Arg, English honors = bleagh. To many speeches and
stuff....yuck =\ Anyway, I've got another fun little rouge deck fixage
thingie. Enjoy!
Hey! It appears you are looking
for modified (or were, I don't know if you still are) decks, so here is mine :P
I used a Kabulix deck in the end for SBZ becaue this one just wasn't fast enough
(2 stage 2's is tough to make work). I hope you can help me with my problem!
POKEMON (19)
4x Charmander (Base)
1x Charmeleon (Base)
2x
Charizard (Base)
4x Bulbasaur (Expedition)
1x Ivysaur (Expedition)
2x Venusaur (Expedition)
4x Cleffa
1x Elekid
TRAINERS (26)
4x Copycat
3x Elm
4x Pokemon Breeder
3x Pokemon Trader
3x
Double Gust
4x Gold Berry
2x Focus Band
2x Healing Field
1x Town
Volunteers
ENERGY (15)
9x Grass Energy
4x Recycle Energy
2x
Warp Energy
The goal is to get out one Charzard and Venusaur, and from
there... keep them alive. Basically, attach 2 Recycle energies (in a single
turn! :O ), Fire Spin. Lather, rinse, repeat. Most cards in there are pretty
self-explanatory, I think... Healing field, if they survive a Fire Spin then
20HP isn't going to help them much... Metal energy for damage reduction, I
actually can't think of anything used in Modified that can't live through 100
damage but lives through only 90.
I'm considering Grass Cube for
anti-Muk's Pokepower via Special Conditions (damn! that Muk would be evil!) and
Prof. Oak's Research... any ideas?
Allllllrighty then... *puts on Deckfixin hat, grabs
Deckfixin' notebook* Time for the fixage! :)
Pokemon:
Alright,
seems to me like you can cut 1 charmander down, and the bulbasaurs by 2. We're
going to add 2 fanclubs later on, so that card will enable you to get out your
basics faster and it doesn't stretch your traders to thin. You COULD get along
without an Ivysaur/Charmelion I suppose, but I'm going to leave them in there as
if you DID take them out your Breeders would be stretched out. 4 Cleffa
also isn't necessary with slowking removed from the format, so cutting one is
fine. I like elekid in this deck, pichu is also an option (one worth considering
as a playtesting option) however it serves its purpose being anti-lily pad promo
mew and just as a nice hitter while stuff is getting built. So yeah, hopefully
with trainer additions, it should go a tad bit faster. Speaking of
which....
Trainers:
Alright, with the space we cleared from the
Pokemon section, we can add another Elm for more draw power, and help making
sure you get the evos you need when you need them. I'm gonna add 2 fanclub as
well, as like I said above, getting the basics out via fanclub leaves your
traders open to grab your evos. _Hopefully_ this will make your deck faster, but
playtesting is key here, see what works! Bands and Berrys + Healing Fields as a
default gym provide sufficient healing and stuff so 'zard will stay alive to
wreak more havoc, and you've got nice draw otherwise to get your stuff
out.
Energy:
Everything looks fine here, except I'd drop a grass
for a Boost Energy just in case you do go against muk--Just gust the bugger out
(hopefully having attached a recycle energy the previous turn) slap a boost on
'zard and spin :). And besides, sometimes a 2nd turn 100 damage is fun
;\
That's about it, here's the final list!
Pokemon: 16
3 Charmander
1 Charmelion
3
Charizard
2 Bulbasaur
1 Ivysaur
2 Venusaur
3 Cleffa
1
Elekid
Trainers: 29
4 Elm
4 Copycat
4 Breeder
4 Gold
Berry
3 Trader
3 Double Gust
2 Focus Band
2 Healing Fields
2
Pokemon Fanclub
1 Town Volunteers
Energy: 15
8 Grass
4
Recycle
2 Warp
1 Boost Energy
So yeah, that about wraps up this section of Fixing a
Deck with TRCassidy at the Savage Garden Soundstage. Kudos to all the
viewers and everyone who sends me decks (modified or otherwise, though I really
like modified :) ).
Peace out!
~TRC