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Help Expanding On Theme Decks


fancifulcerberus

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I recently was given a theme deck (Dragon Snarl) by a friend who knew I like Pokemon and I'm very excited to start playing with my friends, but to be honest this is my first time holding a Pokemon card since I was a child and I'm completely lost with how to build a viable deck especially when my friends have custom ones they've built buying cards off of ebay and such. I was hoping that someone here would be able to help me on my way to building this theme deck into something semi-respectible. Here's the deck itself: http://bulbapedia.bulbagarden.net/wiki/DragonSnarl_%28TCG%29 Given the chance I probably would have gone Dark/Fire, Dragon/Fire, or just primary Dragon/Dark, but that's just going off my favorites and I'm fine keeping a primary Dark/Psychic focus for now if it's viable.

 

 

 

I could use some tips for its brother deck too, Dragon Speed, as I went and got that one so me and my fiance could practice with each other. http://bulbapedia.bulbagarden.net/wiki/DragonSpeed_%28TCG%29

 

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There's basically three things you need to do to make a theme deck viable:

 

1) Get rid of some of the energy (most decks shouldn't need more than 12-13).

 

2) Cut down the Pokémon to a couple of evolutionary lines, and add more of the final evolution stage (in general, the number of basics and the number of the final stage should be equal).

 

3) Add as many supporters (and other trainers, but supporters are the most important since they let you draw what you need faster) as you can.

 

A theme deck is never going to be competitively viable, just because the Pokémon they use aren't good enough to keep up with the top decks, but that should at least give you an edge over other casual decks.

 

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It would be best to continue building on its Dark part. If you're looking for cheap cards, then try and max out that Skuntank line (At first I looked down on it, but when I once used the unchanged Dragonsnarl deck for fun, the Skunkies (it's censored in this line for whatever reason) were what allowed me to win vs top-tier decks... with just a theme deck!

 

 

 

Next it's time to look at the theme decks from the previous set: get some Zoroarks from the previous set's theme decks, and some Dark Claws and Dark Patches. Of course also get a playset of Darkness Energies (the special kind), though they're some more expensive since they're not from theme decks.

 

 

 

When you're ready to go for expensive cards, Darkrai EX is what you further want.

 

 

 

Of course, these are just some basics. You also want a bunch of Trainers/Supporters, some other Pokemon perhaps, and such.

 

 

 

(unimportant note: didn't close the brackets after "with just a theme deck!" as for some reason that's censored. I really wonder what whoever made the censor was thinking...)

 

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It would be very good if you could lay your hands on the Furious Knights theme deck from Noble Victories and the Explosive Edge theme deck from Next Destinies. Out of it you can build a Zekrom/Eelektrik deck, one of the most powerful decks in the game. If you have Zekrom EX tins you can add a Zekrom EX or two into that deck as well. You also get Durant from Furious Knights, which you can put together with Aggron to build a miill deck. There are really some hidden surprises in some theme decks, and if you can sift them out you could build a fantastic deck out of em.

 

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There's basically three things you need to do to make a theme deck viable:

 

1) Get rid of some of the energy (most decks shouldn't need more than 12-13).

 

2) Cut down the Pokémon to a couple of evolutionary lines, and add more of the final evolution stage (in general, the number of basics and the number of the final stage should be equal).

 

3) Add as many supporters (and other trainers, but supporters are the most important since they let you draw what you need faster) as you can.

 

A theme deck is never going to be competitively viable, just because the Pokémon they use aren't good enough to keep up with the top decks, but that should at least give you an edge over other casual decks.

 

 

4. Include staple cards (commonly use cards, needed in most decks, helps to increase the consistency of the deck).

 

For Pokemon, (un)common card would include Emolga and Sableye. Emolga helps with drawing 2 additional Basics, and Sableye helps with returning Item cards to your hand.

 

For Items card, Rare Candy (for non basic decks), Ultra Ball, Level Ball, Pokemon Communication, Random Receiver, Pokemon Catcher, Switch.

 

For Supporters: Bianca, Cheren, Prof Juniper and N. Juniper work for the decks that rely on speed and N work better for slower decks.

 

Also, from the free basic decks, here are some good cards you could use:

 

Basic Red:

 

Flareon (pretty neat attacks)

 

Raticate (good revenge Pokemon)

 

Potion (don’t underestimate what 30 damages could make)

 

Copycat (situational)

 

Fisherman

 

Prof Elm’s Training (only if you don’t have any Ultra Ball / Level Ball)

 

Basic Blue:

 

Engineer’s Adjustment (only if you’re running a high energy count deck)

 

Basic Green:

 

Dual Ball (the better version of Poke Ball, only if you don’t have any Ultra Ball / Level Ball)

 

PlusPower

 

Prof Oak’s New Theory (in short, PONT. The best supporter from HGSS era)

 

Basic Yellow:

 

Energy Returner

 

Switch

 

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Well, staples are basically all trainers (I wouldn't count Sableye and Emolga - the former is only viable in Dark decks, and the latter is only really good for decks that need heavy bench setup, which is basically only Stage 2 decks), so I would put that under my 3. I suppose I could have worded it better, though.

 

For Supporters: Bianca, Cheren, Prof Juniper and N. Juniper work for the decks that rely on speed and N work better for slower decks.

 

I definitely have to disagree with the second part. Both of those cards should be in every deck, regardless of speed - Juniper is crucial for any time you're in a bind and need to pull off something right away (especially late game when N is less effective), as well as being more consistently useful than any other supporter besides Cheren, while N is more important for the early game when you're more likely to have cards you don't want to discard, or late game to disrupt your opponent if you fall behind in prizes.

 

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@montyoverzero: Hmmm, interesting. Now let's take into account what we are recommending are for Skolle, or any other new players. Skolle mentioned he might play Dark/Fire, so using Sableye shouldn't be an issue. Emolga is pretty versatile, I think including Emolga is alot better than running some other random junk.

 

You're right on Prof Juniper, and as for N, I'm only saying slower decks benefits more from N (a heavier line of N) because when you're running behind in prize count, and N makes up for both drawing and locking your opponent. And my explanation might not be too clear, but my intention here is to give some pointers to the newer players.

 

 

 

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