---------- Original Message ----------------------------------
From: "Steve & Vivian Hunt" <menviv@gateway.net>
Reply-To: <menviv@gateway.net>
Date: Thu, 1 Jun 2000 18:09:22 -0700
>Hey Aaron,
>I've got what I think is a killer deck, but I've lost a lot with it. I
was
>wondering if you could help me tweak my deck into an undefeatable adversary.
>Here is what I got so far.
>
>20x Fire energy
>5x Electric Energy
>1x Rainbow Energy
>1x Full Heal Energy
>2x Potion Energy
>1x Double Colorless Energy
>
>3x Charmander(Rocket)
>3x Dark Charmeleon
>2x Dark Charizard
>2x Ponyta(Rocket)
>2x Dark Rapidash
>2x Dratini(Rocket)
>1x Dark Dragonair
>2x Magnemite(Rocket)
>1x Dark Magneton
>2x Eevee(Rocket)
>1x Dark Jolteon
>
>2x Goop Gas Attack
>1x Energy Retrieval
>3x Nightly Garbage Run
>2x Scoop Up
>1x Bill
>
>If you have any improvements that would be great.
>Thanks
>Christian
>
>
----------------
Hmmm, looks like Christian's "Killer Deck" could use a quick refresher
course in my School of Higher Learning. Let's start with rule #1
Have Fun!
As we all know, the best way to have fun while playing this game is to win!
How do we do that? Keep on reading...
Rule #2, 14 Pokemon
The reason for this rule is fairly simple. 14 Pokemon ensures you will
consistently have Pokemon in your opening hand so you don't mulligan. You
normally DO NOT want to muligan as it gives your opponent the advantage by
starting with 2 more cards than you!
Chrisian's deck uses a whopping 21 Pokemon! While he certainly won't have
to worry about Muligan's, playing with that many Pokemon is usually overkill.
What I mean by this is I've never seen a match where in order to win you had to
use that many Pokemon cards to win. The majority of those extra Pokemon
will sit uselessly in your hand as dead cards once your bench is full!
Rule #3 has been totally disregarded in this deck. 20 Trainers in a deck
is THE MINIMUM a deck should run, regardless if you are a newbie or a veteran
player. The one thing common to all good decks is lot's of Trainers.
A decks strategy can really be seen by the choice of trainers in a deck. A
deck that tries to outrace the opponent is going to use card drawing cards like
Bill, Prof Oak, Computer Search for a quick win. Decks that try to disrupt
your opponent's strategy will use Trainers like Energy Removal, Gust of Wind,
and Lass. Stall decks are sure to use cards like Scoop Up, Pokemon Center,
and more to prevent your opponent from drawing all their prizes and eventually
they will run out of cards.
Here's my "fix" based off these rules...
4 Fossil Magmars<--- he's common, he's great, Fire decks should use him!
4 TR Voltorb<--- good "haymaker" pokemon with 20 damage attack
3 Base Electrode<--- powerful and easy to trade for
3 Scyther<---necessary for Fighting Resistance
4 Bill<--- helps keep your hand full of cards
4 Plus Power<---great way to win the race by drawing prizes faster
4 Energy Removal<---slows opponent while you keep attacking!
3 Gust of Wind<---great way to finish a retreated Pokemon
3 Computer Search<---helps find "key" cards when you need them!
2 Professor Oak<---once you've emptied your hand, refill!
14 Electric
9 Fire
3 Energy Retrieval
Strategy: a fun version of "poor man's haymaker". The
point of the deck is to use cheap, strong attacks along with offensive trainers
to win the game.
Hope this helps...have fun!
Aaron