The following was sent in by: sixmohr@hcis.net

 

Hi!  Here is my deck, Thundering Fairies.  Please tell me what you think.

 

Pokemon--15 (12 Basic--3 Stage 1)

 

4x Clefairy (Neo)

3x Clefable

3x Rocket's Zapdos

3x Electabuzz (Basic)

2x Cleffa

 

Trainers--29

 

4x Professor Oak

3x Professor Elm

4x Computer Search

3x Item Finder

4x Super Energy Removal

3x Gold Berry

3x Gust of Wind

3x Lass

2x Narrow Gym

 

Energy--16

 

12x Lightning Energy

4x Recycle Energy

 

 

I'll explain the strategy for each card (sorta).

 

Clefairy/Clefable:  Clefable's attack-copying Metronome is just awesome in today's metagame.  Sneasel, Rocket's Zapdos, and many of the old school haymakers, as well, are all outspeeded by the one energy Metronome.

 

Rocket's Zapdos:  I don't really need to explain, but I will anyway :)  His energy recycling ability allows me to run a low amount of Lightning energy and still deal major damage.  Great in the early game when Clefable is playing Hide and Seek.  Plus, resistance to fighting is a plus since Hitmonchan still runs around in my area, and nearly the rest my deck is weak to it.

 

Electabuzz:  There simply because there just isn't another strong lightning basic.  He's excellent when stalling, and good in the early game, as well.  All around good card (I'm sure this is news to you).

 

Cleffa:  You'd slap me if I didn't put a couple in.  Cleffa is just excellent when you're stuck with a bad hand, need to find a particular card, or stuck by Trap or Slowking.  Plus, the Cleffa/Lass combo can be devastating on the first turn, or even later in the game.  Cleffa is just too versatile not to have a couple of.

 

Oak/Elm/Computer Search:  My standard drawing engine.  I used to use Bill, but I've found Elm to be much more effective.  Getting a new hand just seems more useful than an additional two cards.  Of course, you can't play trainers after using it, but I've found I can usually hold out for one turn.

 

Item Finder:  Another obvious card.  Let's me reuse whatever I need at the moment, usually Gold Berry or Lass.  Another very versatile card.

 

SER:  Takes advantage of Clefable's one energy attack.  Keeps the opponent using their weakest attack while I copy their strongest.  Combos with Recycle energy so all I lose is one attachment turn.

 

Gold Berry:  Keeps Clefable around longer and negates the self-damage from Electroburn.

 

Gust of Wind:  Helps take out would-be threats or when stalling.

 

Lass:  See Cleffa

 

Narrow Gym:  Gets rid of pesky Sprout Towers, No Removal, and Eco Gym.  Also, sometimes I can take advantage of the Super Scoop Up when I have a full bench.

 

Lightning Energy:  12 seemed sufficient since everyone can attack using one, and Zapdos can recycle it.

 

Recycle Energy:  See SER.  Also helps in retreating.

 

 

Side Notes:  The only deck I really had any trouble with at my last tournament was a Slowking/Sneasel deck.  If Slowking gets played early enough...I really have trouble recovering.  I played three games against a Slowking deck (two of which were against the same person).  I won two of the three games, but both of my wins were very close.  So, I considered adding a Goop Gas attack to shut down the power long enough to Gust it and hopefully kill it quickly.  My other consideration was adding regular Energy Removals to further exploit my one energy attack advantage.  I'm not sure what I should remove to put them in, or if I even should.  I guess that's what you're here for.

 

Thanks in advance,

 

Austin ^_^

 

 

 

Hey Austin! This deck actually looks kind of like Jin’s deck, a good friend of mine. His deck works out pretty well too. My fix will probably end up looking more like his deck…

 

Pokemon

Alright, starting with a Clefairy is like… bad. If you ever play a Clefairy, you want to make sure you can evolve it next turn usually, that basic is pretty weak. We’ll drop the Clefairy count by 1 and add another Cleffa in place of it. Cleffa is not only good for card drawing but also good for stalling with the Baby Rule and reshuffling extra cards into your deck, I love Cleffa now. Another Pokemon that will help work great against Sneasel would be Ditto, let’s drop the Electabuzz for Ditto instead. Ditto is versatile and can handle many situations.

 

Trainers

If you want to hurt Sneasel more, add in Rocket’s Training Gym. I’ve found that Gym is actually quite effective and makes them think twice about paying extra energy (possible Darkness) to retreat. We’ll drop the Narrow Gyms for the RT Gyms. 4 Super Energy Removal seems like a lot to use really, especially with you needing to discard energy… that isn’t that easy to waste anymore. Change those 4 SERs into 3 Energy Removals. We’ll replace that empty slot with 2 Nightly Garbage Runs.

 

Energy

Due to the Ditto, you can’t go without DCE, add in 4. Metal Energy works great on Cleffa, add 2. I’d also recommend dropping the Recycle Energy altogether, add 2 Full Heal Energy instead. Lightning Energy count has been dropped one to cover the NGR.

 

Your deck should look like this:

 

Pokemon (15)

3 Clefairy (Neo)

3 Clefable

3 Rocket's Zapdos

3 Ditto

3 Cleffa

 

Trainers (30)

4 Professor Oak

3 Professor Elm

4 Computer Search

3 Item Finder

3 Energy Removal

3 Gold Berry

3 Gust of Wind

3 Lass

2 Rocket’s Training Gym

2 Nightly Garbage Run

 

Energy (15)

7 Lightning Energy

4 Double Colorless Energy

2 Metal Energy

2 Full Heal Energy

 

Good luck Austin!! =)

 

-GLitcH

Unlike ClefairyDoll, I have no wisdom to share =(