- 5
- Posts
- 15
- Years
- Seen Jun 1, 2010
Okay, so the group I play with plays with a sort of modified version of the Unlimited rules, mostly so that we can all play with older cards. Anything from Aquapolis and earlier (excluding NG Sneasel and Slowking of course) is playable, all Trainers are allowed (including those newer than Aquapolis), and all Darkness energies are considered to apply to Pokemon with Dark in their names in the way that the ones from Neo Genesis did. (There are other 'minor' rules but this is the main one that applies to this deck.) Anything later than Aquapolis (excluding Trainers) is not playable. Basically no EX era or later.
This is my first time trying to put effort into constructing a deck, and I want to see if I'm on the right track.
Dark Charizard x 2
Dark Charmeleon x 3
Charmander x 4
Dark Jolteon x 2
Light Jolteon x 2
Eevee x 4
Clefable x 1
Clefairy x 2
Amulet Coin x 1
Celio's Network x 1
Professor Oak x 3
Super Potion x 2
Night Maintenance x 2
Rocket's Hideout x 1
The Boss's Way x 2
Energy Search x 3
Fire Energy x 15
Lightning Energy x 5
Darkness Energy x 4
Recycle Energy x 1
This is slightly limited by which cards I actually have. I would have another Clefable and more Celio's network, but I don't own any. The main goal is to get Dark Charizard out and loaded with enough fire energy to get one or maybe two coins on heads, which is enough to KO anything any of my friends have. Light Jolteon with Pulse Guard and Amulet Coin can stall almost indefinitely and give me extra draws, while Dark Jolteon is another staller that can deal decent damage with the benefit of Darkness Energy and watch Charizard's water weakness. Clefable's there as an all-around counter to anything I'm not expecting, and an absolute killer to one friend's favorite Espeon.
I think the Pokemon are mostly okay, but Trainer cards are where I'm having a bit of trouble. I know I want Rocket's Hideout because the extra HP is almost necessary with the Pokemon I'm using, and I think The Boss's Way is a good choice because it lets me find whatever Dark I'm currently after. Maybe Night Maintenance to replenish all the Fire energy I'll be burning through. Any feedback on the Trainer front (and in general) would be very appreciated.
This is my first time trying to put effort into constructing a deck, and I want to see if I'm on the right track.
Dark Charizard x 2
Dark Charmeleon x 3
Charmander x 4
Dark Jolteon x 2
Light Jolteon x 2
Eevee x 4
Clefable x 1
Clefairy x 2
Amulet Coin x 1
Celio's Network x 1
Professor Oak x 3
Super Potion x 2
Night Maintenance x 2
Rocket's Hideout x 1
The Boss's Way x 2
Energy Search x 3
Fire Energy x 15
Lightning Energy x 5
Darkness Energy x 4
Recycle Energy x 1
This is slightly limited by which cards I actually have. I would have another Clefable and more Celio's network, but I don't own any. The main goal is to get Dark Charizard out and loaded with enough fire energy to get one or maybe two coins on heads, which is enough to KO anything any of my friends have. Light Jolteon with Pulse Guard and Amulet Coin can stall almost indefinitely and give me extra draws, while Dark Jolteon is another staller that can deal decent damage with the benefit of Darkness Energy and watch Charizard's water weakness. Clefable's there as an all-around counter to anything I'm not expecting, and an absolute killer to one friend's favorite Espeon.
I think the Pokemon are mostly okay, but Trainer cards are where I'm having a bit of trouble. I know I want Rocket's Hideout because the extra HP is almost necessary with the Pokemon I'm using, and I think The Boss's Way is a good choice because it lets me find whatever Dark I'm currently after. Maybe Night Maintenance to replenish all the Fire energy I'll be burning through. Any feedback on the Trainer front (and in general) would be very appreciated.