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Otaku on Pokemon
Pre-Release Deck Building Tips
February 7, 2008
This guide
is intended
to help
players who
struggle
with
performing
well at
Limited
events.
Some
comments are
more for the
collector’s
side of it,
but I find
that to be
an important
part of
Limited
Events:
while it is
wonderful to
win the
tournament,
sometimes it
is more
wonderful to
just get
everything
you really
desire from
the new set
before its
even street
legal
through good
trading. Or
if you are
very
fortunate,
some cards
you just
don’t think
you’ll
pursue a
deck around
that you can
actually
sell to
basically
pay for the
Pre-Release.
Pulling a
Level X
Pokémon is
sweet, but
I’ll take a
free
Pre-Release
less that
one card
instead.
This is the
first of a
series and
covers the
beginnings
of deck
building.
Later
articles
will address
how to
evaluate
cards more
in depth.
Guidelines
for Deck
Building
-
The most
important
rule is
to read
your
cards
carefully
and
thoroughly!
I have
even
encountered
a player
who
successfully
qualified
for the
Pokémon
World
Championships
four
years in
a row
repeatedly
make
similar
mistakes
because
of not
double-checking
what his
cards
say.
Make
sure you
aren’t
switching
around
Stages,
forgetting
Stages,
or
failing
to
notice
your
Pokémon
uses an
Energy
Type
different
from its
own
Type.
For
example,
mistaking
a Stage
2
Pokémon
for a
Stage 1
or a
Stage 1
for a
Basic,
having
no
Energy
required
for a
Pokémon
to
attack,
and
simply
misunderstanding
how an
effect
works.
It isn’t
happy to
realize
the
attack
you
built
your
deck
requires
a
Pokémon
on your
Bench
you
didn’t
even
pull,
let
alone
include.
Also
watch
for
“Branching
Evolution
lines”,
where a
Pokémon
can
Evolve
into two
or more
different
forms,
and
naming
variants,
where
there is
something
added to
the
Pokémon’s
name so
that it
isn’t
considered
the same
as its
“plain
name”
counterpart.
-
Time is
a
limited
as your
card
pool at
most
Pre-Releases,
and you
have a
lot to
do.
Stay
focused!
Avoid
trying
to trade
unless
it is
clearly
before
the
tournament
and you
are
already
completely
ready or
after
the
Prize
packs
have
been
distributed
(and
preferably
after
any side
events
are
over).
Obviously
you
aren’t
allowed
to trade
the new
cards
from the
Pre-Release
around
before
its
conclusion,
anyway,
but this
goes for
“normal”
trading
as
well.
It would
be silly
to be
disqualified
for
failing
to build
a deck
in time
because
someone
was
offering
you a
“great
deal”,
or
because
the
judge
honestly
believes
you are
trying
to trade
the new
stuff
for the
third
time in
a row.
-
Try to
bring
some
card
sleeves.
You
should
really
be using
them
when you
play a
Trading
card
game,
regardless
of the
format.
In
Limited,
most
players
will
just buy
the
“cheap
sleeves”,
though
you
should
still
seek out
a good
brand.
The ones
I use
are from
Ultra
Pro:
clear
polypropylene
and cost
only
$0.75
before
tax for
100
sleeves.
That is
probably
enough
for two
players’
decks
and any
nice
holographic
cards
they
pull but
don’t
plan on
using.
If you
really
can’t
afford
any
sleeves,
Nintendo
has been
providing
special
Pokémon
themed
sleeves
at the
events
for
players
to use
for the
last
several
Pre-Releases.
Just
make
sure if
you buy
your own
that you
get ones
that are
large
enough
for
Pokémon
cards.
For some
reason
different
companies
sometimes
use a
smaller-size
like the
Yu-Gi-Oh
Trading
Card
Game.
You want
two and
five-eighths
inch by
three
and
five-eighths
(2 5/8 x
3 5/8)
inch
sleeves.
-
4. To
actually
construct
your
deck,
you
should
open all
your
boosters
at once,
dispose
of the
wrappers
(place
them
someplace
safe if
you like
to keep
them),
then
sort out
all
holographic
cards
(no
matter
their
rarity)
and
sleeve
them.
This
just
keeps
their
value
whether
you use
them or
not by
preventing
possible
damage.
Many
times
small
scratches
are easy
to miss
without
a
thorough
examination,
so some
collectors
dislike
trading
for a
card
that has
spent
any
great
deal of
time
without
a
sleeve.
Otherwise
they
have to
take
five
minutes
looking
at it
from
every
angle
they can
think of
with the
right
amount
of
lighting.
-
Organize
the
cards
into
piles
based on
Pokémon
Type
(that is
color),
Trainer,
Supporter,
Stadium,
and
Energy.
Any
Pokémon
you
simply
cannot
play
because
you lack
its
Basic or
Stage 1
form
should
be set
aside
now,
unless
there is
some
method
of
bypassing
the
missing
Stage.
This may
sound
obvious,
but as
stated,
I’ve
seen
experienced
players
far
better
than
myself
still
slip up
and make
this
exact
mistake.
-
Remember
the
normal
limit of
four of
a card
doesn’t
apply,
though
if the
card
itself
limits
how many
you can
use
(like
Shining
Pokémon
and
Pokémon*
did),
that
still
applies.
Neither
appears
in
recent
sets so
this
probably
won’t be
an
issue.
This can
really
affect
how
useful
some
cards
are
since
effects
that
focus on
a
specifically
named
Pokémon
can do
more
than
they
legally
could in
a
constructed
format
like
Unlimited
or
Modified.
-
Trainer
cards,
Supporters,
Stadiums,
and
Special
Energy
will
almost
always
go into
your
deck:
these
cards
are far
less
common
in
Limited
since
they are
usually
just one
or two
in a
single
booster
as
opposed
to
actual
Pokémon,
which
are
often
all the
cards in
a pack.
Trainers
with
effects
normally
too weak
to use
can be
devastatingly
effective
in
Limited.
Just
make
sure you
are able
to use
the
effect.
If you
pulled
no
worthwhile
Evolutions
to run
(highly
unlikely),
then
there is
no
reason
to run
an
Energy
that can
only be
attached
to
Evolved
Pokémon,
like
Boost
Energy
or
Double
Rainbow
Energy.
-
If you
have
nothing
but
Pokémon
and
Basic
Energy
cards
available
for your
deck,
you
should
try to
split
them
evenly
for
count:
that is
20
Pokémon
and 20
Energy
cards.
Energy
is very
important
in
Limited
because
there
are less
draw and
search
options
available
to you
so you
get what
you
get.
This
means
even in
a single
Type
deck,
you must
manage
your
Energy
carefully.
It
becomes
even
more
important
to run a
higher
energy
count if
your
deck has
multiple
types of
Energy
in the
Energy
requirements
of the
attacks
of your
Pokémon.
-
If you
do have
Trainers,
Supporters,
Stadiums,
and or
Special
Energy
worth
using
(and you
probably
will),
the
amount
of
Pokémon
and
Energy
is best
reduced
evenly.
If I
have
three
Trainers
and a
Supporter
available
to my
deck, I
should
try to
run 18
Pokémon
and 18
Energy
cards.
Special
Energy
cards
are
still
Energy,
though,
so if I
pull two
Trainers,
a
Supporter,
a
Stadium,
and a
Special
Energy
card all
worth
using, I
would
have 18
Energy
including
the
Special
Energy
card and
18
Pokémon,
leaving
room for
the
Trainers,
Supporter,
and
Stadium
card.
If you
have an
odd
amount,
you will
have to
use your
best
judgment
whether
you
should
run one
less
Pokémon
or
Energy.
-
Basic
Pokémon
are the
backbone
of your
deck.
Again,
with
reduced
search
and draw
options,
you will
be
relying
heavily
upon
them.
You will
want
between
10 and
12 of
them in
your
deck,
though
if you
lack
Evolutions
you will
of
course
need to
fill out
remaining
Pokémon
slots
with
them.
-
Evolutions
become
true
powerhouses
in this
format
due to
their
tendency
to have
higher
HP
scores,
do more
damage,
and have
more
potent
effects
than
Basic
Pokémon
do. You
will
want to
include
them in
your
deck if
at all
possible,
even if
it is as
little
as a 1-1
or 1-1-1
Evolution
lines.
For
those
not
familiar
with the
term,
“line”
as it is
used
here
refers
to the
“Evolution
line” of
the
Pokémon.
So the “Blaziken”
Line is
Torchic,
Combusken,
and
Blaziken.
A 1-1-1
line
would be
one each
of those
Pokémon.
A 2-1-1
line
means
two of
the
Basic,
and one
of each
Evolution.
-
Pay
attention
to our
lower
Stages
of
Evolution
(or
optional
Evolutions,
in the
case of
Pokémon
with the
Baby
Power).
Given
the
nature
of the
format,
it is
likely
that
full
Evolution
lines
will be
disrupted,
either
by a
card
being
prized,
or drawn
too late
after a
lower
Stage
has been
KO’d.
So said
lower
stages
become
more
important.
A
powerful
Basic or
Stage 1
form can
make a
weaker
end
Stage
Pokémon
perform
better
than a
powerful
end
Stage
Pokémon
with
mediocre
abilities.
You may
have to
use a
partial
line
that
doesn’t
have its
Stage 2
form,
such as
Combusken
with no
Blaziken.
-
Your
deck
should
try to
restrict
how many
different
kinds of
Energy
it
needs,
since
you will
almost
certainly
lack an
easy way
to
search
out
different
kinds of
Energy
or cards
that can
provide
for more
than one
kind of
Energy
requirement.
-
You
should
also try
to run
as many
different
Types
(colors)
of
Pokémon
as you
can to
better
handle
Weakness
and
Resistance.
This
seems to
contradict
the
previous
point,
but you
have to
look at
them
together.
This
means
that
Pokémon
with
even one
good,
reliable
attack
that
needs
few if
no
“colored”
Energy
is a
candidate
for your
deck.
If most
of your
Pokémon
need one
or less
specific
Energy
Types,
then
your
deck
will
flow
much
better
and you
won’t
have to
be as
careful
with
Energy
attachments
-
The
amount
of each
Type of
Energy
you run
should
be
divided
based up
card
need.
Look at
how much
of a
specific
type of
Energy
an
attack
needs on
each of
your
Pokémon.
When
looking
at
Evolutions,
“replace”
its
Basic
form’s
Energy
needs
with
said
Evolution’s
Energy
needs
unless
the
Evolution
needs
less.
So if
you have
three
Torchic
and one
Combusken,
count
the
Energy
each
Torchic
needs
but
unless
it needs
more
than
Combusken,
replace
the
needs of
a
Torchic
with the
one
Combusken.
Don’t
count
the
needs of
all
three
copies
of
Torchic
alongside
the
Combusken.
This is
the
minimum
amount
of that
Energy
Type
that you
need.
Just
that
Type,
not in
total.
-
Pay
attention
to how
many
Colorless
Energy
requirements
are on
your
cards:
just
because
specific
Energy
requirements
are low
you
might
need a
lot more
Energy.
-
Other
things
that
affect
how much
of an
Energy
Type you
need are
the
effects
of the
attacks.
It is
very
common
for card
effects
to
reference
Energy
Types,
or to
alter
the
demand
needed
for a
Type of
Energy.
Two
common
examples
are an
attack
doing
extra
damage
for
Energy
of a
certain
type
being
attached
to the
Attacking
Pokémon
or the
need to
discard
Energy,
especially
of a
specific
Type, in
order to
use the
attack.
-
Look at
the
Retreat
Cost of
your
Pokémon.
Retreating
is very
important
in
Limited,
where it
can
actually
deny
your
opponent
a Prize
without
a
constant
risk of
a card
effect
making
it
active
again.
It is
also
needed
to get
out of
many
Special
Conditions
and
attack
effects.
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