Hey everyone!! S'up? This is El Champ(modest, I know :]) here to tell
you about a new deck strategy. So without further adiue(everybody says
that for some reason), I present to you......
Warp Factor 7 v1.1
Pokemon:6
4 Electabuzz
2 Chansey
Trainers:44(yup, 44)
4 Bill
4 Professor Oak
4 Gambler
4 Computer Search
4 Plus Power
4 Gust of Wind
4 Defender
4 Energy Removal
4 Nightly Garbage Run
2 Lass
2 Energy Retrieval
2 Mr. Fuji
2 Challenge!
Energy:12
12 Lightning Energy
I know what you're thinking right now. You're thinking "Man, this
guy's an idiot!!!" Well maybe you're right and maybe you're wrong but
before you click the back button on your browser, listen to the strategy of the
deck.
The first thing to notice about this deck,(besides the
abnormal amount of trainers)is that it's FAST. Not Raindance fast, not
even Haymaker fast. It's in a class of its own for speed. Hence the name,
"Warp Factor 5". Obviously there needs to be some sort of
protection against running out of cards. Nightly garbage run is EXTREMLY
helpful in that area. Using all four of them,(recommended)will add twelve
cards to your deck.<Side Note: This deck was actually invented when I
realized that if you used NGR(Nightly Garbage Run)to get back three more NGRs,
you would have an unlimited supply of cards. I double checked the
translations and discovered that you couldn't get back other trainers with NGR.
Apparently somebody at Wizards had come up with this before I had.>
That's enough for an extra Oak or two. To show how the strategy works, I'll give
an example of how the game would go in an ideal world.
Beggining game: Electabuzz would be your starter. Very early in the
game you would get a Challenge.(Probably by PC Searching) Your opponent
would except the challenge.(In the real world your opponent would probably
decline thinking that you have a Haymaker. I'm working on this problem)
You would get all your Pokemon on your bench. You would drop an energy on
each of the Electabuzzes(except the active, who would probably need two)so that
they are all ready to Thunderpunch if needed. When you use Thunderpunch,
cover your back with a defender, but try to save two for later. You'll
need them. Leave the Chanseys energyless.
Middle game: Hold off your opponent with Energy removals. Use the GOWs for
either offense or defense. Use Plus Power as a surprise move. Move
your Electabuzzes around to distribute the damage evenly. Don't worry
about the wasted energy. If your desperate, play an Energy Retrieval, but
try and leave energy in the discard pile.
End game: This is where you put your plan into action. When you
start to get low on cards, start playing your NGRs. Get back energy.
As soon as you draw the energy, attatch it to your Chanseys. Stall with
Scrunch till they're both built up. Play a Defender on to one of your
Chanseys. Double Edge. On your next turn(hopefully you Chansey's
still alive)retreat. Play a Mr. Fuji to shuffle Chansey(and the
energy!)back to your deck. Promote the new Chansey. Drop down
another Defender and Double Edge. Then on your next turn, if you only have
one prize left,(hopefully you do by now) you can Double Edge again for the win.
This is obviously a very specific strategy, and I
understand that the game won't always turn out like the above. If
something unexpected happens, just wing it and hope for the best.
--