Here is today’s second half of the double feature, another Unlimited deck, with a bunch of current cards. I also thought that the name was very creative. Let’s see how we can fix this:
------------------------------
Zak K – "Embargo of 76"
I don’t really have a name for it, it’s just my deck. It’s designed for Unlimited play, but at a casual level.
Pokemon (22)
3x Metagross (LA)
4x Metang (LA)
4x Beldum (LA)
2x Skarmory (GE53)
4x Vaporeon (MD)
4x Eevee (EXUF55)
1x Dialga (D&P1)
Trainers (16)
4x Super Energy Removal (First Ever Set – Base Set 1?) 4x Energy Removal (First Ever Set – Base Set 1?) 3x Bill (First Ever Set – Base Set 1?) 2x Bebe’s Search (MT) 2x Buck’s Training (LA) 1x Energy Search (First Ever Set – Base Set 1?)
Energies (22)
10x Water Energy
7x Metal Energy
4x Special Metal Energy
1x Rainbow Energy (Team Rocket)
Let me start off with saying: I played Pokemon back when it first came out. Quit when the Gym Leader sets hit production, played M:tG for ages. So my brothers start playing Pokemon again, and I didn’t grasp the combos-tech aspect of Pokemon as well as resource-denial (I typically played control in Magic). So I designed decks that operated from a purely card-advantage standpoint.
Initially, it was a fighting-steel-electric deck, using Solrock, the Manectric and Electrikes with from-graveyard or from-library energy fetching, Latios with a similar ability, and Delta Ninetales with the graveyard fetching. They’d flesh out a bench, and I’d use the energy-tempo advantage to nail my brothers and people at the local card shop with my dusted-off suite of SERs, and Dialga and Skarmory, upon trading for them, were thrown in once I saw their effects.
Dialga is a one-of for when an opponent gets a large tank, and I Flash Cannon the highest stage off, usually for the KO. Vaporeon, Skarmory, and the SER/ERs are my beloved resource-denial engines. Metagross is just a heavy hitter to build up on the bench, my “Plan B” if you will.
Just a side note from some quick playtesting. If I survive the first five turns, I usually make it to a ‘mid-game’, as I define it, which is more likely late-game for you (each player has had ~10 turns), with a winning board position, and only lose out by misplays or luck. I cannot function without hitting most of my energy drops early game, or going for turns without energy. I also usually have just one basic to start with, and work up from there (lots of games lost due to my single Beldum being KO’d).
I have no objection to numbers being tweaked, but I would prefer if my SER/ERs remained playsets, and ideally one Vaporeon was removed. If you know of better Pokemon with Skarmory’s ability (hit for 20, flip a coin to knock off an energy on the Defending), the Skarmories may go.
I don’t play very many competitive matches, so I don’t think I have any “decks” that beat me except when fast setups get god hands. And as a final note, I have not objection to spending some money to improve this deck (most of my cards have gone AWOL under sibling’s care, save, fortunately, for my base set trainer staples).
Thanks in advance, and pardon my parentheses,
~Zak
------------------------------
Alright then, let’s get down to the fix.
Pokemon: Metagross has a nice gust of wind effect ability, so let’s try to get it out on the bench quickly. Eliminate 1 Beldum and 3 Metang (we will add Rare Candy). Also note that I added the number of the Beldum and Metang below for which ones I think would be better. Add one more Skarmory to increase your chances of starting it. Change the Eevees to the “Call For Family” version in Majestic Dawn. Let’s take out 2 Vaporeon in favor of 1 Flareon and 1 each of the helpers, Espeon and Umbreon. Flareon works well because of its discarding ability. Lastly, take out Dialga, because it doesn’t fit well with the strategy.
4 Eevee UF à 4 Eevee MD-62
-1 Beldum
-3 Metang
+1 Skarmory
-2 Vaporeon
-1 Dialga
+1 Flareon
+1 Umbreon
+1 Espeon
Energy: You have a lot. Let’s take out 6 Water Energy (Vaporeon requires only 1 specific water), 3 Basic Metal, and 1 Special Metal. Also, take out the Rainbow Energy, and replace them with 4 Multi Energy.
-6 Water Energy
-3 Basic Metal Energy
-1 Special Metal Energy
-1 Rainbow Energy
+4 Multi Energy
Trainers: Let’s take out 2 Super Energy Removal (you have so much discarding power, this is probably overkill) and the Energy Search. Of course, add 4 Rare Candy. Take out the 2 Bebe’s Search for 4 Celio’s Network, and take out the Buck’s Training for Professor Oak. Finally, add 3 Roseanne’s Research and 3 Night Maintenance. All of this should greatly help your draw power.
-2 Super Energy Removal
-1 Energy Search
-2 Bebe’s Search
-2 Buck’s Training
+4 Rare Candy
+4 Celio’s Network
+3 Roseanne’s Research
+1 Bill
+2 Professor Oak
+3 Night Maintenance
Final Decklist
Pokemon (19)
3x Beldum (LA-83)
1x Metang (LA-64)
3x Metagross (LA-10)
3x Skarmory (GE-53)
4x Eevee (MD-62)
2x Vaporeon (MD-34)
1x Flareon (MD-19)
1x Umbreon (MD-32)
1x Espeon (MD-18)
Trainers (26)
4x Rare Candy (GE-102)
4x Celio’s Network (CG-73)
3x Roseanne’s Research (SW-125)
4x Energy Removal (Base Set)
2x Super Energy Removal (Base Set)
4x Bill (Base Set)
2x Professor Oak (Base Set)
3x Night Maintenance (MT-113)
Energies (15)
4x Water Energy
4x Metal Energy
3x Special Metal Energy
4x Multi Energy
So this deck should be a lot more efficient and help you win more games. The emphasis is still on Vaporeon, but Flareon adds flavor and Umbreon and Espeon provide protection and versatility. Make sure you use Metagross for the Poke-Power as well and do not be afraid to use it to attack. With the CFF Eevee, you should get donked less, and the trainers help you out there as well. Night Maintenance will be important to get energy back.
Well, this concludes a rather epic day for me. I am going to go rest out on a rock in the sun. Feel free to drop an email for questions, comments, and especially deck lists. Coming soon, I will be writing my own deck report. I hope that you are as excited as I am!!
Arbok14