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.