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My Electric/Fire Deck } Feedback Welcome


EpicCubby

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I'm aware that many of my cards are old, but they aren't THAT old so I put together a deck which consists of Fire, Electric, and Normal Type Pokemon, and its proved to be very good after countless matches against my friends and I and I just thought it would be nice to show it to all of you to get some feedback and comments about what I should tweek here and there. So here it is:

 

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Ampharos.

 

I listed the card specifics of magmortar and ampharos because I thought they were pretty good, especially Magmortar.

 

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# of Pokemon: 23

 

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Magmortar 110 HP[/b]

 

  • fire energy from my hand to Magmortar, remove 2 damage counters from Magmortar.
  • 20x __ Does 20 damage times the # of fire energy attached to Magmortar.
  • pokemon_TCG-fireEnergy.gif + 2 Any Energy Fireball Bazooka[/b] 40 ___ Does 20 damage to 2 of your opponent's Benched Pokemon.

Ampharos 130 HP[/b]

 

  • Poke-Body -> Damage Bind[/b]: Each Pokemon that has any damage counters on it can't use any poke-powers.
  • pokemon_TCG-lightningEnergy.gif + 1 Any Energy Gigavolt 30+__ Flip a coin. If heads, this attack does 30 damage plus 30 more damage. If tails the Defending pokemon is now paralyzed.
  • pokemon_TCG-lightningEnergy.gif + 2 Any 70 __ Move and Energy card attached to Amphraos to 1 of your benched Pokemon.

Magmar x 3

 

Mareep x 3

 

Flaffy x 2

 

Eevee w/ Signs of Evolution x 1

 

Jolteon x 1

 

Whismur x 3

 

Loudred x 3

 

Exploud x 1

 

Lickitung x 1

 

Raquaza x 1 (80 HP with Tumbling Attack [ 20 damage + 20 if heads])

 

Spinda x 2

 

23

 

Fire Energys x 8

 

Electric Energys x 14

 

Boost Energy x 1 (Provides 3 white energys, attach only to an evolved pokemon, discard after the turn you play it)

 

# of Trainer Cards/Supporters/Etc.: 14

 

Potion x 3

 

Life Herb x 1

 

Low Pressure System (Stadium +10 to all grass and electric type pokemon)

 

Energy search x 4

 

Celio's Network x 2

 

Bebe's Search x 1

 

Mr.Stone's Project x 1

 

Professor Oak's New Theory x 1

 

 

 

 

 

 

 

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i like it a lot but i would even out the energy <img src="http://www.pokemontcg.com/javascripts/fckeditor/editor/images/smiley/png/teeth_smile.png" alt="" />

 

 

 

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Hm, I'd probably put more fire than lightning as you want lots of fire on you Magmortar. Ampharos from the new Call of Legends set is really good here too - for 1 Lighting Energy it can attach two basic energies from your deck to one of your pokemon - it would be a great way to power up Magmortar for heavy damage! Those are my basic ideas, but if you wanted I could give some advanced advice on techs and trainers.

 

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Sorry about the total overhall, Im looking from the perspective of a competitive player. For a casual player (probably with limited resources), It looks fairly solid, except you might want to get your total energies under 20, and add some trainers to help you search through your deck.

 

Now from the competitve aspect. This setup will allow you to fly through your deck and pull out the cards you need extremely quickly. (of course, this deck isnt legal for competitive play because some of the cards are too old). Usually with this type of setup, you can get one of your stage 3 pokemon out by the end of your 3rd turn.

 

Rare candies and broken-time space would help you get Magmortar and Ampharos out. Since you're not concerned about out-of-date cards, try to get a Magmortar LvX. I would recommend running 2 of these: Whismur, Exploud, Flaffy. 3 Magmortar Magmar, Mareep, Ampharos. 1 Loudred, Ampharos Prime, Magmortar LvX . Get rid of Spinda's and add in 2 Uxie (Legends Awakened), also Lickitung for Azelf (also Legends Awakened). Now onto trainers. I would recommened 4x Rare Candies, 2x Broken-Time Space, 2x Professor Oak's New Theory, 4x Roseanne's Research, 2x Professor Juniper, 3x Pokemon Communication, 3x Cheerleader's Cheer, along with some other trainers to hunt energies out of your deck or discard. Also I would reduce the number of energies to 14, 7 fire and 7 electric.

 

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You should add Aerodactyl from Majestic Dawn, as it's ability works well with Ampharos. Its ability says that whenever your opponent puts a pokemon with an ability onto the bench, they must put 2 damage counters on that pokemon. Ampharos' ability says that pokemon with damage counters can't use abilities. So you can pretty much stop your opponent from using abilities.

 

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You should add Aerodactyl from Majestic Dawn, as it's ability works well with Ampharos. Its ability says that whenever your opponent puts a pokemon with an ability onto the bench, they must put 2 damage counters on that pokemon. Ampharos' ability says that pokemon with damage counters can't use abilities. So you can pretty much stop your opponent from using abilities.

 

 

Aerodactyl MD doesn't have an Ability, it has a Poké-Body. Poké-Bodies, Poké-Powers and Abilities are all different.

 

Ampharos-Platinum-PL-1.jpg

 

Aerodactyl's Poké-Body says that the opponent only takes 2 damage counters when it uses its Poké-Power, not when it is placed onto the bench. However, it would make things difficult for the opponent when combined with Ampharos PL's Poké-Body, like you said, because they could only use the Power once.

 

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