>Hey Spike, I made this deck a few days ago. I just made up the name
ElectroSplosion because of the electric types in it as well as >Exeggutor's
attack name which is a major part of my deck. This isn't my main deck so it
doesn't really matter how bad it is. Here >are the contents as of now.
>
>Pokemon (18)
>4 Voltorb ( I know he sux but there is now way to get around this until he
is evolved)
>3 Electrode (Mostly used to Buzzap on to Exeggutor or Zapdos)
>4 Base Zapdos (Good with Buzzap)
>4 Exeggcute (Not that bad for a basic which is only used to evolve to
Exeggutor)
>3 Exeggutor (With the combo of Buzzap'ed Electrode, Double Colorless Energy
and
> the regular attachment, you don't need to be lucky
>
>Trainers (20)
>3 Computer Search
>2 Professor Oak
>3 Energy Removal
>4 Plus Power
>4 Gust of Wind
>4 Bill
>
>Energy (22)
>6 Grass
>12 Lightning
>4 Double Colorless
>
>Strategy: Usually, I like to start out with an Exeggutor but that can't
happen all of the time, so Zapdos is fine, and I just hope I don't >end up
with a voltorb.* As the game progresses, I build up energy on Zapdos and
Exeggutor, but if I dont have enough time, I >buzzap onto either of them,
while Exeggutor is my preferred attacker. To get out these cards I like to use
the card drawing monsters >such as bill, professor oak, or computer search.
>
>My thoughts: *To avoid ending up with bad basic pokemon at the beginning of
the game or no basic pokemon at all, I seriously >thought about adding
Scyther or Electabuzz (Which I have 4 of each but are in my other decks that I
can easily switch) as strong >basics and versatile pokemon. I also thought of
making the lines 4-4 and even 3-2, but I thought since that was all I had for
now, I >went with 4-3 to have 1 less evolution than basic.
***
1) Hmm... at the time you sent in this deck, Voltorb might have been bad. No
longer. We now have (gasp!) a GOOD Voltorb. Well, not stellar, but certainly not
shabby. Make sure all your Voltorbs are TR, and that's one thing you can breathe
easier about. Next, I would yank the Zapdoses. I'm not too fond of either of
them, to be honest. They're cool, but I think I'd replace them with something
that can attack inside 4 turns. Either Scyther or Buzz would do fine, and it's
entirely up to you and what you expect to face. Finally, don't sell Electrode
short--his attack is a real bargain as far as Electric is concerned. Don't be
afraid to use him as an attacker.
2) Man, this is a great array of trainers. But I think with a few tweaks here
and there, it can be more versatile and run smoother. First, split Bills and
Oaks 3/3. I have started running them this way instead of 4/2, and have never
looked back. The loss of a Bill is a small price to pay for an added chance of
drawing the "I don't like this hand, may I please have another?" card.
Now drop a PP to bring ER up to 4, and drop a couple of Gusts for two Item
Finders (some good, as a wise man once said.)
3) You seem to have balanced your energy fairly well. You've got enough grass to
Swords Dance (if you go with Scy) or perhaps to attack with Exeggcute if you
ever get extremely desperate.
***
18 Pokemon:
4 Exeggcute
3 Exeggutor
4 Voltorb
3 Electrode
4 Scyther/Electabuzz
20 Trainers:
3 Bill
3 Oak
3 Computer Search
4 Energy Removal
3 PlusPower
2 GOW
2 Item Finder
22 Energy:
6 Grass Energy
12 Electric Energy
4 DCE
***
Let me know how this deck does... it's wild, a real maverick... and I love it.
=)
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