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MAG N' DRAG! (Thunderdome / Eelzone / DEM EELS!)

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    [PokeCommunity.com] MAG N' DRAG! (Thunderdome / Eelzone / DEM EELS!)


    [PokeCommunity.com] MAG N' DRAG! (Thunderdome / Eelzone / DEM EELS!)


    [PokeCommunity.com] MAG N' DRAG! (Thunderdome / Eelzone / DEM EELS!)


    Pokemon: 18

    3-1-3 Magnezone
    3-3 Elektrik
    2 Zekrom
    1 Zapdos
    1 Cleffa
    1 Mewtwo EX

    Trainers / Supporters / Stadiums: 28

    4 Pokemon Collector
    4 Sage's Training
    3 N

    4 Pokemon Collector
    3 Junk Arm
    3 Rare Candy
    2 Level Ball
    2 Switch
    2 Pokemon Catcher
    1 Super Rod

    Energy: 14

    14 Lightning Energy​

    -------------------------

    I am going to stick with this deck for a while so I thought I might as well post my current build for you guys to review. Zapdos is a tech against Donphan and Terrakion. I'm not sure about Zekrom EX in this deck. Including it would make me want to include some Double Colorless Energies too, which means less energy to recycle with the eels. That and Magnezone has the power to hit as hard as Zekrom EX anyway without the EX drawback. Regular Zekrom gets the job done just fine in my opinion. 4 Communicator, 2 Level Ball and 4 Collector might be overkill but I haven't run into any real issues yet. Anyway, all suggestions welcomed.
     
    EelZone's energy acceleration is the same as that of TyRam. Except that it doesn't deal damage and you only have the choice of a Benched one.
    If you take a look at the TyRam list, in order for it to set-up faster, you will see quite often that it runs Engineer's Adjustment which can be super helpful instead of just using Sage's Training or Junk Arm to put the energies in the discard.
    Looking at your list, this deck seems to be lacking in it's recovery options since there is only 1 Super Rod. Have you considered dropping your Sages Training or Lightning Energy a bit? I would recommend that you take out at least 1-2 Lightning Energy and replace them with either Super Rod or Rescue energy.

    Also, the Sage's draw is a little slow in my opinion. You may probably want to cut that down to 2 and replace them with Juniper. Juniper gets the job done much faster by letting you discard your energies and backing it up with raw draw power.
    You run 3 Stage 2s, so that means your set-up is going to be a bit slow, right? You may want to add in a few Twins just to be safe and get the cards you need for the next turn after the KO. Wanna also be on the safe side? Add in 1 more Tynamo just in case you got 1 KOed. Don't wanna waste valuable recovery resources on 1 basic.

    Zekrom EX is a must in Eelzone decks and since you already have one, that's perfectly good. But what about Zapdos? Just gonna ask you, in your testing have you actually found him to be useful at all? Because in my opinion, Zapdos will probably be best taken out if he is not and replace it something useful that can boost your deck's consistency and speed because your deck focuses heavily on Magnezone and having to charge up all those energy costs seems to strain the resources a little.

    Other than that, the rest of the list looks solid, though you may probably want to test it a little more and take out the stuff you don't need and replace them with cards that boost the speed and consistency of this deck and remember to keep it simple.

    Hope this helped and happy deckbuilding!! :D
     
    Thanks for the advice guys. I did some thinking and decided to make the following changes.

    - Zekrom
    - Zapdos
    - 3/4 Lightning Energy

    + Zekrom EX
    + Super Rod / Junk Arm
    + 3/4 Double Colorless Energy

    I tried Engineer's Adjustments but I really like Sage's Training better. True you do not get to keep as many cards, but you do dig through an extra card into the deck and it's pretty reliable in dumping Lightning energies into the discard. As for Juniper, I don't see the point really. With Magnezone, your hand is going to be quite large most of the time anyway and Junk Arm is sufficient to discard excess in hand energies. I do however, think a second Super Rod is worth while to test out. I have often used Junk Arm for Super Rod so I see no harm in adding in a second and testing that out. I could in theory max out on Junk Arm instead of the second rod though. With two Super Rod, I will have a much easier time recycling any basics which get KO'd early on so I will leave the evolution lines as they are for now.
     
    Tested double Super Rod and 4 Junk Arm. Preferred the latter. An issue I'm having is with these Pokemon Communications. They troll me so bad at times. I'm thinking of dropping one and going 3-3 Communicator and Level Ball. Level Ball kinda sucks in the later stages of the battle though so I dunno.
     
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