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Other new players?


damz86

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Hi everybody, not long found this site [infact signed up today] and while i did used to collect the cards i have never really gotten into actual battles with them.

 

 

 

Obviously since i am new i dont know any of the tricks of building a good deck and currently only got the free one you get on here, however i am thinking of purchasing some [ebay only option as nothing near me sells them]. That being said, is there any way to be able to fight against other new/free deck/no killer cards on here? Only had 3 fights against people on here so far and all in the novice fight and the cards people were using were far from novice.

 

 

 

Any advice on how to find or battle players like myself would be much welcome! :)

 

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I started a few weeks ago too out of curiousity (and since my BF plays as well) and the ways I'm learning so far is mainly practice, watching youtube videos of other players, etc. I've bought my cards here and there and stocked up quite quickly rofl. I'm really shy though so the competitive multiplayer is a bit intimidating for me so I'd much rather play single player. And from what I've seen most people, like you said, know what they're doing, but I'm sure it will get better for you since there are others in the same situation, and you can find codes for relatively cheap online if you look hard enough. Good luck. :)

 

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Thank you :) Yeah i've just ordered 12 pack codes from ebay so just waiting for them to come through and hopefully it will at least get me on my way.

 

Sticking to the single player mostly too until i can at least build my deck up to the point of not being destroyed in the first minute :P

 

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Hello everyone, new to Pokemon TCGO but not to the Pokemon TCG (I've been playing on and off since Base Set 1 was new), so I figured I'd offer some advice with the bit of experience I have.

 

As you all probably know by now, you can unlock Basic Red, Blue and Green through the Trainer Challenge mode, I recommend you unlock all three so that you have plenty of Trainer cards (some Trainers you only get 1 copy of per Basic deck but they also appear in another). You also receive Basic Yellow when you hop on to the TCGO mode, it can be found under your Packs section in Deck Builder/Collection.

 

With all of the Basic decks unlocked you should be able to pull together a few basic but still viable decks with the following combinations:

 

Red/Yellow, Blue/Yellow, Green/Yellow, Red/Blue, Red/Green, Blue/Green.

 

I personally am running a Blue/Yellow with Feraligatr, Vaporean, and Ampharos (wish Jolteon was in Basic Yellow, but we can't always have everything right?). ^_^

 

I'll post a sample deck list after I personally have unlocked the other two decks. ^_^

 

Hope that helps!

 

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Was quite a grind today unlocking Basic Red and Basic Green, but as promised I now have all of the Basic decks unlocked.

 

From the mind of an evil genius I bring forth for your viewing pleasure a pure Water deck using cards from all 4 Basic decks.

 

 

 

Pokemon (23):

 

3 Squirtle

 

2 Wartortle

 

1 Blastoise

 

3 Totodile

 

2 Croconaw

 

1 Feraligatr

 

3 Horsea

 

2 Seadra

 

1 Kingdra

 

3 Eevee

 

2 Vaporeon

 

 

 

Trainers (23):

 

2 Dual Ball

 

4 Potion

 

2 Switch

 

3 Engineer's Adjustments

 

2 Fisherman

 

3 Interviewer's Questions

 

4 Professor Elm's Training Method

 

2 Professor Oak's New Theory

 

1 Burned Tower

 

 

 

Energy (14):

 

14 Water Energy

 

The Breakdown:

 

12 Basic Pokemon

 

8 Stage 1 Pokemon

 

3 Stage 2 Pokemon

 

8 Items

 

14 Supporters

 

1 Stadium

 

14 Energy

 

 

 

The Strategy:

 

12 Basic Pokemon - This means you have a 1 to 5 ratio of Basic Pokemon to all cards, meaning you should on average see anywhere from 2 to 3 Basics in your starting hand (chance messes with this sometime but meh).

 

Squirtle - A pretty useful Basic whose potential requires a bit of building up, use him as a meatshield or sit him on the bench and build him up for Round 2.

 

Totodile - A standard Basic 1 for 10 and 2 for 20 with 50HP good for early aggression, especially against Lightning.

 

Horsea - Another standard Basic 1 for 10 but Horsea brings a possible 2 for 0-40 damage, luck favors the bold I suppose.

 

Eevee - Another standard Basic like Totodile, 1 for 10 and 2 for 20, another counter to Lightning and another early aggressor.

 

8 Stage 1 Pokemon & 3 Stage 2 Pokemon - Fortunately with this deck design numbers won't matter as you'll either draw into your evolutions or fetch them with PETM.

 

Wartortle - Good ol' Wartortle, if you built up a Squirtle to 3 Energy this guy is pretty snazzy, besides that his 1 Energy Water Arrow is nice for sniping benched Pokemon with low HP (I'm looking at you Rattata and Mareep).

 

Croconaw - More early aggression with 2 for 30 and 3 for a whopping 50 and the defending Pokemon can't retreat (thus making the opponent have to use a Switch or pull some crazy hijinks).

 

Seadra - A solid Stage 1 in my opinion, a 1 for 20 and a 10 damage bench snipe is pretty neat and another 3 for 50.

 

Vaporean - Another Stage 1 sniper, Vaporean has a 1 for 20 that heals 20 which isn't bad, but where Vaporean truely shines is it's Dual Splash, being able to nail two Pokemon for 30 each.

 

 

 

Blastoise - Oh boy it's big B, he's an awesome sniper delivering 80 damage shots anywhere he wants and returning two energy in case he gets steamrolled, you can also switch him in and transfer enough energy for him to attack in one move, you can also keep him benched and use his ability to move energy where you need it.

 

Feraligatr - This is my buddy, he's the king of all snipers being able to hit all of your opponent's Pokemon for 20 each, he also packs a 4 for 80 punch in the form of Surf.

 

Kingdra - Another big hitter, comes with an upgrade Water Arrow nailing one of your opponent's active or benched Pokemon for 30 with each shot, Kingdra also comes equipped with a Blastoise like attack that does 50 damage base, but you can choose to return an energy card for 30 more one-shotting Basics with low and high HP with ease and even some Stage 1 evolutions.

 

 

 

8 Items - A 1 to 6 ratio of Items to other cards will see them popping up every so often, they're not critical, but quite useful.

 

Dual Ball helps give you a good chance of getting at least 1 and sometimes 2 Basic Pokemon to help out when you need them for any evolutions you've drawn.

 

Potions are much stronger than in my day it seems (now healing 3 damage counters over 2) and in my opinion a great thing to have on hand, I have 4.

 

Switches are included to help get your active Pokemon out of bad situations.

 

14 Supporters - Going back to the numbers 14 is still about a 1 to 5 ratio of Supporters to other cards meaning once again you should see them appearing in your starting hand.

 

Engineer's Adjustments is a great card in my opinion, discard 1 energy for 4 more cards (quite possibly replacing the energy you just discarded).

 

Fisherman is a great card for recycling energy used either for Engineer's Adjustments or lost by a KO.

 

Interviewer's Questions - This is a great card that really earns it's place being able to snag up to 4 Energy from the Top 8 cards of your deck is great, thinning the Energy out of your deck allows you to draw Basics, Evolutions and Trainers continuously.

 

Professor Elm's Training Method (PETM) - A great card, snag an Evolution from your deck that you need now instead of perhaps waiting many costly turns and missing your chance to put the nail in the coffin of the opponent's pesky active.

 

Professor Oak's New Theory (PONT) - Holy cow! I can't believe they made a card like this, I remember begrudgingly playing the original Professor Oak for a fresh set of 7 back in the day and loosing that shiny Charizard in the process, a great card, definitely good to have on hand once you've done everything you want with your current hand.

 

Burned Tower - The other piece to the Energy rotation puzzle, I've heard it's good, I've played it, and it is, but sometimes you want to hold back on it because your opponent can use it as well and sometimes that might be a bad thing.

 

 

 

14 Energy - With this deck you shouldn't have any problems keeping a hand full of energy unless something goes wrong.

 

 

 

 

 

Notes:

 

I'm debating on switching 2 Energy back in currently to help deal with those uh-oh hands.

 

I want to find a way to include a couple Chansey and possibly Blissey.

 

I also think a couple Bills would be useful.

 

 

 

 

 

I hereby certify that this deck has beaten a number of Very Hard AI.

 

 

 

Hope this helps!

 

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Was quite a grind today unlocking Basic Red and Basic Green, but as promised I now have all of the Basic decks unlocked.

 

From the mind of an evil genius I bring forth for your viewing pleasure a pure Water deck using cards from all 4 Basic decks.

 

 

 

Pokemon (23):

 

3 Squirtle

 

2 Wartortle

 

1 Blastoise

 

3 Totodile

 

2 Croconaw

 

1 Feraligatr

 

3 Horsea

 

2 Seadra

 

1 Kingdra

 

3 Eevee

 

2 Vaporeon

 

 

 

Trainers (23):

 

2 Dual Ball

 

4 Potion

 

2 Switch

 

3 Engineer's Adjustments

 

2 Fisherman

 

3 Interviewer's Questions

 

4 Professor Elm's Training Method

 

2 Professor Oak's New Theory

 

1 Burned Tower

 

 

 

Energy (14):

 

14 Water Energy

 

The Breakdown:

 

12 Basic Pokemon

 

8 Stage 1 Pokemon

 

3 Stage 2 Pokemon

 

8 Items

 

14 Supporters

 

1 Stadium

 

14 Energy

 

 

 

The Strategy:

 

12 Basic Pokemon - This means you have a 1 to 5 ratio of Basic Pokemon to all cards, meaning you should on average see anywhere from 2 to 3 Basics in your starting hand (chance messes with this sometime but meh).

 

Squirtle - A pretty useful Basic whose potential requires a bit of building up, use him as a meatshield or sit him on the bench and build him up for Round 2.

 

Totodile - A standard Basic 1 for 10 and 2 for 20 with 50HP good for early aggression, especially against Lightning.

 

Horsea - Another standard Basic 1 for 10 but Horsea brings a possible 2 for 0-40 damage, luck favors the bold I suppose.

 

Eevee - Another standard Basic like Totodile, 1 for 10 and 2 for 20, another counter to Lightning and another early aggressor.

 

8 Stage 1 Pokemon & 3 Stage 2 Pokemon - Fortunately with this deck design numbers won't matter as you'll either draw into your evolutions or fetch them with PETM.

 

Wartortle - Good ol' Wartortle, if you built up a Squirtle to 3 Energy this guy is pretty snazzy, besides that his 1 Energy Water Arrow is nice for sniping benched Pokemon with low HP (I'm looking at you Rattata and Mareep).

 

Croconaw - More early aggression with 2 for 30 and 3 for a whopping 50 and the defending Pokemon can't retreat (thus making the opponent have to use a Switch or pull some crazy hijinks).

 

Seadra - A solid Stage 1 in my opinion, a 1 for 20 and a 10 damage bench snipe is pretty neat and another 3 for 50.

 

Vaporean - Another Stage 1 sniper, Vaporean has a 1 for 20 that heals 20 which isn't bad, but where Vaporean truely shines is it's Dual Splash, being able to nail two Pokemon for 30 each.

 

 

 

Blastoise - Oh boy it's big B, he's an awesome sniper delivering 80 damage shots anywhere he wants and returning two energy in case he gets steamrolled, you can also switch him in and transfer enough energy for him to attack in one move, you can also keep him benched and use his ability to move energy where you need it.

 

Feraligatr - This is my buddy, he's the king of all snipers being able to hit all of your opponent's Pokemon for 20 each, he also packs a 4 for 80 punch in the form of Surf.

 

Kingdra - Another big hitter, comes with an upgrade Water Arrow nailing one of your opponent's active or benched Pokemon for 30 with each shot, Kingdra also comes equipped with a Blastoise like attack that does 50 damage base, but you can choose to return an energy card for 30 more one-shotting Basics with low and high HP with ease and even some Stage 1 evolutions.

 

 

 

8 Items - A 1 to 6 ratio of Items to other cards will see them popping up every so often, they're not critical, but quite useful.

 

Dual Ball helps give you a good chance of getting at least 1 and sometimes 2 Basic Pokemon to help out when you need them for any evolutions you've drawn.

 

Potions are much stronger than in my day it seems (now healing 3 damage counters over 2) and in my opinion a great thing to have on hand, I have 4.

 

Switches are included to help get your active Pokemon out of bad situations.

 

14 Supporters - Going back to the numbers 14 is still about a 1 to 5 ratio of Supporters to other cards meaning once again you should see them appearing in your starting hand.

 

Engineer's Adjustments is a great card in my opinion, discard 1 energy for 4 more cards (quite possibly replacing the energy you just discarded).

 

Fisherman is a great card for recycling energy used either for Engineer's Adjustments or lost by a KO.

 

Interviewer's Questions - This is a great card that really earns it's place being able to snag up to 4 Energy from the Top 8 cards of your deck is great, thinning the Energy out of your deck allows you to draw Basics, Evolutions and Trainers continuously.

 

Professor Elm's Training Method (PETM) - A great card, snag an Evolution from your deck that you need now instead of perhaps waiting many costly turns and missing your chance to put the nail in the coffin of the opponent's pesky active.

 

Professor Oak's New Theory (PONT) - Holy cow! I can't believe they made a card like this, I remember begrudgingly playing the original Professor Oak for a fresh set of 7 back in the day and loosing that shiny Charizard in the process, a great card, definitely good to have on hand once you've done everything you want with your current hand.

 

Burned Tower - The other piece to the Energy rotation puzzle, I've heard it's good, I've played it, and it is, but sometimes you want to hold back on it because your opponent can use it as well and sometimes that might be a bad thing.

 

 

 

14 Energy - With this deck you shouldn't have any problems keeping a hand full of energy unless something goes wrong.

 

 

 

 

 

Notes:

 

I'm debating on switching 2 Energy back in currently to help deal with those uh-oh hands.

 

I want to find a way to include a couple Chansey and possibly Blissey.

 

I also think a couple Bills would be useful.

 

 

 

 

 

I hereby certify that this deck has beaten a number of Very Hard AI.

 

 

 

Hope this helps!

 

I APPREICEIATE THE HARD WORK U PUT IN THIS RESPONE BUT MANY NUBES COUNTER WATER DECKS WITH THER NUBISH ELECTRICS LIKE AMPHAROS AND RAICHU........... ARE U AFRAID OR NOT

 

 

 

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Hey Phaedros, thanks a lot for sharing your thoughts. Some of us would really appreciate if you could give an example of a deck with two types <img src="http://www.pokemontcg.com/javascripts/fckeditor/editor/images/smiley/png/regular_smile.png" alt="" />

 

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If only totodile were weak to electric. He's in fact weak to grass =P. I remember fighting an mareep filled deck with all water types, but not one had an electric weakness.

 

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