>Wild Fire v 1.1 > >The Strategy of this deck is to Stall for almost forever with Chansey and >don't let the enemy evolve, while you overload on Fire energy on Moltres. >Then bring him out and BOOM there goes the deck. Keep repeating this process >until he is gone. If you are losing life just Pokemon Center or Scoop Up. If >you are against a fighting deck stall with another one of your >Moltres. > > - Pokemon - (8) >á 3x Moltres >á 4x Chansey >á 1x Aerodactyl > > - Trainers - (15) >á 4x Scoop Up >á 4x Pokemon Center >á 3x Potion >á 3x Switch >á 1x Fossil >á 2x Computer Search > > - Energy - (35) >á 35x Fire Energy > >There is only a little amount of Pokemon so people want to keep drawing cards >at the begining. What if the Pokemon Center will take off your sweet >Moltres's energy, use potions.*Meow* Oooo, how I love to see a bird in play... makes me hungry *^_^*.
Moltres has become a popular card of late with its Wildfire attack to lay waste to your opponent's draw pile. It is a purrfect little strategy for late game. But, so often, decks like this one forget that there is are two stages of the game before that. The opening and middle game.
For the benefit of all, let me describe what I feel the different stages are and when they occur:
Now, that we have that understanding, let's take a look at your deck and compare it against this information. Look at your pokemon. You've already mentioned Moltres is there for the End Game, as he should be. That is where he is most effective. Aerodactyl is a Middle Game card... it prevents the strategy of another deck from working. And Chansey can fit into any of the categories, depending on how you make use of him. Since you mentioned you intend to stall with him, your deck is designed to make use of Chansey more in the Opening and Middle Games.
But, it seems our weakest area is the opening. Why? Because you only have 7 basic pokemon in your deck! It will be nearly impossible to get out a pokemon in your opening draw, and when you do get one out, to find another before it is KO'd! So what can we do to fix this problem? Add some more basic pokemon to help us reach our End Game strategy with Moltres. A good pokemon for the job is probably Fossil Magmar. Let's see what we can do...
Pokemon (14 Basic + NO Evols = 14 Total):
3 Moltres
4 Magmar (Fossil)
4 Chansey
3 Scyther
I did take out your Aerodactyl. A single one isn't too efficient, and Scythers would be much more effective for your idea of stalling. With 70HP and a free retreat, you can get some into play and then swap them back and forth between your bench to get the damage distributed evenly, then play your pokemon center.
The next stage of design is energy. The kittyfox recommends a solid 20 basic and 4 double colorless. Since none of your fire pokemon play the discard fire energy game except Moltres, who is only used at the end of the game, we should be just fine with this number.
Energy (20 Basic + 4 DCE = 24 Total):
Now, we've got plenty of room of some wonderful trainers. More specificially, we've got (60 - 14 - 24 = 22 Total) 22 slots for trainers. Let's make good use of them by advancing our theme. Draw power for getting the cards we want and need. Stall power for helping us slow down until we can get our Moltres powered and ready to go.
20 Fire
4 Double Colorless Energy
Trainers (22 Total):
4 Bill
3 Gambler
2 Computer Search
4 Scoop Up
3 Pokemon Center
2 Switch (to keep our Moltress away from front lines until we're ready)
2 Mr. Fuji
2 Gust of Wind
Get our a Magmar, Scyther, or Chansey early, then work towards building a Moltres to go in for the decking! This kittyfox wishes you a purrfectly good time with your friends, just don't get caught napping...