Wednesday, January 11, 2012

Eeveelutions - Kennethih

1 Magby
1 Tyrouge
1 Cleffa
4 Eevee
1 Umbreon
1 Espeon
1 Vaporeon
2-1 Cinccino
1 Absol PRIME
1 Spiritomb
3-1 Mismagius
1 Lugia
Pokemon Total = 20

7 Psychic
7 Water
4 Dark
Energy Total = 18

2 Potion
1 Revive
1 Life Herb
3 Pkmn Communication
2 Switch
2 Dual Ball
1 Energy Retrieval
1 Research Record
2 Team Rocket's Trickery
1 Collector
1 Twins
1 Interviewer's questions
1 Copycat
1 Juniper
Trainer/Supporter Total = 22

Pokemon Analysis
You have quite a few different pokemon in your deck and I think you'll often find when playing it that you're unable to get the specific evolution out that you want because you only run one it.  When you only run one of a card, you'll often find that when it's prized, it can severely hurt your game.  So my first suggestion is to focus on only a few different pokemon.  Cincinno is a great hitter since it can do 100 with a full bench.  So I'd increase the line to 4-3 or 4-4.  You have quite a few eeveelutions, but perhaps focusing on only a few of them will help.  Umbreon can block powers and bodies while espeon can move damage counters around. So I'd run 2 of each and drop the vaporeon.  While babies are useful in the format, too many babies will mean that you're giving up easy prizes.  One cleffa should be all you need for a hand refresher/staller.  However, tyrogue may be useful as the extra bench space to power up cincinno, so if you have the room, it should be safe to include as well.  All the other pokemon in the deck can be dropped to make room for the new additions.   If  you find that you really need another great attacker, zoroark from BW would be a great addition (a 2-2 line).

Energy Analysis
Since you no longer run water if you're dropping vaporeon, you won't need the water energy.  You can easily make use of double colorless energy, primarily with cincinno, so I'd max them out at 4.  Since you run some different energy types, I'd include rainbow energy since it can fit well with any of your pokemon.    Since you're running a lot of special energy, you could suffer from a deck that runs a lot of lost remover trainers, so adding in a few basic energy should finish off your energy line (2-3 of psychic and dark).  If you find that you don't have a lot of lost remover in your area, you can easily make your basic dark into special dark so you can hit more.

Trainer/Supporter Analysis
Now that we've streamlined your pokemon lines and reduced your energy, we can work on your trainers and supporters, which will determine if this deck can run or not.  4 pokemon collector will ensure that you get a full bench early in the game.  4 pokemon communication will help you get out the exact pokemon you need for evolutions.  You'll probably lose a few prizes early in the game, so 2-3 twins will help you finish setting up to be able to make a comeback. I'd reduce your switch to one since you have pokemon with fairly low retreat costs.  Increasing your PONT to 4, 2-3 cheren and 2 juniper will help you shuffle/draw into what you need.  You'll need 2-3 pokemon catcher to be able to bring up heavy retreaters to stall or bring up weaker/vital tech pokemon for knockouts.  4 junk arms will allow you to reuse any trainer in your discard pile.  A super rod will provide a little recovery.  The other trainers/supporters in the deck should be safe to drop (potion, revive, life herb, dual ball, energy retrieval, research record, team rockets trickery, interviewers and copycat).  By running multiples of a card, you run a higher chance of being able to draw into it.

Now that everything is more focused, you should have an easier time running the deck.  Good luck!!


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