Just looking at this deck and strategy and I see a few weak points of this
deck that could easily be made stronger. Some cards (like Dodrio and
Dk.
Dragonite) are somewhat out of place here, and there are several other cards
(like more status-effect pokemon) that could really make a difference here.
Well, lets review the cards:
Dk. Muk: good, keep these and the Grimers, but make the grimers Fossil,
they're higher HP and last a lot longer with minimize than you'd think.
Dratini family: drop the dragonite, it serves little purpose here, as it can
only use its power once and it's a weak attacker. Personally, I'd like to
make the Dragonairs base, but you could leave them Dark if you want.
Kangaskahn: good. Nothing more needs to be said
Koffings: drop these.
doduo/drio: these do little to help the strategy. we'll drop these.
additional pokemon: I want to put in either a R Oddish/J Gloom or an
Erica's Oddish/Erica's Gloom (stats below). Dk. Gloom might also
work, but
he's a little low on HP. All these gloom have confusion attacks (J and
Erica's are Auto-confuse...)
Name: Erika's Gloom
Type: Stage 1 -- from Erika's Oddish
Color: Grass
HP: 70 HP
Weakness: R
Resistance: none
Retreat: 1
Attack: [1G] Dream Dance (10)
Both
the Defending Pokemon and Erika's Gloom are now Asleep
(after
dealing
damage).
Attack: [1GG] Vile Smell (30)
Both
the Defending Pokemon and Erika's Gloom are now Confused
(after
doing damage).
Name: Erika's Oddish
Type: Basic Pokemon
Color: Grass
HP: 50 HP
Weakness: R
Resistance: none
Retreat: 1
Attack: [G] Blot (10)
If
there are any damage counters on Erika's Oddish, remove 1 of
them.
Attack: [1G] Sporadic Sponging (20)
If
Erika's Oddish has any damage counters on it, flip a coin. If
heads,
remove 1 of those damage counters.
Trainers:
Bill: up to 4
Boss's way: change to PC search
Oak: good
NGR: good
Potion: drop it.
Itemfinder: make it 2
ER: good
Other trainers: add in some switch and GOW. some
full heal might be
nice with the Glooms
Energy: Drop the FHE and the Potion energy for some more grass energy.
Final product:
4 Grimer (F)
3 Dk. Muk
3 Dratini (B)
2 Dk Dragonair
2 Kangaskahn
3 Erica's Oddish (or TR)
2 Erica's Gloom (Jungle if yyou choose TR Oddish)
4 Bill
2 Oak
2 PC Search
2 Itemfinder
2 NGR
2 Switch
3 ER
2 GOW
3 Full Heal
2 DCE
17 Grass energy
This deck plays a lot like the original, except for a few things:
Dk. Dragonite has been dropped. This shouldn't be a
problem, since there
are plenty of basics.
Dodrio has been dropped: Switch will suffice for this.
Grass energy has been upped: this is for Dk. Muk and Gloom
PC Search has been substituted for Boss's Way: This is
more versatile,
even if it is slightly harder to
use.
Koffing was dropped: I like Koffing a lot (guaranteed
status effects
rule!!), but Gloom does it so much
better (guaranteed confusion +
poison [sludge punch] + Sticky Goo = serious
status effect mayhem!!)
I also added more Grass energy (for Gloom and Muk), since
Potion energy
isn't that great and Full Heal capabilities
are taken care of by Full
Heal.
Well, Kangaskahn's a good starter, as is Grimer (F) and Erica's Oddish (or TR
Oddish). Once Dk. Dragonair is out, you can get the necessary evolutions,
and start inflicting status effects. Try to start with a Gloom and Confuse
them. Switch back or retreat the Gloom and bring out Dk. Muk. Poison
them
via sludge punch, and watch 'em squirm as they watch their active slowly die
from poison. They will have a heck of a time retreating their pokemon, and
attacking is really too risky for them if they're both confused and poisoned.
Dragonair and Kanga can both hold their own, and no weakness really
plagues
this deck. By the way, i was looking at the modified decklist; there are
only 6 rares in the whole deck, and 4 of them are trainers. It shouldn't
be
too hard to get the needed cards...
-FossilMagikarp
email: Edestus360@aol.com