability and non ability pokemon since the non ability emboar has a more powerful attack and samurott non ability can snipe.
Energy Analysis
22 energy is quite high for this deck, even though you have to discard a lot of them to attack.  All of your pokemon can benefit from double colorless energy, so I would add 4 of them.  This is going to allow you to be able to attack faster while you get your stage 2 lines of pokemon set up.  I would keep the deck primarily fire, with around 7 fire energy, and include only 4 water energy.
Trainer/Supporter Analysis
Only 10 trainers and supporters are not going to help you get your pokemon and energy out when you need them.  Hopefully by dropping some of the pokemon lines and energy will have made quite a bit of room for additional trainers/supporters. 
You'll need 3-4 cards to search out basics like pokemon collector and dual ball.  Increasing your communication to 3 will help you throw those basics back into for higher stage pokemon.  3 rare candy will allow you to evolve faster and 3-4 junk arm will let you reuse all of your trainer and supporters.  To draw into what you need, add 1 juniper and possibly 3 cheren.  To refresh your hand, add in 4 professor oaks new theory. 
You're discarding quite a bit of energy, so you'll need some recovery cards.  First, twins can help get the cards you need if you're behind in the game.  Flower shop lady will put energy and pokemon back into your deck. Finally, you'll need a combination of energy retrieval and fisherman to put the energy from your discard pile back into your hand to allow you to be able to immediately reuse it.  I would probably try 2-3 of each and see how they work out for you. 
Add in 2 pokemon catcher in case you need to bring up something heavy to stall or bring up something for an easy knock out.  Drop your number of switch down to 1 since you can always reuse them with junk arm.  You can drop the cheerleaders cheer since cheren does the same thing but doesnt help your opponent, potion and legend box.
Overall
I hope my suggestions help this deck become more consistent and win a few more games!  As it is, you're going to have a hard time drawing into what you need, when you need it.  With the changes, it should be much more consistent and effective. 

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