Wednesday, August 31, 2011

Pokemon Deck Review - ThePokemonProject911 - 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. 

Tuesday, August 30, 2011

Pokemon Deck Review - BoosterKracker - Reshiram Ninetales Typhlosion

3 reshiram
1 zekrom
3 cleffa
1 tyrogue
2-1-2 emboar
1-1 ninetales
1-1-1 typhlosion
1-1 rayquaza deoxys legend
 
3 electric
11 fire
 
3 collector
2 sage
2 PONT
2 juniper
4 communication
3 candy
2 revive
2 reversal
3 retrieval
2 junk arm
1 switch
 
Overall Strategy
This deck revolves around reshiram who can hit for 120, but must discard 2 energy.  Techs like typhlosion and emboar allow you to add those energy on fairly quickly.  Ninetales allows you to draw 3 cards when you discard 1 energy.  The rayquaza deoxys legend is great for the late-game, being able to take 2 prizes when it knocks out a pokemon.
 
Pokemon Analysis
You have both ability emboar and typhlosion for adding energy to reshiram.  I would choose one or the other for consistency.  With yanmega and magnezone decks constantly judging you, you'll want to rely on something that doesn't focus on what's in your hand, therefore typhlosion is the better play.  4-3-4 or 3-2-3 would be best, although you can always decrease the stage 1 and increase rare candy.  I would increase your ninetales to 2-2 since it will be a great target for pokemon catcher.  I would take out the zekrom since you'll be hitting hard enough to knock out most water pokemon.  You can always rely on RDL to take out a really big water pokemon if needed.  Reduce your number of cleffa or replace them with manaphy so there's a smaller risk of being donked by your opponents tyrogue. 
 
Energy Analysis
I wouldn't change anything.
 
Trainer/Supporter Analysis
I would add in one twins if you're behind since yanmega decks will typically take the first prize and flower shop for recovery of not just energy, but also pokemon.  Increasing your junk arm would allow you to be able to reuse your trainers more often, and also allow you to safely reduce your communication to 3.  If you decide to focus more on typhlosion rather than emboar, you can easily reduce your energy retrieval down to 1-2.  The only reason I would keep them would be to use ninetales body or get the energy you need to attach for the turn rather than afterburner.  With multiple juniper, you're more likely to run through your deck pretty fast, so I would decrease it to 1.  Increasing your sage, PONT or adding in cheren, would allow you to get what you need faster.   Now that catcher is out, you can replace your reversals (being able to reuse catcher is another reason why you want to increase your number of junk arm). 
 
Overall
This is a great deck as long as you increase your lines of tech and focus only on one, rather than both.  I like the idea of RDL in a reshiram deck since your opponent wouldn't expect it outside of a magneboar deck.  I can easily see it getting set up in one turn with the use of 3 typhlosions, so it wouldn't be bait for catcher.

Pokemon Deck Review - CyberGalaxyPegasus10 - lucario samurott

3-2-2 Samurott
2-2 Simisear
3-2-1 Stoutland
2 Basculin
2-2 Lucario
2-1/1 flareon jolteon
2 pidgey
pokemon total = 30
 
8 fire
9 water
1 special dark
energy total = 18
 
1 rare candy
1 elm
1 PONT
2 sage
2 communication
2 interviewer
3 juniper
trainer/supporter total = 12
 
Pokemon Analysis
30 pokemon is a bit too many for a deck.  Pidgey is your starter pokemon, helping you search for other pokemon that you need.  While it can't be knocked out as easy as baby pokemon, I feel that the shuffle power of babies and manaphy are a bit better for decks.  You have an excellent line of non ability samurott.  It's second attack can hit pretty hard while its first attack can snipe.  Unfortunately, this is the only pokemon that I like in this deck.  While I like the variety of different types, none have strong attacks without having to build up quite a few energy on it.  Since samurott is weak to lightning, you need a strong fighting type.  Lucario's best attack is dimension sphere, but it needs pokemon in the lost zone, and you don't have any way of doing that. However, you have a strong line of lucario, so I think we should still focus on that pokemon. 
 
There's a few ways that you can get your pokemon in the lost zone.  I would recommend either mew or absol prime. Mew allows you to search pokemon out from your deck to put them in the lost zone, while absol requires that you use put a pokemon from your hand into the lost zone as part of its attack.  It's body also does damage when your opponent plays basics, so it would be a great starter too.  I might actually recommend a combination of both of them and not worrying about any other starter in the deck.
 
So essentially, you'd run a combination of mew/absol as starters while you build up samurott and lucario on the bench.  Drop all the other pokemon to make room for them.  I'd run about 2-3 of each starter, 3-2-3 or 4-3-4 samurott, and 3-3 lucario. 
 
Energy Analysis
So if you decide to go with my idea about lucario, I would recommend adding 4 double colorless energy since samurott and lucario can use them.  Absol will need dark energy, so add 4 special dark so it can hit harder.  Mew will need psychic energy, so include 4 and samurott will need water, so I would include 4 of those for a total of 16 energy.  This is still pretty high, but you can always go back and take out a few later.
 
Trainer/Supporter Analysis
Now that we've reduced the lines of pokemon and energy, we can fill those spots in with cards to get what you need.  To refresh your hand, increase your PONT to 4, reduce your line of juniper to 1 (so you don't deck yourself by discarding too many), and possibly add in a few cheren to draw into a few more.  Since you run so many energy, I dont think you'll need the interviewers, but you can always leave one in if you think you need it.  I would add in some cards to search for basics, like pokemon collector and dual ball (a combination of 3), increase your communication to 3 and add in 3 junk arm to be able to reuse your trainers. 
 
You'll need some recovery, so add in one flower shop to get cards back from the discard pile and 1 twins to help you get what you need if you're behind.  I would also add in 2-3 pokemon catcher to be able to get as many easy knockouts as you can, or to just stall your opponent until you can get set up.  I'd also increase your rare candy to 2.  To make room for these changes, you can drop the sage and possibly the elm. 
 
Overall
The deck that you have at the moment is pretty scattered as far as pokemon go.  But if you streamline is a bit, reduce your energy and increase your trainers/supporters, you should have a much more sucessful deck.

Monday, August 29, 2011

Pokemon Deck Review - CookieCruncher94 - togekiss blissey tyrogue and many others!

3 Mareep
3 Pikachu
1 Tyrogue
1 Hitmonchan
1 Sandile
3-1 Blissey
3 Clefairy
2 Patrat
4-2-1 Togekiss
1 Lunatone
pokemon total = 26

1 Energy Retrieval
1 Energy Returner
1 Energy Search
1 Plus Power
1 Poke Ball
1 Potion
1 Revive
1 Switch
1 Engineer's Adjustments
1 Professor Elm's Method
1 Professor Juniper
1 Sages Training
trainer/supporter total = 12
 
20 energy
 
Pokemon Analysis
As a new player, you may not have a lot of pokemon to work with, but typically just from opening a few packs, you can get a few lines of pokemon together.  Blissey is actually a decent attacker, able to do 80 per turn.  The problem is that it damages itself, however, you can reduce that damage with defender.  While I'm not a fan of togekiss because if you flip tails, you can't do anything, you run a pretty strong line of it.  Tyrogue is a great card because it can possibly knock out other baby pokemon and if it can stay asleep, can't be hurt. 
 
For the rest of the pokemon in the deck, I would really try to find their evolutions (sandile, mareep, pikachu, etc....).  Otherwise they're just not very strong pokemon.  You can easily trade for them online, at pokemon leagues, if you have some other cards to trade.  They're also relatively cheap too (I could potentially sell you some).
 
Energy Analysis
You didn't list the types that you run, but I would recomment including some double colorless energy (which you can get just for playing at leagues).  Other than that, I would add in basic energy of the types that you're running until you get around 14.  Some decks can easily run with fewer, but as a new player, you're going to want to be able to draw into them easily.
 
Trainer/Supporter Analysis
You have some good cards in this section such as the switch, juniper and elm.  Sage could possibly work in this deck, but could also hurt you since you have to discard.  Energy cards in the discard pile aren't useful, so I wouldn't recommend the engineer either.
 
First you need cards to search for basics (pokemon collector and dual ball), then pokemon communication to swap them out for higher pokemon that you need.  While you do have the energy retrieval, flower shop is much better for being able to recover pokemon as well.  If you decide to decrease your energy line, you may want to add the retrieval, but I wouldn't recommend it.  While juniper is a great hand refresher, I would also add in 4 professor oaks new theory and possibly a few cheren,
 
I would add in twins in case you're behind as well as some defender for your blissey.  It reduces the damage it does to itself as well as damage from attacks for one turn.  I would add in 3-4 junk arm so you can reuse your trainers.  If you can get some pokemon catcher, I would also add a couple of them in to be able to get the easy knockouts.  Any trainer that I haven't mentioned here can be dropped to make room for the ones that I've suggested.

Pokemon Deck Review - samisnotweird123 - Scizor Ampharos Raichu

2 Zekrom
2-1 Raichu prime
2-2-3 Ampharos (2 prime, 1 non)
2-1 Electrivire triumphant
2-1 Scizor prime
1 Cleffa
1 tyrogue
2 shuckle promo
1 shaymin
pokemon total = 23
 
2 rare candy
2 pokemon communication
1 switch
1 energy retrieval
1 lost remover
2 revive
2 PONT
1 pokemon collector
1 flower shop lady
energy total = 14
13 electric energy
6 special metal
3 DCE
energy total = 22
 
Pokemon Analysis
This is mostly a lightning deck with a bit of a steel twist.  It's got some strong attackers in it, but I think it's a bit too spread out.  Both zekrom and raichu are hitting for the same amount, but obviously have their differences. Zekrom is a basic, but does damage to itself.  Raichu can move energy to itself, but has to discard the energy when its done.  I would choose one or the other, possibly raichu if you can add a second one.  Ampharos is a great addition to the deck to speed up energy attachments with the non prime or do small amounts of damage with the non primes body that forces your opponent to take a damage counter each time it attaches an energy.  I would increase the mareep to 3, possibly 4, to ensure that you can get both ampharos out.
 
The electivire has a nice second attack, but most decks don't spread out their energy that much, so I don't know how useful it would be.  I like the scizor prime as another attacker, but with all the fire in the format, I don't know how long it would stay alive.  Shuckle promo is nice to be able to draw more, but then you have to rely on the raichu to pull the energy off or the bench space for the shaymin.  With 10 different pokemon, you simply won't have the bench space.  So I would take out the shuckle, shaymin and electivire and increase the scizor prime to 2.  Your starters of cleffa and tyrogue are good.
 
Energy Analysis
22 energy is way too many energy in the deck.  I like the DCE since both ampharos can use it, but would probably drop it down to 2.  You can only have 4 special energy, so I would take out 2 special metal to meet that requirement, and include 2 basic metal energy.  I would drop your lightning energy to 8 for a total of 16.  That's still pretty high, so if you're finding that you need more room for trainers/supporters, I would take out the basic metal and further reduce the lightning energy.
 
Trainer/Supporter Analysis
To search out for basics early on, increase your basic search cards like pokemon collector and dual ball.  Increasing your pokemon communication to 3 will allow you to swap the pokemon in your hand for what you need at the moment.  One of the biggest parts of decks is being able to refresh your hand a bit.  You can do that by adding more professor oaks new theory (4 total) as well as a few cheren from the new emerging powers set.  I would also add in one juniper in case you need a nice big fresh hand. I would take out the energy retrieval since you already run so many of them (you can also get some with flower shop lady), but add in one twins in case you need to come back from behind.  I like the switch to get sleeping babies out as well as the 2 rare candy to speed up ampharos' evolution.
 
To make room for some of these changes, I would take out the lost remover and revive.  They can both help, but there are others that are needed more in this deck.  I would also add in 3-4 junk arm so you can reuse any of the trainers that you've already used.  Since pokemon catcher will be released soon, I would add in 2 of them so you can use them to either stall by forcing your opponent to bring up heavy pokemon that aren't ready (and hopefully they don't have the switch) or can bring up pokemon that you want to knock out.
 
Overall
I think once you streamline your pokemon a bit, reduce your energy and increase the trainers and supporters, this deck will run much more consistently for you.

Pokemon Deck Review - thesnowwarrior deck - Kingdra Samurott

3-2-3 Kingdra (2 prime, 1 non)
3-2-3 Samurott (2 ability, 1 non)
2-2 Floatzel (unleashed)
1 Manaphy
pokemon total = 21

x13 Water Energy
energy total = 13

x2 Seeker
x1 Twins
x3 Junk Arm
x2 Prof. Oak New Theory
x4 Rare Candy
x4 Pokemon Catcher/Reversal
x2 Judge
x3 Pokemon Communication
x2 Pokemon Collector
x1 Flower Shop Lady
x2 Energy Retrieval
trainer/supporter total = 26

Strategy
This is pretty much a straight water deck with some of the strongest water pokemon in the format.  Kingdra prime is primarily for the spray splash poke power that places one damage counter per turn.  The other kingdra can hit for 80 if you return an energy to your hand.  Samurott is a tank, reducing all damage done to it by 20, but also being able to hit more for each water energy attached.  The non ability samurott is perfect for sniping the bench while being able to do some damage to the active.  Floatzel allows you to attach extra energy per turn to itself.

Pokemon Analysis
While floatzel is a great way to increase the amount of energy you can attach per turn, but without shaymin or blastoise, you can't move it around.  Otherwise, it's not a terribly strong attacker.  So I would drop it completely, unless you plan on running either of those pokemon.  I might increase your basics to 4, rather than 3, because with pokemon catcher there's a higher chance of them being KO'd before you can evolve them.  I might also increase your manaphy to 2, to increase the chance that you'll draw it on the first turn and reduce the chance of it being prized.  Other than that, I think you have great lines of pokemon.

Energy Analysis
Since both samurott and the non prime kingdra can utilize double colorless energy, I would include 4 of them and reduce the water energy to 8-9.  If you decide to include a pokemon to move around the extra energy attached with floatzel, then maybe you can stick to all DCE.  But otherwise, DCE will greatly speed up the deck. 

Trainer/Supporter Analysis
To increase the chances of getting basic pokemon out early, I would increase the line of pokemon collector to 3-4, adding in dual ball if you don't have any more collector.  I don't really like judge in this deck, because you don't have a pokemon draw engine like magnezone to be able to recover from it or a card that needs to control the hand size of your opponent like yanmega.  I think increasing your professor oaks new theory and possibly adding in a cheren would be more beneficial. I would add in one switch in case something is catcher'd up before you're ready so you don't have to pay the energy to retreat.  I would drop the seeker since without BTS, it's going to be difficult to set a stage 2 pokemon going again.  However, if you decide to keep the seeker, adding in switch's become even more important.  I doubt that you'll need 2 energy retrieval in a game, so I would decrease that to 1.  I would also increase your junk arm to 4, and consider decreasing your catcher and rare candy since you can always just use junk arm to reuse them.   Getting more hand refreshers like cheren and PONT in your

Overall
I think this is already a pretty good deck.  The pokemon lines are really strong and there's not that much that I can suggest that could improve the deck.  Thanks for submitting it!



Sunday, August 28, 2011

Pokemon Deck Review - epicskittles14 - Magnezone Emboar Reshiram RDL

2-1-2 emboar
3-1-3 magnezone
2 reshiram
1-1 rayquaza deoxys legend
1 tyrogue
1 cleffa
pokemon total = 18

12 fire
4 electric
2 rescue
energy total = 18

3 energy retrieval
3 communication
3 elm
4 rare candy
2 switch
2 junk arm
2 twins
2 energy search
2 reversal
1 collector
trainer/supporter total = 24

Overal Strategy
This is your standard magneboar deck.  Ability emboar allows you to attach as many fire energy as you want per turn.  Magnezone acts as your draw engine as well a heavy hitter, allowing you do send energy to the lost zone hitting for 50 for each energy.  Since you don't always want to be attacking with magnezone since you'll lose a lot of energy that way, you run reshiram to hit for 120 per turn.  Emboar allows you to attach those energy that you discarded as long as you can get them back into your hand.  Rayquaza deoxys legend is great for mid-late game to grab 2 prizes per knockout.  Cleffa is your lone baby starter, allowing you to refresh your hand as its attack, while tyrogue is for hopefully getting the donk on other baby pokemon.

Pokemon Analysis
I might consider adding one more magneton to the magnezone line if vileplume starts becoming more of a problem.  Other than that, I think your pokemon line is perfect.

Energy Analysis
18 is a bit high, even for a deck like this that forces you to discard and lost zone a lot of energy.  I don't think you really need the rescue energy, so I would drop them (I prefer to use a flower shop).  However, if you really like them, I would just drop a couple of fire.

Trainer/Supporter Analysis
I really like the energy retrieval, but I also like fisherman in case you're under trainer lock.  I think you'll be fine with 3 rare candy rather than 4.  I typically only see one switch per deck, but with catcher coming out, you'll want to have 2 in case your magnezone's are dragged out.  Your line of pokemon communication is great, but I like to see more basic searching cards.  I would increase your 1 collector to 3, possibly 4, relying on those communication to swap them out for evolutions.  If you don't have collector, you can always try dual ball.  When catcher comes out, I would replace the reversal with it, but I'm sure you were already planning on that. 

While I like the twins in the deck in case you're behind, I don't think you need two of them.  I would stick to 1 and add in 1 flower shop lady so you don't have to rely so much on your rescue.  Increase your line of junk arm to 3-4 since you run quite a few trainers, most of them cards that you'll want to reutilize.  With a strong line of communication/collector, you won't need the elm, but if you really like it, keeping 1-2 shouldn't hurt.  I don't think you'll need the energy search since you run so many energy cards as it is.  Magnezone's draw power will easily let you draw into them.  I would also run a card to help you refresh your hand a bit/draw a little more.  You have a few options, but I would consider judge (since magnezone can easily increase  your hand size), sage (since you can always use junk arm to reuse trainers that you had to throw away), or engineer.  You run a high number of cards to get energy back and if you add the fisherman to that, engineers would be a great addition.

Overall
This is a really solid deck and I'm impressed by how nice your pokemon line is (many variants of magneboar are pretty scattered, but yours seems pretty streamlined).  My trainer/supporter suggestions might help this deck be a little more consistent, but overall, it's still a really great deck!