Once again, another
deck. Really interesting this time. =)
==========
'sup Kahp
could you to fix this deck I made, i've spent a lot of time working on it and i
dont think it's finished yet. I call it "The Time Trap" i made it to keep
my opponets from evolving, attacking big, and using trainers and at the same
time bringing them down. well here it is...
The Time Trap
Pokemon(22)
3 erika's
oddish
2 dark vileplume
2
jigglypuff
2 wigglytuff
3 magmar(fossil)
2 aerodactyl(fossil)
2
cyndaquill
2 quilava
2 entei
2 cleffa
dark vileplume is to block
trainers, wigglytuff is my big attacker, magmar is the decker, aerodactyl stops
evolution, quilava will burn everyone, entei protects my trappers, and cleffa
keeps me from decking.
Trainers(15)
3 gold berry
3 gust of wind
2 pokemon
breeder
2 nightly garbage run
2 mysterious fossil
2 chaos gym
1 here
comes team rocket
gold berry heals my trappers, gust helps me defeat big
foes early, Chaos gym is before i get vileplume, and team rocket lets me see my
prizes and my opponets.
Energy(23)
8 fire
9 grass
2 potion
1
fullheal
3 double-colorless
==========
You know,
this reminds me of a deck that was called 'Paradox'. This was back in the day,
when Moltres23 was around (if you're still around Moltres23, give me an email
and we'll see if Paradox can be given a rebirth. ;x) Anyway, I'll try my best to
give this a Trap like feeling. =\
Well, first of all Erika's Oddish
doesn't evolve into Dark Vileplume. So drop those Oddishes, and add in 3 of the
Team Rocket ones. Drop the Wiggly lines since they are too inconsistant in this
deck because you need a constant supply of support Trainers to keep Wiggly
alive. The same would go for Quilava, but I hardly see any well made Char decks
to have any insight on its Trainer playability. Also, drop the Entei, since
they seem kind of useless if they are hit. But, keep the Aerodactyls. =)
This gives 13 spots.
Add in 3 Dark Gloom and 1 Dark Vileplume.
Dark Gloom is a savior in any deck that runs Dark Vileplume as a theme. Also,
add in another Aerodactyl. 3 Aerodactyls are easier to obtain than 2, moreso
because this deck will be tight, as in space, since most Trap-like decks are.
Now, add in Murkrow. This little crow is the SICKEST card in any Dark Vileplume
deck. Play 2 of these guys. Next, play 2 Sneasel and 2 Ditto. Sneasel can be
either the early game or late game Cleaner, considering that your opponent
should be stuck by the time he is powered up. The Dittos are played in case the
opponent gets powered up earlier than you do (and it can counter the Haymaker
guys that are played in most decks :\)
Pokémon:
20
3 Oddish (TR)
3 Dark Gloom
3 Dark Vileplume (Holo)
3
Aerodactyl
2 Murkrow
2 Sneasel
2 Ditto
2 Cleffa
Energy needs to be changed drastically now. Drop everything except
for the DCEs, since we play Ditto now. Add in 4 Darkness Energy and 3 Rainbow
Energy. Also, add in 3 Recycle Energy.
Energy: 13
4 Darkness Energy
3 Rainbow
Energy
3 Double Colorless Energy
3 Recycle Energy
The most agonizing part of almost every fix - the Trainers.
;\
Drop the Gold Berry, the GoW, the Chaos Gyms, one NGR, and HCTR.
=/ That gives us 11 spots. Due to the large amount of subtracting and adding of
new cards, I really don't like using math at this time. So, I'll just fix the
Trainers part with some explanation at the bottom. -_-;
Trainers: 27
4 Mysterious Fossil
4 Energy
Removal
4 Computer Search
3 Professor Elm/Oak
3 Pokémon
Trader
3 Pokémon Breeder
2 Lass
2 Rocket's
Hideout
1 Chaos Gym
1 Nightly Garbage
Run/Energy Charge
Now, to show some reasoning for
some odd fixes. The Chaos Gym stayed because if they play Muk, they would have
Chaos Gym to deal with (if you play Chaos Gym before you evovle to Dark
Vileplume). The Pokémon Trader are essential for double Evolution-type decks.
Lass are also good if you get Sputtered, or if your opponent plays Muk but they
don't do anything. Now, the NGR or Energy Charge are there to serve as early
protection against some crazy Energy Removal decks. Also, they can be used if
you have to Oak/Search for anything, so you discard a Pokémon or Special
Energy (doubtful) The Rocket's Hideout are there to give extra HP to the
Vileplumes/Glooms.
And, that wraps this fix up! This one was actually fun
since I hardly get to fix old and forgotten Archetypes.
;\
-~Khap