Hey All,
Ego here with a
quick discussion on Trapper decks. First off, one complaint I've heard is that
it takes away the roleplaying aspect of the game and is cheating. There you
go, Trapper is like Jessie and James digging a hole, catching you in it and
running away with your Pikachu. The roleplaying is part of the fun. (Which
would be why I brought Twist, my eevee, for company.)
Now, for those of
you who want something more substantial. Here goes: Trapper is just another
archetype with strengths and weaknesses. (For those complaining that all
archetype are bad... well, there are only so many ways to win. The way to get
rid of them is to beat them.) We all know Trapper's strength: Getting rid of
your cards. Now let's look at it's weaknesses.
1. Reliance on
Trainers - So what shut's down trainers? Lass: A trainer herself.. not the
_best_ choice. Dark Vileplume: A Stage 2, not so good against a combo that
strikes first round. Fossil Psyduck!!!!! You bet.. for one psychic energy this
little guy completely shuts down your opponents ability to play trainers.
Buying you time for....
2. Worthless once
the opponent is set up - That's right, if you can get past Trapper's initial
onslaught to put out a full bench of loaded pokes.. there is nothing that they
can do to hurt you.
3. Low energy -
The Trapper decks I've seen had 10 energy in them. Ohhhh... That's why we
evolve into : Fossil Golduck. Hyper Beam away that energy. They are pretty
much sitting ducks.. so to speak ;-)
4. Recovery - Ok,
so say they _do_ knock away your cards. What to do what to do? Pray for that
oak? OR throw in a Dark Golduck. For one energy you suddenly have a hand with
3 cards.
So there you have
it. Everyone goes into their panic over the new Archetype on the block.
Please. Everything has it's weakness, isn't that what makes the game fun? Now
get out there and play.
-Ego
Dissagree with
me? Ok. Write me at wolander@chemonics.net
maybe we can come up with the next bad boy on the block.