Subject: Deck Fix
Blaine's
Wrath v 2.2
Pok'es~15
4 Blaine's Arcanine
4 Blaine's Growlithe
3 Entei (N.R.
holo)
2
Cleffa
1
Magby
1
Elekid
Trainers~25
4 Blaine
4 Focus Band
4 Professor Elm
4 Misty's Wrath
4 Double
Gust
2
Time Capsule
2 Balloon Berry
1 Cinnabar City Gym
Energy~20
1 Metal Energy
19 Fire Energy
Ok, I will explain the
strategy, mainly out of sheer boredom :/ Ok, first I try to start off with
Blaine's Growlithe on my bench. If not possible, then at least in active
position. Use Blaine...If you don't have one, draw until you get one.
Hopefully by then you have one and an Entei. Lay down 2 energy, then
a Focus Band on Growlithe and then the Entei. Howl. Hopefully get at
least 2 more energy on Growlithe. Turn two. Get a Blaine's RK9 out
and wipe 'em out! Hopefully you can either keep powering up B's RK9
powered up with energy, or power one up on your bench.
Here is why some things are
in there and why some things aren't:
why there aren't three cleffa: I don't need
3...I barely use 2 :/ The deck goes for SPEED. I don't want to stall
mainly because I am aiming for a turn 2 B's RK9 and a second turn ko, mainly on
a Crocanaw (my worst enemy...)
why I only have 1 Cinnabar City Gym: It is
tech...I use it for a default gym, mainly because there are a LOT of Chaos gym
in my area...and this deck has quite a few trainer cards...also, gatr can do 120
damage WITHOUT weakness, so it won't help with that.
Elekid: Use as an alternative
for attacking, mainly since I will be pretty vulnerable after I use
Firestorm...I use it for anti focus band, anti G's Machamp, and lots of other
stuff! It works great...
Magby: Duh. 'Nuff said. :/
Metal Energy: Heat
Tackle TecH. 30 to them, 0 to me!
That pretty much covers it all, except
PLEASE don't add Smeargle or the Typhlo line!
Thanx, and I appreciate you helping me
with this deck!
~Cartman 09, The Fat Boy On The Block!
______________________________________________________________________
Alright, I have some ammunition now. This is much better, that and you gave
me a very detailed strategy on how you want your deck evaluated. Thank you, this
makes a deck mechanic's job a little bit easier, I appreciate it, Mr Cartman. =D
First we have the Pokemon: Wow...I have seen quite a few solo Arcy
decks, but this one is very nice. I am sitting here trying to rack my brain for
ANY change. Here is what I suggest. Drop the Elekid for another Magby. Sputter
is a nice tool to use against Typhlosion, Gatr, and the opponent's Entei. If you
need to play an Entei, retreat the Magby. Also, Smeargle can be a major pain to
you. So tecH a Tyrogue. For one colorless, and a heads you KO one of your most
painful enemies.
Next we have the energy: Drop the Metal, the whole 10
self damage isn't that much of a big deal. Wow...this deck really is hard to
make changes...
Finally, we have the Trainers: Drop the Balloon Berry, I
just don't see how helpful they can be. If you time your Double Gusting right
you get a Switch and Gust out of it, so don't waste your deck space. Since you
will be self-damaging yourself, drop the Cinnabar City Gym, and add in two
Healing Fields. This way you can take some damage away from Heat Tackling.
Alright, and finally, to help you get out that Growlithe or Entei as soon as you
can, we will drop one Misty's Wrath. Add in two Good Manners. Good Manners is
nice, especially in your deck where you have 11 Basics. Show your hand and grab
any Basic Pokemon sure is nice when you are trying to get set up the 1st and 2nd
turns. It also is nice if you need some drawing, so you grab a Cleffa.
So without further ado...
Gymbo's Fire
Pokemon: 16
4
Blaine's Growlithe (Stoke)
4 Blaine's Arcanine
3 Entei (Revelation Holo)
2 Cleffa
2 Magby
1 Tyrogue
Energy: 19
19 Fire
Trainers: 25
4 Professor Elm
4 Blaine
4 Focus Band
4
Double Gust
3 Misty's Wrath
2 Time Capsule
2 Good Manners
2
Healing Fields
~Gymbo: The Game~
*Pojo.com Deck
Mechanic
*Champion Rogue Player
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