One of the key factors in winning a game is
how you play your opening hand. If you play it efficiently your most likely
going to get a nice jump on your opponent, but if you don't play it right, you
allow your opponent the starting advantage. So exactly how do you play
your opening hand? Just follow these rules and you'll be fine.
1. HOW MANY POKEMON TO PUT DOWN: It's always an important
factor in how many pokemon you bench. Most of the time it's bad to play all of
your pokemon because your opponent can take advantage of you not being
able to power up ALL of your pokemon and GOW out an energy less one
for an easy KO. The only situations you should play all of your basics is
if you your playing a stall and if you only drew 1-2 basic pokemon in
your opening hand. Most of the time it's a good idea to send out an
active pokemon and a benched so you won't lose because of pokemon
shortage.
2. HOW TO CHOOSE POKEMON: If you have a pokemon with free
retreat ALWAYS send it out as your active. Why? Because you can retreat for
another one to make sure you have what you need battling. If you don't have a
free retreat pokemon send out a "Haymaker Pokemon". I'm sure you all
know what they are, but here's the list anyway.
GRASS:Scyther(Does not need grass energy)
WATER:Lapras
PSYCHIC:Jynx Promo Mewtwo(From the Movie ONLY)
FIRE: Magmar(Fossil)
ELECTRIC:Electabuzz(Base Set)
FIGHTING:Hitmonchan
COLORLESS: Farfetch'd
All of these pokemon are considered
"Haymaker Pokemon" because of their high Hp and ability to do big
quick damage. The reason why it's a nice idea to send these guys out is
because they can hold their own with little energy allowing you to give your
opponent a heavy beat down while you work on your bench. If you don't have a
free retreat or Haymaker pokemon it's always a good idea to
use a stalling pokemon while you build up your bench so your opponent
won't get the starting advantage. If none of these pokemon are in your opening
hand then send out a pokemon you drew doubles of(Ex.If you drew 2 Vulpix,
and 1 Base Magmar). And if you didn't draw doubles send out a pokemon
that has a 1 energy attack or you can afford to lose(Ex. Ditto or Squirtle).
3. WHAT NOT TO SEND OUT AS YOUR ACTIVE:
Never send out ANY pokemon that is a key to the deck(Ex. Squirtle in Rain
Dace) Also, don't send it out if it has a high retreat and can't
hold it's own with little energy(Ex. Tangela who has a 2 retreat and needs to
grass energy for it's lowest attack cost).
4. USE THE METAGAME TO YOUR ADVANTAGE: Send out pokemon
according to the "metagame". If the "metagame" around your
area is Rain Dance and you draw 1 Fossil Magmar, and 2 Electabuzz, send
out an Electabuzz as your active and the other Electabuzz as your benched.
5. HOW TO SEND OUT POKEMON ACCORDING TO ENERGY: You
need to send out a pokemon that you DON'T have the
energy to build up (Unless you're playing a Haymaker in which you do send out
the pokemon you have the energy for) while you build up the one that
you have the energy to build up. Here is a game where this principal is
used(Well, kinda) John and Tyler have just drawn there cards and you
hand is 1 Electabuzz, 1 Fossil Magmar, 1 Fire energy, 1 electric energy, and 1
Scoop Up(The rest is unnecessary). Who do you send out? Magmar or Electabuzz?
If you said Magmar you are correct. Let Magmar stall while you build up
Electabuzz then Scoop Up Magmar allowing your damage free Electabuzz to Thunder
Punch yourself to victory. Just in case your wondering why I didn't send
out Electabuzz to begin with it was because Thunder Punch damages
Electabuzz(Sometimes) so I didn't want damage on him if I flipped tails(I
had also been having bud luck the past 3 games :-(
So there you have it! How to play your
opening hand! Apply this to you game and you'll master the beginning game of pokemon
in no time at all!
Sincerely,
~Tycoon