Cleffa
2-2 Roserade
1 Espeon prime
4-3 Leafeon
2-2 Mismagius
2-2-2 Vileplume
Pokemon Total = 23
2 interviewer
2 communication
2 switch
3 twins
2 rare candy
2 judge
2 method
2 cheren
3 collector
3 PONT
Trainer/Supporter Total = 23
4 Rainbow
5 psychic
5 grass
Energy Total = 14
Pokemon Analysis
I really like the concept of adding vileplume to the leafeon/roserade deck. I would suggest dropping the mismagius line so that you can room for other cards to add. Adding another oddish will ensure that you can get at least one vileplume out in the game (having 3 ensures that in case one is KO'd in the game you can get another one out even with losing an oddish early on to catcher). I'd also add another roselia just in case of catcher (before you get vileplume up) as well as another espeon prime (just in case it's prized).
Energy Analysis
I have no suggestions for changes to your energy line. 14 is a pretty good number and you run enough energy that you should be able to draw into it easily without interviewers. If you need room in the deck for other cards, you can always consider cutting the basic energy down and relying on flower shop get them back.
Trainer/Supporter Analysis
4 collector will ensure that you can set up your bench fast. I'd drop the switch since you won't need them with trainer lock. I would consider adding sage's training and juniper. Not only are they great draw cards, you'll be able to get trainers out of the deck late in the game to help you draw into cards that you need. To make room for these additions, I think you can safely drop at least one, possibly 2 interviewers. You might be able to go down to 2 twins, however if you're finding that you're typically behind and can use more than one twins to catch back up, then having 3 might be best. Otherwise, I don't really have any other big suggestions. I prefer to have 4 PONT in the deck and then play around with the other supporters to see what works (judge and cheren can easily be reduced to find room for another PONT).
Overall
I'd really like to see if this deck works well without the mismagius. I think dropping it will add a bit more consistency to the deck and allow you to get everything else out a bit faster. Thanks for submitting!
Monday, October 31, 2011
Tuesday, October 25, 2011
Pokemon Deck Review - pokepokepokemon1000 - Scizor Exeggutor
1Cleffa
1Tyrouge
1Elekid
4-4 Exeggutor
1 Jirachi
4-4 Scizor Prime
Pokemon Total = 20
Pokemon Collector x2
Dual Ball x3
Team Rockets Trickery x1
Flower Shop Lady x2
Twins x1
PONT x 3
Professor Juniper x1
Black Belt x1
Junk Arm x2
Switch x2
Interviewers Questions x1
Judge x1
Energy Search x4
Trainer/Supporter Total = 24
Metal Energy x7
Psychic Energy x8
Energy Total = 15
Pokemon Analysis
You have great starting pokemon with a single cleffa, tyrogue and elekid. I might consider choosing between either the tyrogue or the elekid since too many babies in the deck usually just means free prizes to your opponent. You shouldn't really need both of them anyways. I like exeggutor since it's a really different pokemon that we typically don't see. However, it doesn't really flow well with the scizor prime. Scizor is another great pokemon, but there's no synergy between them. So I'd recommend choosing one and fitting other pokemon that work well with it. For scizor, I'd look at klingklang and skarmory to attach and move energy, and for exeggutor, I'd look at emboar, typhlosion, celebi or skarmory to attach more energy as well.
Energy Analysis
Your energy will depend on which pokemon you decide to focus on. If you go with scizor, I would add in 4 special metal and have the rest basic metal. If you go with exeggutor, I would have psychic, double colorless (since it counts as 2 energy you get another coin flip) and either fire, grass or metal depending on which tech you choose to increase energy attachment (I personally would go for the fire techs since you don't have to waste an attack for the energy attachment or have a pokemon in the active position).
Trainer/Supporter Analysis
If you could bring your collector up to 4 and drop the dual ball, that would give you a more consistent start without having to rely on the coin flip. You shouldn't need more than a single flower shop girl. I'd max out your junk arm at 4, reduce your switch to 1, add in 2-3 pokemon catcher, add in 3 pokemon communication and drop the 4 energy search. You could probably drop the interviewers as well since you're running quite a bit of energy in the deck, but if you feel more comfortable with it, it won't hurt to keep it. For your supporters, I'd drop the team rockets trickery and judge and max out your professor oaks new theory to 4. If you have any empty places in the deck I might also add in a few cheren for extra draw support. I don't know if you really need the black belt in the deck since you can knock out a gothitelle with a single scizor or exeggutor depending on how powered up they are, but the black belt would help you do that faster, so if you have room, keep it.
Overall
I think if you decided which strategy you wanted to take this deck in - exeggutor or scizor - and focus the other pokemon in the deck around a strategy to support it, it would make this deck a lot more consistent and powerful. Good luck!!
1Tyrouge
1Elekid
4-4 Exeggutor
1 Jirachi
4-4 Scizor Prime
Pokemon Total = 20
Pokemon Collector x2
Dual Ball x3
Team Rockets Trickery x1
Flower Shop Lady x2
Twins x1
PONT x 3
Professor Juniper x1
Black Belt x1
Junk Arm x2
Switch x2
Interviewers Questions x1
Judge x1
Energy Search x4
Trainer/Supporter Total = 24
Metal Energy x7
Psychic Energy x8
Energy Total = 15
Pokemon Analysis
You have great starting pokemon with a single cleffa, tyrogue and elekid. I might consider choosing between either the tyrogue or the elekid since too many babies in the deck usually just means free prizes to your opponent. You shouldn't really need both of them anyways. I like exeggutor since it's a really different pokemon that we typically don't see. However, it doesn't really flow well with the scizor prime. Scizor is another great pokemon, but there's no synergy between them. So I'd recommend choosing one and fitting other pokemon that work well with it. For scizor, I'd look at klingklang and skarmory to attach and move energy, and for exeggutor, I'd look at emboar, typhlosion, celebi or skarmory to attach more energy as well.
Energy Analysis
Your energy will depend on which pokemon you decide to focus on. If you go with scizor, I would add in 4 special metal and have the rest basic metal. If you go with exeggutor, I would have psychic, double colorless (since it counts as 2 energy you get another coin flip) and either fire, grass or metal depending on which tech you choose to increase energy attachment (I personally would go for the fire techs since you don't have to waste an attack for the energy attachment or have a pokemon in the active position).
Trainer/Supporter Analysis
If you could bring your collector up to 4 and drop the dual ball, that would give you a more consistent start without having to rely on the coin flip. You shouldn't need more than a single flower shop girl. I'd max out your junk arm at 4, reduce your switch to 1, add in 2-3 pokemon catcher, add in 3 pokemon communication and drop the 4 energy search. You could probably drop the interviewers as well since you're running quite a bit of energy in the deck, but if you feel more comfortable with it, it won't hurt to keep it. For your supporters, I'd drop the team rockets trickery and judge and max out your professor oaks new theory to 4. If you have any empty places in the deck I might also add in a few cheren for extra draw support. I don't know if you really need the black belt in the deck since you can knock out a gothitelle with a single scizor or exeggutor depending on how powered up they are, but the black belt would help you do that faster, so if you have room, keep it.
Overall
I think if you decided which strategy you wanted to take this deck in - exeggutor or scizor - and focus the other pokemon in the deck around a strategy to support it, it would make this deck a lot more consistent and powerful. Good luck!!
Monday, October 24, 2011
Pokemon Deck Review - PokeMonster54 - Mew Gengar
1 tyrogue
1 jirachi
3-2 slowking
2-1-3 gengar prime
4 mew prime
2 mime jr
1 mr mime
1 spirittomb
1 smeargle
pokemon total = 22
3 rare candy
2 junk arm
2 dual ball
2 revive
4 pokemon collector
2 juniper
4 seeker
2 judge
3 twins
3 lost world
trainer/supporter/stadium total = 27
10 psychic energys
1 rescue energy
energy total =11
Pokemon Analysis
Your lines of pokemon are already very solid, so there's not much that I have to suggest. I would prefer a single cleffa over the single smeargle. I'd feel more comfortable with one more gastly just in case one is catcher'd up early (I like to have access to 2 during a game). I dont think you really need the jirachi since if you use it to attack, any knockouts wouldnt go to the lost zone since jirachi's active. So it's really only useful for getting energy back and I'd prefer to use a flower shop instead. If you need more room in the deck, you might even be able to drop the tyrogue, but it's a good staller as well as donker.
Energy Analysis
I like the single rescue (although a second one wouldn't hurt), but you probably dont need that many psychic energy. Typically gengar decks can run with around 6 energy, so I'd say maxing it out at 8 would be more than enough. But if you need more room for trainers/supporters, I think going to a single rescue and reducing the psychic further than 8 would still work.
Trainer/Supporter Analysis
I'd like to see twins maxed out since you'll rarely be taking prizes. Since the chances of both lost worlds being prized are slim, I'd lower it to 2. I'd add in some pokemon catcher (2 should be fine), add 1 switch (in case your slowking is catcher'd up and max out your junk arm. To make room for these I think you can reduce your rare candy to 2, drop the dual ball and possibly drop the juniper (or at least drop it to 1). I'd also like to add one flower shop, especially if you decide to drop jirachu. You definitely need some pokemon communication, at least 2 and ideally 3.
Overall
You have a great deck and if I had the time, I'd love to have done a video review of this deck. I hope to see more mewgar decks in tournaments, especially since gengar is one of my favorite pokemon!
1 jirachi
3-2 slowking
2-1-3 gengar prime
4 mew prime
2 mime jr
1 mr mime
1 spirittomb
1 smeargle
pokemon total = 22
3 rare candy
2 junk arm
2 dual ball
2 revive
4 pokemon collector
2 juniper
4 seeker
2 judge
3 twins
3 lost world
trainer/supporter/stadium total = 27
10 psychic energys
1 rescue energy
energy total =11
Pokemon Analysis
Your lines of pokemon are already very solid, so there's not much that I have to suggest. I would prefer a single cleffa over the single smeargle. I'd feel more comfortable with one more gastly just in case one is catcher'd up early (I like to have access to 2 during a game). I dont think you really need the jirachi since if you use it to attack, any knockouts wouldnt go to the lost zone since jirachi's active. So it's really only useful for getting energy back and I'd prefer to use a flower shop instead. If you need more room in the deck, you might even be able to drop the tyrogue, but it's a good staller as well as donker.
Energy Analysis
I like the single rescue (although a second one wouldn't hurt), but you probably dont need that many psychic energy. Typically gengar decks can run with around 6 energy, so I'd say maxing it out at 8 would be more than enough. But if you need more room for trainers/supporters, I think going to a single rescue and reducing the psychic further than 8 would still work.
Trainer/Supporter Analysis
I'd like to see twins maxed out since you'll rarely be taking prizes. Since the chances of both lost worlds being prized are slim, I'd lower it to 2. I'd add in some pokemon catcher (2 should be fine), add 1 switch (in case your slowking is catcher'd up and max out your junk arm. To make room for these I think you can reduce your rare candy to 2, drop the dual ball and possibly drop the juniper (or at least drop it to 1). I'd also like to add one flower shop, especially if you decide to drop jirachu. You definitely need some pokemon communication, at least 2 and ideally 3.
Overall
You have a great deck and if I had the time, I'd love to have done a video review of this deck. I hope to see more mewgar decks in tournaments, especially since gengar is one of my favorite pokemon!
Pokemon Deck Review - gamerz34 - Gothitelle Jirachi
4-3-4 Gothitelle (Ability)
4 Cleffa
3 Jirachi(Ability)
2 Shaymin (Ability)
Pokemon total = 20
2 Juniper
3 Pokemon Collector
4 Junk Arm
3 Super Scoop Up
3 Seeker
3 Rare Candy
3 Pokecomm
3 Pokemon Catcher
3 Engineer's Adjustment
Trainer/Supporter Total = 28
3 Rescue
10 Psychic
Energy total = 13
Pokemon Analysis
While I typically see gothitelle paired with reuniculus to ensure that it lasts a long time, you have a very interesting idea by pairing it with jirachi. I don't think you need that many cleffa though since you're just setting yourself up for being donked by running 4. I'd rather run 1 and leave those extra spots for trainers and supporters.
Energy Analysis
I think you'll be safe going down to 2 rescue energy and adding one more psychic to the deck. That will ensure that there will be more to get back with jirachi.
Trainer/Supporter Analysis
Since you're trying to get psychic into the discard pile with juniper and junk arm, I'd max out your juniper at 4 to ensure that you can draw into it when you need it. However, I'd personally prefer to use engineers to get that psychic into the discard pile, so I'd rather max that out. I'd also max out your collector to 4 to ensure that you can get one early and start setting up your bench. With you trying to go through your deck so fast, I'd add in a few professor oak's new theory just to ensure that you can shuffle your hand back in to prevent you from decking yourself out. I'd also add in a flower shop girl for the same reason.
Overall
I don't really have too many suggestions for this deck since it's already looking pretty good. The biggest problem is just getting this deck set up and not running out of bench space. You'll want a gothitelle on the bench as well as in the active position, which leaves 2 spots each for jirachi and shaymin. So you'll really have to rely on drawing into your seeker or hitting heads on super scoop up to keep your strategy going. I'd love to hear how this does in tournament!
4 Cleffa
3 Jirachi(Ability)
2 Shaymin (Ability)
Pokemon total = 20
2 Juniper
3 Pokemon Collector
4 Junk Arm
3 Super Scoop Up
3 Seeker
3 Rare Candy
3 Pokecomm
3 Pokemon Catcher
3 Engineer's Adjustment
Trainer/Supporter Total = 28
3 Rescue
10 Psychic
Energy total = 13
Pokemon Analysis
While I typically see gothitelle paired with reuniculus to ensure that it lasts a long time, you have a very interesting idea by pairing it with jirachi. I don't think you need that many cleffa though since you're just setting yourself up for being donked by running 4. I'd rather run 1 and leave those extra spots for trainers and supporters.
Energy Analysis
I think you'll be safe going down to 2 rescue energy and adding one more psychic to the deck. That will ensure that there will be more to get back with jirachi.
Trainer/Supporter Analysis
Since you're trying to get psychic into the discard pile with juniper and junk arm, I'd max out your juniper at 4 to ensure that you can draw into it when you need it. However, I'd personally prefer to use engineers to get that psychic into the discard pile, so I'd rather max that out. I'd also max out your collector to 4 to ensure that you can get one early and start setting up your bench. With you trying to go through your deck so fast, I'd add in a few professor oak's new theory just to ensure that you can shuffle your hand back in to prevent you from decking yourself out. I'd also add in a flower shop girl for the same reason.
Overall
I don't really have too many suggestions for this deck since it's already looking pretty good. The biggest problem is just getting this deck set up and not running out of bench space. You'll want a gothitelle on the bench as well as in the active position, which leaves 2 spots each for jirachi and shaymin. So you'll really have to rely on drawing into your seeker or hitting heads on super scoop up to keep your strategy going. I'd love to hear how this does in tournament!
Pokemon Deck Review - Stackster172 - Magnezone Emboar Cincinno
3-1-3 Magnezone
3-1-2 Emboar (Ability)
2-2 Cincino
3-3 Donphan
2 Reshiram
1 Cleffa
Pokemon Total = 26
3 Rare Candy
3 Communications
3 Catcher
2 Junk Arm
3 Proffesor Oak
1 Fisherman
1 Cheren
Trainer/Supporter Total = 16
6 Fire
4 Lightning
3 Fighting
2 DCE
Energy total = 15
Pokemon Analysis
While Donphan prime is a powerful, fast attacker, I dont think it flows well with the other pokemon of this deck. I think it would be better to focus on the other lines and drop the donphan completely. Cincinno is definitely an unexpected tech in a deck that looks a lot like a magneboar deck, so I'd like to keep that in. I'd add in another magnemite and tepig in case you lose one early due to pokemon catcher. Otherwise I think your lines of pokemon are really strong. If you have one more ability emboar, it would be ideal to add it to increase the chance of you getting one set up as early as possible. Or you could add in the other emboar as an alternate attacker.
Energy Analysis
By dropping the donphan, you can drop the fighting energy as well. I'd use those extra spaces for fire energy. I might even consider taking out the DCE and replacing them with fire energy as well since emboar will let you attach them all at once. You won't need them for reshiram and cincinno as long as you have emboar in play.
Trainer/Supporter Analysis
You need to be able to search out basics early with 4 pokemon collector. I'd increase your fisherman to around 3 and also add in a few energy retrieval to ensure that you can get the energy back from the discard pile for emboar. I like cheren as a draw supporter, but 3 will be much more helpful. Since you have twp stage 2's, maxing out your rare candy and junk arms at 4 each will ensure that you can get them up as fast as possible. It's likely that you'll still be behind at the beginning of the game, so adding twins will help you get back. You also have pokemon with heavy retreat costs, so I'd add in 2 switch as well.
Overall
By removing the donphan, you should have more room for trainers/supporters that will make this deck faster and more consistent. Since you rely on two stage 2 lines, you'll need as much speed and consistency as possible for a few wins! Good luck!
3-1-2 Emboar (Ability)
2-2 Cincino
3-3 Donphan
2 Reshiram
1 Cleffa
Pokemon Total = 26
3 Rare Candy
3 Communications
3 Catcher
2 Junk Arm
3 Proffesor Oak
1 Fisherman
1 Cheren
Trainer/Supporter Total = 16
6 Fire
4 Lightning
3 Fighting
2 DCE
Energy total = 15
Pokemon Analysis
While Donphan prime is a powerful, fast attacker, I dont think it flows well with the other pokemon of this deck. I think it would be better to focus on the other lines and drop the donphan completely. Cincinno is definitely an unexpected tech in a deck that looks a lot like a magneboar deck, so I'd like to keep that in. I'd add in another magnemite and tepig in case you lose one early due to pokemon catcher. Otherwise I think your lines of pokemon are really strong. If you have one more ability emboar, it would be ideal to add it to increase the chance of you getting one set up as early as possible. Or you could add in the other emboar as an alternate attacker.
Energy Analysis
By dropping the donphan, you can drop the fighting energy as well. I'd use those extra spaces for fire energy. I might even consider taking out the DCE and replacing them with fire energy as well since emboar will let you attach them all at once. You won't need them for reshiram and cincinno as long as you have emboar in play.
Trainer/Supporter Analysis
You need to be able to search out basics early with 4 pokemon collector. I'd increase your fisherman to around 3 and also add in a few energy retrieval to ensure that you can get the energy back from the discard pile for emboar. I like cheren as a draw supporter, but 3 will be much more helpful. Since you have twp stage 2's, maxing out your rare candy and junk arms at 4 each will ensure that you can get them up as fast as possible. It's likely that you'll still be behind at the beginning of the game, so adding twins will help you get back. You also have pokemon with heavy retreat costs, so I'd add in 2 switch as well.
Overall
By removing the donphan, you should have more room for trainers/supporters that will make this deck faster and more consistent. Since you rely on two stage 2 lines, you'll need as much speed and consistency as possible for a few wins! Good luck!
Pokemon Deck Review - pokepower22 - Reshiram Emboar
4 Zekrom
4 Reshiram
1 Tyroge
3 Cleffa
2-2-1 Emboar (ability)
1-1 Rayquaza Deoxys Legend
Pokemon total = 19
1 Communication
2 Pokemon Catcher
2 Energy Search
3 Revive
1 Junk Arm
1 Sages Training
3 Profesor Oaks New Theory
1 Energy Retrieval
1 Profesor Elms Training Method
1 Rare Candy
2 Pluspower
2 Pokemon Collector
1 Twins
Trainer/Supporter total = 21
2 Rescue Energy
1 Double Coulorless
8 Lightning
8 Fire
Energy total = 19
Pokemon Analysis
You dont need the zekrom because reshiram can still knock out yanmega primes in one shot with blue flare. I would increase your number of ability emboar just in case one is knocked out or prized. Adding more tepigs will allow you potentially lose a few due to catcher if you can't get an emboar set up in the next turn. So I would recomment a 4-2-3 line of emboar. You don't need 3 cleffa in the deck since you don't always need it, so cutting it down to one should be enough. I really like the RDL in the deck since it's a nice tech that's not always seen in reshiboar decks and could give you the advantage over other reshiboar decks.
Energy Analysis
You shouldn't need the double colorless energy since you run so many fire, but I do like the rescue for being able to reuse your reshirams (or possibly other pokemon as well). Without the zekrom, you should be able to reduce your lightning energy to around 3 since you'll only need it for RDL. I'd increase your fire by a couple as well. So my recommendation would be around 10 fire, 2 rescue and 3 lightning.
Trainer/Supporter Analysis
I would max out your pokemon collector to 4 to make sure you can get a fast start. Since you run several different pokemon, increasing your pokemon communication to 3 would also help you get out your emboars. I'd add in another rare candy as well to increase the chances that you draw into it. I like one flower shop girl in the deck as a bit of recovery, especially if your deck gets low. With that, you can decrease your revive to 2. Since emboar relies on having energy in your hand, I'd increase your energy retrieval to 3 or 4 and also add around 3 fisherman. That way you can constantly use blue flare. Maxing out your junk arm to 4 will also ensure that you can reuse any of your trainers. You shouldnt have problems drawing into your energy, so I'd drop the energy search. You don't necessarily need the Elm or Sage either, but if you have room in the deck, it certainly wouldn't hurt to keep them. I'd also consider increasing your twins to 2 and adding in another draw supporter like cheren since you don't run ninetales for draw power. I'd also add in 1 switch so you don't have to pay a retreat cost in case your opponent tries to stall you by using catcher to bring up an emboar.
Overall
Once you drop the sigalyph and zekrom and increase the emboar line, you should have plenty of room to increase your trainers and supporters to make this deck a lot faster and more consistent!
4 Reshiram
1 Tyroge
3 Cleffa
2-2-1 Emboar (ability)
1-1 Rayquaza Deoxys Legend
Pokemon total = 19
1 Communication
2 Pokemon Catcher
2 Energy Search
3 Revive
1 Junk Arm
1 Sages Training
3 Profesor Oaks New Theory
1 Energy Retrieval
1 Profesor Elms Training Method
1 Rare Candy
2 Pluspower
2 Pokemon Collector
1 Twins
Trainer/Supporter total = 21
2 Rescue Energy
1 Double Coulorless
8 Lightning
8 Fire
Energy total = 19
Pokemon Analysis
You dont need the zekrom because reshiram can still knock out yanmega primes in one shot with blue flare. I would increase your number of ability emboar just in case one is knocked out or prized. Adding more tepigs will allow you potentially lose a few due to catcher if you can't get an emboar set up in the next turn. So I would recomment a 4-2-3 line of emboar. You don't need 3 cleffa in the deck since you don't always need it, so cutting it down to one should be enough. I really like the RDL in the deck since it's a nice tech that's not always seen in reshiboar decks and could give you the advantage over other reshiboar decks.
Energy Analysis
You shouldn't need the double colorless energy since you run so many fire, but I do like the rescue for being able to reuse your reshirams (or possibly other pokemon as well). Without the zekrom, you should be able to reduce your lightning energy to around 3 since you'll only need it for RDL. I'd increase your fire by a couple as well. So my recommendation would be around 10 fire, 2 rescue and 3 lightning.
Trainer/Supporter Analysis
I would max out your pokemon collector to 4 to make sure you can get a fast start. Since you run several different pokemon, increasing your pokemon communication to 3 would also help you get out your emboars. I'd add in another rare candy as well to increase the chances that you draw into it. I like one flower shop girl in the deck as a bit of recovery, especially if your deck gets low. With that, you can decrease your revive to 2. Since emboar relies on having energy in your hand, I'd increase your energy retrieval to 3 or 4 and also add around 3 fisherman. That way you can constantly use blue flare. Maxing out your junk arm to 4 will also ensure that you can reuse any of your trainers. You shouldnt have problems drawing into your energy, so I'd drop the energy search. You don't necessarily need the Elm or Sage either, but if you have room in the deck, it certainly wouldn't hurt to keep them. I'd also consider increasing your twins to 2 and adding in another draw supporter like cheren since you don't run ninetales for draw power. I'd also add in 1 switch so you don't have to pay a retreat cost in case your opponent tries to stall you by using catcher to bring up an emboar.
Overall
Once you drop the sigalyph and zekrom and increase the emboar line, you should have plenty of room to increase your trainers and supporters to make this deck a lot faster and more consistent!
Wednesday, October 19, 2011
Pokemon Deck Review - Jairyoku - Mew Gengar
1 Cleffa
4 Mime Jr.
2-1-3 Gengar Prime
1 Mr.Mime
4 Mew Prime
2 Spiritomb
2-2 Slowking Prime
Pokemon total = 22
2 Lost World
2 Revive
4 Pokemon Collector
2 Switch
3 Pokemon Communication
3 Seeker
3 Judge
4 Twins
3 Professor Juniper
2 Rare Candy
Trainer/Supporter Total = 28
10 Psychic Energy
Energy Total = 10
Pokemon Analysis
I'd add in another gastly just so you can ensure that you can possibly get 2 set up during the game. (This is because of the pokemon catcher threat.) I would like to see another Mr. Mime in the deck, just in case one is prized, and you can easily get rid of a mime jr to make room for it. The more babies in a deck, the more I worry about losing the game due to being donked.
Energy Analysis
I might add in a rescue energy or two, just to be able to reuse your gengar or mew without using a revive.
Trainer/Supporter Analysis
I'd try and find room for 4 junk arm and 2-3 pokemon catcher (great for stalling while you snipe or work on their hand). Maxing out your seeker to 4 is going to be essential for getting those pokemon into their hand to put them into the lost zone. To make room for this, I think you can reduce your juniper and judge. If you still need room, you can reduce your energy to 7-8 psychic (no rescue).
Overall
This deck is pretty close to what I would consider perfect. The biggest flaw with this deck is that it's slow, so it tends to struggle in tournaments, especially in top cut. But overall I think it's a great deck and has a lot of potential.
4 Mime Jr.
2-1-3 Gengar Prime
1 Mr.Mime
4 Mew Prime
2 Spiritomb
2-2 Slowking Prime
Pokemon total = 22
2 Lost World
2 Revive
4 Pokemon Collector
2 Switch
3 Pokemon Communication
3 Seeker
3 Judge
4 Twins
3 Professor Juniper
2 Rare Candy
Trainer/Supporter Total = 28
10 Psychic Energy
Energy Total = 10
Pokemon Analysis
I'd add in another gastly just so you can ensure that you can possibly get 2 set up during the game. (This is because of the pokemon catcher threat.) I would like to see another Mr. Mime in the deck, just in case one is prized, and you can easily get rid of a mime jr to make room for it. The more babies in a deck, the more I worry about losing the game due to being donked.
Energy Analysis
I might add in a rescue energy or two, just to be able to reuse your gengar or mew without using a revive.
Trainer/Supporter Analysis
I'd try and find room for 4 junk arm and 2-3 pokemon catcher (great for stalling while you snipe or work on their hand). Maxing out your seeker to 4 is going to be essential for getting those pokemon into their hand to put them into the lost zone. To make room for this, I think you can reduce your juniper and judge. If you still need room, you can reduce your energy to 7-8 psychic (no rescue).
Overall
This deck is pretty close to what I would consider perfect. The biggest flaw with this deck is that it's slow, so it tends to struggle in tournaments, especially in top cut. But overall I think it's a great deck and has a lot of potential.
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