----- Original Message -----
Sent: Tuesday, October 17, 2000 9:05 PM
Subject: Life after 15 /3 Chris M.
By now, everyone knows
what this is and what it applies to. To say that it only will effect the
STS East Coast Showdown is ridiculous. It's going to filter down to the
local leagues and tourneys. Why? Well, why play a certain deck
over and over, only to find out that for the big contest you have to play by
another set of rules. Would you like to construct a deck that you've
never tested and bring it to the championships? No. First, either
make this rulingf universal, or rid it.
Now that I've
ranted, what will the decks be like in the 15/3 format? Well, let's
start with possible trainers.
Professor Oak - Without
question. 3 will be played in every deck to insure draw power.
Replacements like Bill and Erika will be left by the wayside. Wrath
won't see much play either. With wrath, you have to run a few NGRs, just
in case, wasting valuable trainer space.
Computer Search - Yes.
Another 3 per deck card. The ability to search through your deck with
limited card drawing power will win games.
Item Finder - Why have
only 3 of one trainer, when you can, in theory, run 5-6? Look for 2-3
per deck.
PlusPower - Maybe.
Turn disruption will become critical. KO'ing an opponent one turn
earlier could devastate any well thought out plan.
Gust of Wind - 3 Per
Deck. Give your opponent nowhere to run. KO the weakling.
Stop any evolution threat.
Lass - Another maybe.
If you get it, you are unlikely to have any trainer in your hand you can't use
proir to lass. (God forbid you get an Oak/Lass hand.) With trainers
making or breaking games (even in this limited number), Lass could be a death
sentence.
RSA - Better than lass?
Only if you think with 15 trainers your opponent won't have more than one in
his/her hand. Logic: 15 trainers per 60 cards = 1 out of 4 cards
is a trainer. 7 card opening hand, 1-2 trainers in opening hand.
Plus, you can RSA then Oak.
Stadiums, ER, SER, NGR,
Scoop, Poke Center - Hmmm...no. Well, Scoop for the die hard Ditto
players. (Hmmmm, he,he) The rest just get weeded out.
So, that leaves
room for 45 cards. What's a good mix? You shouldn't need more than
20 or so Pokemon. That leaves 25 energy. If your running a
mono-energy deck, run 3 of each: DCE, Full Heal Energy, and Potion Energy.
That leaves 16 basic.
My poke favs for this
environment:
3 Clefairy - Why? One
word. Clefable.
3 Clefable - One energy to copy
any attack. Great against TR Zapdos.
3 Scyther - Fighting
resistance, protect Fable from Chan.
3 Ditto - Become
anything!
3 TR Zapdos - Broken.
This card should be banned. 20 + attach an energy card for one
lightning? NO weakness, Fighting resistance....Ouch!
3 Blaine's Rhyhorn - Crazy?
No, he's the answer to TR Zapdos while waiting on Clefable.
3 Erika's Dratini - Shut down
basics.
3 P Oak
3 CPU Search
3 Gust of WInd
2 Item Finder
2 RSA
2 Scoop UP
3 DCE
3 Full Heal Energy
3 Potion Energy
15 Electric Energy
There is my 1st deck idea
for 15/3. Any feedback would be appreciated.
Chris
cmagner@cfl.rr.com