- 442
- Posts
- 21
- Years
- Age 38
- Seen Oct 24, 2005
A small thing I've been testing for a while, NMF (Nintendo MF)...
Pokemon (22):
4 Mudkip
3 Marshtomp
4 Swampert
3 Wailmer (RS)
2 Wailord
2 Wailord ex
2 Zigzagoon (EX2)
2 Linoone (RS)
Trainers (19):
3 Copycat
2 Juggler (Aqua)
4 Switch
3 Pokemon Fan Club
2 Fisherman
4 Rare Candy
1 Undersea Ruins
Energy (19):
4 Retro
15 Water
Strategy: Get out at least 2 Swampert by turn 2 or 3 by different combinations of Rare Candy and Marshtomp, with a Wailmer down somewhere, a Linoone in wait, and a Wailord ex in my hand. Evolve, and trash the opponent. When Wailord gets 100+ damage, then use first attack for Linoone or something, next turn, Retro Energy and Rare Candy into Wailord, who is now attacking for 70, and NO EX RULE!!!!! If I see Green, I don't even drop Wailmer, and just go for straight KO using Swampert and Switch, and hoping that the sleep flips will go my way.
Problems: I find that this deck tends to run a little slowly, not getting out a Swampert until about turn 4 or 5. Also, there is the reliability issue, with so many combo cards in this deck, it's virtually impossible to draw them all with random draws. I tried to solve this with Linoone, but he's not always a good alternative to some good searching trainers. Help!!!
Pokemon (22):
4 Mudkip
3 Marshtomp
4 Swampert
3 Wailmer (RS)
2 Wailord
2 Wailord ex
2 Zigzagoon (EX2)
2 Linoone (RS)
Trainers (19):
3 Copycat
2 Juggler (Aqua)
4 Switch
3 Pokemon Fan Club
2 Fisherman
4 Rare Candy
1 Undersea Ruins
Energy (19):
4 Retro
15 Water
Strategy: Get out at least 2 Swampert by turn 2 or 3 by different combinations of Rare Candy and Marshtomp, with a Wailmer down somewhere, a Linoone in wait, and a Wailord ex in my hand. Evolve, and trash the opponent. When Wailord gets 100+ damage, then use first attack for Linoone or something, next turn, Retro Energy and Rare Candy into Wailord, who is now attacking for 70, and NO EX RULE!!!!! If I see Green, I don't even drop Wailmer, and just go for straight KO using Swampert and Switch, and hoping that the sleep flips will go my way.
Problems: I find that this deck tends to run a little slowly, not getting out a Swampert until about turn 4 or 5. Also, there is the reliability issue, with so many combo cards in this deck, it's virtually impossible to draw them all with random draws. I tried to solve this with Linoone, but he's not always a good alternative to some good searching trainers. Help!!!