Welcome to the
next edition of
what to expect
at the 2005
Pokemon World
Championships in
San Diego, Cali.
Last time we
looked at a Turn
2 deck with
Medicham-ex
which has the
ability to shut
down non-ex
Poke-Powers and
keep a nice lock
on your
opponent. This
week we are
going to take a
look at possibly
the fastest and
most popular
deck (depending
on where you
live) of
Zap-Turn-dos.
Some people also
refer to this
deck as
Luck-dos.
Remember when I
mentioned before
that Medicham-ex
shuts off all
non-ex
Poke-Powers'
Well this has no
effect on Zapdos-ex
Poke-Power -
Legendary Ascent
since Zapdos is
an ex. Zapdos-ex
can swoop in to
play from your
hand to your
bench switching
your active
Pokemon to the
bench for Zapdos
and then moving
any number of
basic Lightning
energy attached
to any of your
Pokemon and then
attaching them
to Zapdos-ex.
Keep in mind
that if your
bench is full
that you cannot
pull this off so
make sure that
you only have 5
or less Pokemon
on your bench.
This combo is
typically
performed on
Turn 2 after a
Turn 1 attack of
Gather Energy
from Elekid or
Recharge from
Voltorb or
Electrike. So
then you swoop
and switch the 2
energies and
then attach 1
energy from your
hand and
commence the 2nd
turn beatdown of
either 50 or 70
damage from
Electron Crush.
Just remember in
order to deal
out the 70
damage you will
have to discard
1 L energy
attached to
Zapdos-ex. Yes
it is that
simple and this
is one reason
why Zapdos has
seen a lot of
play. Let's
take a look at
some of the
trainers to
accomplish this
amazing feat on
Turn 2:
Dual Ball lets
you flip 2 coins
and for each
heads search
your deck for a
Basic Pokemon
and put them
into your hand.
My personal
advice for this
is to not use
Dual Ball until
you are
completely ready
to play the
Zapdos. Reason
being is that
Rocket's Admin.
is a very
popular card to
destroy hands
and all you need
is to
successfully
flip heads on
Dual Ball and
get the Zappys
only to have
your opponent to
Admin. you and
there goes the
Zappys back to
your deck. As
you will see we
are also playing
our own Rocket's
Admin. and the
reason for this
is twofold:
When you still
have 6 prizes
left this will
net you a new 6
cards and
hopefully that
energy you need
and secondly to
wreck your
opponent's hand
and deck. I
don't recommend
to play Rocket's
Admin though
when your
opponent has a
1-4 card hand
and has 6 prizes
left. Not only
does this give
your opponent an
increase hand
size but also it
gives them a
chance to draw
what they
needed.
Some Zappy
players run
Lanette's and I
have 2 in my
deck. This is a
good card to use
in a pinch when
the Dual Balls
don't work.
Although you are
gaining
essentially just
1 Pokemon since
this deck runs
all Electric
type Pokemon, it
guarantees you
that Zappy-ex.
For draw power
this deck uses 4
TV Reporter and
4 Prof. Oak's
Research. These
are guarantee
draw power as
the TV Reporter
will net you 3
cards as opposed
to using
Steven's Advice
when facing Turn
2 that will
mainly have only
1 Pokemon out on
the field. Also
the Oak's
Research is a
guarantee 5
cards with the
only drawback of
shuffling cards
back into your
deck. If you
play the deck
right you
shouldn't have
more than 4
cards in your
hand to shuffle
back in so that
essentially will
net you 5
cards.
We are maxing
out on Pokemon
Reversal and
Super Scoop Up
at 4/4. As many
of you know
their
counterparts in
Limited, Gust of
Wind and Scoop
Up are truly
broken cards
that can change
the game when
used. In
Modified they
are flip
reliant, but
nonetheless if
you can manage
to roll or flip
that heads at a
crucial time in
the game, it can
swing in your
favor. Pokemon
Reversal is
pretty straight
forward just
target what they
are building on
the bench or if
it is Lightning
weak go for the
prize. Super
Scoop Up takes
some thinking
when to use it
but mainly if
your opponent
has a Desert
Ruins in play
and is damaging
your Zapdos or
to get the
active Zapdos
out of the
active and Swoop
it back down.
Just remember
that the
energies also
return to your
hand so make
sure that there
are at least 2
Lightning
attached to your
bench prior to
using it. Super
Scoop Up can
also come in
handy when your
bench is full
and you need to
use Legendary
Ascent to get
Zappy into play
just attempt a
Super Scoop Up
on say a Voltorb
to get Zappy on
your bench.
The Pokemon are
pretty straight
forward. Zapdos
is your main
attacker and try
to get him out
by Turn 2. When
facing a
Wobbuffet or any
other Safeguard
Pokemon, use the
Manectric to
take it out.
The other 10
basics are for
getting the
energy out from
your deck. In
the event that
you start with a
lone Zappy,
which will
happen at times,
you can either
hard attach the
energies to
power it up and
then can always
use Super Scoop
Up when you are
setup. The
Electrode-ex can
be used a couple
of ways. 1st
you can blow it
up if you are
ahead on prizes
to get energy
from your
discard into
play. But only
do this if you
know you have
the game and by
doing this you
can secure the
win. Secondly,
Electrode-ex is
not a bad
attacker and is
also good when
facing Lightning
weak Pokes such
as in Mirror
matches or
against
Blastoise,
Ludicolo, or
Wailord.
Additionally
when playing
Zappy watch out
for the ever
popular Turn 2
Fighting decks
such as Medicham-ex
and Hariyama-ex
that will make
quick work out
of your Fighting
weak Pokes.
Also the Mirror
Match against
Zappy since
Zappy is weak to
itself and any
Lanturns that
see play in
various decks as
tech. And watch
out for Muk-ex
and Slaking
which both shut
off Zappy's
Legendary
Ascent.
4 ' Zapdos-ex
4 ' Electrike
(Recharge)
2 ' Manectric D'
4 ' Voltorb HL
(Recharge)
1 ' Electrode-ex
2 ' Elekid SS
(Gather Energy)
Trainers: 27
4 ' Dual
Ball
4 ' TV Reporter
4 ' Prof. Oak's
Research
4 ' Super Scoop
Up
4 ' Pokemon
Reversal
3 ' Battle
Frontier
2 ' Rocket's
Admin.
2 ' Lanette's
Net Search
Finally with the
new ruling that
will be enforced
at the World
Championships
once a
particular
Stadium card is
out a Stadium
with the same
name cant be
replaced by it.
So what that
means is that if
you play Battle
Frontier 1st
then neither you
or your opponent
can replace that
Battle Frontier
with another
Battle
Frontier. This
makes getting
out the Stadium
card the fastest
a race now
because now that
some decks like
Zap-turn-dos run
4 Battle
Frontiers that
makes those 4
cards dead cards
in a players
deck. Also this
helps with the
use of TV
Reporter. If
you have a dead
Stadium card
that cant be
played because
of the new
ruling then just
dump it for your
card for the TV
Reporter
discard. That
is why I have
dropped the 4th
Stadium and run
3 Battle
Frontier
instead.