Once again, another deck. Really interesting this time. =)

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'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
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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


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