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2005 Pokemon Team Sealed Play - Origins - Johnny Blaze
Origins Gaming Convention
Columbus Ohio Convention Center
Sunday - July 3rd, 2005
22 Teams – 44 people


Part 3 of 3 of my Origins Pokemon report. Day 3 and the final day was all about playing in the Pokemon Team Sealed event. Teams were comprised of 2 people and each team was given 10 Deoxys Booster packs to build their decks. The packs could be shared amongst teammates to create 2 - 40 card decks. For those that played in the last sanctioned Team event under Wizards of the Coast this would be quite similar except for the fact that communication amongst teammates was limited to only yes or no questions and the teammate whose turn it was could only ask the questions. An example would be if I am holding a Lady Outing I could ask my teammate if he needed energy cards. Then if he responds yes then I can play Lady Outing and he can benefit from the trainer’s effect. That is right in team play you can play a trainer card and have your teammate benefit from that trainer.

Other rules were that you can only benefit from an attack or Poke-Power so if you controlled Wishing Star Jirachi only you can benefit from its Power. Same with attacks, if you used Beldum’s Call for Family attack only you can search your deck for a basic, your teammate could not. Status effects were also handled slightly different. Paralyzation and Confusion stayed the same. But Sleep was changed in Team Play to be ruled as after the end of every player’s turn you would flip to see if your Pokemon was awake. This made Sleep a lot less useful that it was at last year’s Team Event. Burn and Poison were treated as and the end of your turn you would take Poison and Burn damage along with at the end of that opponent’s turn that Burned or Poisoned your Pokemon. So in essence if your Pokemon was Poisoned then it took Poison damage twice.

Lastly about team Play rules I can recall about positioning at the table. Teammates sat directly diagonally from each other and movement went clockwise around the table. This was crucial because if a team had the right set up they could effectively make an opponent skip both of their turns in a row by abusing status effects. It happened to my team. In one game my opponent Paralyzed me and then I had to pass since I couldn’t do anything but draw a card and attach an energy then the next opponent went and put my teammate to sleep. So that is basically 2 turns in a row where my team was shut down from attacking and couldn’t do anything. It was quite annoying. Also each player placed 2 prizes out so to win a team had to draw 4 prizes.



TEAM BLAZE consisted of myself and my 11 year old son Nick.


Here is what we drafted:

Johnny’s deck  ____________________  Nick’s deck
Pokemon – 21  _____________________ Pokemon - 21
1 – Lotad   _______________________   4 - Duskull
1 – Lombre   _____________________    1 - Dusclops
1 – Ludicolo   ____________________     3 - Barboach
3 – Swablu    _____________________    1 - Phanpy
1 – Altaria   ______________________    1 - Donphan
3 – Electrike   _____________________   2 - Taillow
1 – Manectric    ___________________   1 - Swellow
2 – Wurmple    ____________________   3 - Beldum
2 – Silcoon   _____________________     2 - Metang
2 – Slakoth    _____________________   1 – Deoxys (Energy Crush)
2 – Vigoroth    _____________________  1 - Jirachi
1 – Plusle   _______________________    1 - Lunatone
1 – Sableye

Energy – 17    _____________________   Energy - 17
7 – Electric    _____________________   9 - Psychic
5 – Grass    ______________________    8 - Fighting
5 - Water

Trainers 2    ______________________   Trainers - 2
1 – Crystal Shard    _________________   1 – Lady Outing
1 – Meteor Falls   _________________     1 – Professor Cozmo

So as you can see the trainers that we pulled were less than optimal. The Crystal Shard did come in handy 1 game when I ko’d a Rayquaza. I thought that we pulled decent lines but after playing other Teams almost every team we faced one of the teammates were able to pull a Magcargo Smooth Over line. There would be a total of 5 rounds.




Round 1 vs. The HYPS (Hypno’s Project + Blaziken111)
This was one of the teams that I was talking about with the Magcargo line. They had a built Magcargo and was able to Smooth Over every turn. On Top of that I was paralyzed at one point 4x in a row. My son was basically left to attack at one point. Team HYP had a Slaking and Donphan out and we got pounded.

L: 0 - 1
 



Round 2 vs. Team Dinosaur
Team Dinosaur got out a quick Masqeurain that prevented 20 damage to it. By the time we could build anything that does more than 20 damage the other teammate from Team Dinosaur had a Donphan built and we got hosed again.

L: 0 - 2




Round 3 vs. TEAM (Paris + Snorlaxative)
This was their name – TEAM. Apparantly TEAM were DQ’d their 1st round for doing too much talking. Lol TEAM was another team that had the Smooth Over Magcargo line. This match was very close with 1 prize left for both of us. It was my son’s turn and he had a confused Metang. Nick needed 2 successful flips to ko Snorlaxative’s active or else next turn Snorlaxative would attack for the final prize. Nick flipped Heads on the confusion flip then another heads on Metang’s attack to win our 1st game. Yeah!!

W: 1 - 2




Round 4 vs. Team Turkministan (Penguim Master + Phoenix Song)
These guys were pretty cool and nice to play against. All I remember about this match is that after I hit 4 heads in a row on Swablu’s Fluff Poke-Body, Team Turkministan stopped attacking me and Teamed up against my son. They had a Whiscash and Nuzleaf built getting ready for the Shiftry but then took their last prize before Shiftry hit the board.

L : 1 - 3
 




Round 5 vs. Team 3 (Physics Squirrel’s team)
Here is the final round. We have no shot but want to at least win 1 more game. My son had the worst luck this game and pulled only 2 energies all game long. Needless to say he was doubled teamed again. They had Ninjask and Weezing which was also killing me with the Smogscreen attack that had me constantly retreating. We lose again.

L: 1- 4

So our Team record was 1- 4 and it was a very humbling experience. Team play is no joke and is very difficult but on the flip side very fun. Although 30 minutes is not very long in Team play since you have 4 people that are taking turns. I would recommend that Team play at least be 45 minute rounds. It seemed that Team play this year at Origins went much more smoothly than last years. So that is a step in the right direction. Would I play Team Sealed again? Most definitely.

Here was the ultimate Team:

 


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