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.
Tuesday, December 27, 2011
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!
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!
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!
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!
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!
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.
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.
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