Tuesday, January 24, 2012

Typhlosion Ursaring - WaonTonSoup

4-3-4 Ursaring
4-3-3 Typhlosion
x2 Cleffa
x2 Smeargle
Pokemon Total = 25

x3 Sage's Training
x2 Defender
x1 Dual Ball
x1 Twins
x4 Rare Candy
x2 Pokemon Collector
x1 Professor Oak's New Theory
x2 Porfessor Elm's Training Method
x3 Pokemon Communication
Trainer/Supporter Total = 19

14 Fire Energy
2 Double Colorless
Energy Total = 16

Ursaring's pokebody says that if it's damaged, it's attack output increases by 60.  So Typhlosion's job is to add an energy to Ursaring from the discard pile with it's pokepower afterburner, adding a damage counter for that increase in attack power.  Cleffa is for a new hand or stalling while smeargle helps the set up early in the game by being able to imitate any supporters in your opponents hand. Once you have ursaring powered up and have a back-up on the bench, typhlosion can 'afterburner' to itself, making a great secondary attacker.

Pokemon Analysis
Ursaring is a stage 1 pokemon, evolving from teddiursa, there's no middle stage.  So I'm not sure what your 4-3-4 line actually consists of.  Good thing is, that leaves room to add more cards in the deck!  To help get fire energy into the discard pile, I'd add in a 2-2 line of ninetales with roast reveal.  Not only does it force you to discard a fire energy, but it acts as a great draw engine.  With so many supporter cards in the format that are meant to disrupt or discard (juniper, judge, N, copycat), the risk of you using smeargle and messing up your hand is fairly high.  That's why I'd recommend dropping it as well as one cleffa to give room for more trainers/supporters of your own.

Energy Analysis
16 energy is a bit high, you should easily be able to go down to a total of 12-14.  I'd recommend increasing your DCE to 4 and have the remaining energy be fire.

Trainer/Supporter Total
4 collector will ensure a full bench early in the game.  While Sage's Training will help you get those fire energy into the discard pile, so will Engineer's Adjustments, so I'd add in about 3 of them.  Adding in a super rod will give you a bit of recovery, and you can always reuse it (or any other trainer) with 4 junk arm.  Pokemon Catcher is essential in non trainer lock decks now, so I'd add in at least 2 of them.  You have fairly low retreat pokemon, but it's always handy to have one switch in the deck, in case of a sleeping cleffa or if you don't want to pay the energy cost. If you have anymore room in the deck, I'd add in a few more PONT to refresh your hand size as well as a couple of juniper for a completely new hand.  If you need room in the deck, I would consider dropping or at least reducing your elms.  I prefer communication and find that elm is really only helpful in/against trainer lock decks.   With a high number of draw/shuffle support cards, as well as ninetales, you should be able to set up without it.

This is a deck that had always appealed to me, but I've never tried it out.  The low HP of ursaring compared to many of the 'big basics' in the format has always been a reason to avoid the deck.  But you still have a combination of pokemon that work well together and I can imagine a lot of match-ups where you'd have the advantage (like against durant).

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