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Shard Maker
02-28-2004, 09:28 AM
---ARITHMETIC ER---

Pokémon (14)---
3x Rocket's Zapdos.
4x Tyrogue (Neo Geneses) (excellent starter, helps during entire match).
3x Cleffa (Neo Geneses) (Lass combo, helps speeds up the game).
2 Muk (Fossil) (fights Slowking, Ditto, Elekid and other fearsome Pokemon Powers, also to be discarded by computer search).
2 Grimer (Fossil) (good starter and can also to be discarded by computer).

---Energy (14)---
10x Lightning Energy.
4x Warp Energy (send Rocket’s Zapdos or Muk back to the bench when needed).

---Trainer (32)---
3x Pokemon Tower (TECH against Recycle Energies, Item Finder and other trainers).
2x PlusPower (the 3rd Plasma is a KO).
4x Computer Search (anything, the Oak, the lass, the PlusPower, Muk, Grimer whatever).
4x Professor Oak (speed is a need).
2x Lass (Eeeeeeek combo, slows your opponent down).
2x Pokemon Fan Club (helps build up game in the beginning).
2x Town Volunteer (broken card, stops decking, “energy handling”: due to small number of basic energies).
4x Energy Removal (just a good card, slow your opponent's threats).
3x Super Energy Removal (plasma combo, get off a metal you don't need).
3x Gust of Wind (get an injured basic off their bench for a KO).
3x Cards Missing.

Please what do you guys think about this Deck of mine, what should I do to improve (why) and helpme out with the 3 cards missing in this Deck.

jovial evil
03-01-2004, 12:17 AM
i like the pokemons.
i don't think i'd use pokemon tower with muk though.
it seems like it hurts your deck as much as anyone elses.
you need item finders. otherwise lass's impact is compounded upon you.
it shuts down your s.e.r. + plasma combo.
it makes your town volunteers useless.
in those empty slots gold berry or focus bands seem the way to go. or, since you're working with warps, maybe try a couple fujis.
if you dump the towers you'll have space to include bills and then you may want to consider oracles over pokemon fan clubs. you could still use them to build early but there is so much more utility in them.
let's take a look.

3 rocket zapdos
4 tyrogue
3 cleffa
2 muk
2 grimer

4 professor oak
4 computer search
4 bill
4 super energy removal
4 item finder
3 lass
3 gust of win
2 oracle
2 mr. fuji
2 town volunteers

10 lightning e
4 warp e

that's a lot of ideas to try out. let me know what works out for you.
it's a very cool deck. i'd like to work on it with you.

BondiBorg
03-01-2004, 05:18 AM
it shuts down your s.e.r. + plasma combo.
it makes your town volunteers useless.

JE, Pokémon Tower (http://www.pokeschool.com/tcg/scans/promo/42.jpg) only effects cards returning to your hand from the discard pile. Plasma returns Energy to Zapdos, not your hand, and Town Volunteers returns cards to the deck. Neither are effected.

This is a very common combo in Rocket's Zapdos decks, because it prevents Wigglytuff and Clefable decks from abusing Recycle Energy, and it keeps them from using default Gyms by preventing Item Finder.



Now then, on to the deck. For the record, you should always post a deck with all 60 cards...even if you have to toss in something like Bill to fill the space. ;)

Pokémon (12)---
3x Rocket's Zapdos
3x Cleffa (Neo1)
2x Grimer (Fossil)
2x Muk (Fossil)
2x Tyrogue (Neo2)

---Energy (13)---
13x Electric

---Trainer (35)---
4x Computer Search
4x Professor Oak
3x Item Finder
3x Pokémon Tower
3x Rocket Sneak Attack
3x Lass
3x Gold Berry
3x Super Energy Removal
2x Energy Removal
2x Gust of Wind
2x Pokemon Fan Club
2x Switch
1x Town Volunteers

The numbers are different than a typical fix of mine, mainly because of Pokémon Tower. It's rather silly to think that your Towers will stay out all game...they'll get defaulted at least twice. For this reason, 3 Item Finder still have a place in the deck. If nothing else, you can Finder for your Tower, to put it back into play. ^_^

Good Luck!

Shard Maker
03-01-2004, 04:48 PM
Hey Bondiborg, I liked your fix, it's true I have already got stuck in match because all of mine towers and removals were over and I never thought about Item Finder but it really worked strandely well in this deck. But I've got to ask why the other changes.

BondiBorg
03-01-2004, 09:10 PM
Well, the difference between a working deck and a winning deck is the amount of effort and knowledge put into it. I've been around the proverbial block certainly more than once, and I've both fixed and played against more Rocket's Zapdos decks than I can count. From that experience, I've got a pretty good feel for what numbers need to be kept the same or altered from a typical tournament decklist.

For instance, contrary to popular opinion, it's very easy to keep a Rocket's Zapdos deck in an Energy lock. If I get my Super Energy Removals and Energy Removals out quickly, I can sit back and relax. Typically, you'll only have 7-10 Electric in your deck, so every time you use Plasma, I'll just Remove both Energy, and laugh. Try to attach the Energy from the bench? That's fine, I can use a normal Removal to nip that in the butt (yeah, the bud, too).

The Energy count solves this, somewhat; if you can keep a constant flow of Energy, you'll eventually exhaust my Removal engine. The Trainers all reflect similar knowledge that I've come across during my time in the game; if you'd like to hear the story behind every one of the cards, contact me on AIM and I'll see what I can do.

As far as the Pokémon, when you're setting up a deck that runs low numbers, you have to consider that about once every ten games, you'll be starting the game with ONLY one of any given Basic. A lucky heads against Tyrogue's Baby Rule is an easy first-turn win; in Unlimited, it's not only possible, but common. Your highest percentage, in the decklist I offered, was to start with only Rocket's Zapdos, or only Cleffa.

Good Luck!

Haymaker
03-08-2004, 11:55 AM
I think personly that slowking will help you more than muck so I would put him in instead. And maybe if you fiend some room you could add some sneasels for some plain old big damage.