Monday, March 26, 2012

Mew Vileplume - CheezPuffz12

3 Mew Prime
3-2-2 Vileplume UD
1 Jumpluff HS
1 Mismagius UD
2 Liligant EPO
1 Muk UD
1 Chandlure NDE
2 Terrakion NVI
1 Shaymin UL
2 Victini (flip) NVI
1 Cleffa HS
1 Shaymin Ex NDE
Pokemon = 23
3 N
3 Professor Oaks New Theory
3 Pokémon Collector
3 Pokémon Communication
4 Twins
4 Sages Training
3 Rare Candy
2 Seeker
2 Black Belt
T/S/S = 27
4 Prism Energy
2 Rainbow Energy
2 Rescue Energy
2 Psychic Energy
2 Fighting Energy
Energy = 12
Strategy
Mewbox uses Mew Prime to see off a variety of pokemon, depending on the match-up, then copy their low energy cost attacks.  Since mew has such a low HP, vileplume helps slow down your opponent.  Victini lets you reflip for liligants attack which can inflict special conditions, muk brings up a pokemon, confuses and poisons it, shaymin EX does heavy damage once several prizes have been taken, chandelure lets you spread damage as well as attack the active, jumpluff deals more damage for each pokemon in play, mismagius hits for 30 for each trainer in your opponents hand and terrakion is a great lightning deck counter.
Pokemon Analysis
You have way too many different pokemon.  You'll be seeing off for several turns to get the right pokemon in the lost zone.  I'd focus on jumpluff, chandelure and muk.  Terrakion is a great attacker against lightning decks, so they should stay, just be prepared to lose a lot of energy if you need to retreat.  You'll need a 4th mew prime since the low hp is going to force you to lose several in a game.  I'd keep the shaymin EX in as well as a late game attacker.
Energy Analysis
I'd run 4 prism, 4 rainbow, 1 grass, 2 fighting and 1 psychic.  You have to be careful with your energy attachment in this deck, so the rescue energy is going to hurt you rather than help.
T/S/S Analysis
All of your pokemon are basics, so 4 collector will really help your deck.  I'd drop a black belt for a flower shop to recover your mews.  Your trainers and supporters are already pretty consistent, so I wouldn't worry about any other changes.   You should have some additional room in the deck after reducing some of your pokemon lines, so I'd look at adding a couple of juniper or even increasing your energy count.
Overall
The only significant flaw that I can see is that you focus on too many different pokemon rather than focusing on just a few of them and ensuring that you have enough copies of them to be able to see one off, even if one is prized.

zekrom yanmega - mrwtfpkmn

4 zekrom
3 yanma
3 yanmega prime
2 shaymin
2 pachirisu
2 tornadus
1 cleffa
1 tyrogue
Pokemon = 18

4 judge
4 copycat
4 junk arm
3 pkmn collector
3 pkmn communication
2 pkmn catcher
2 super scoop up
2 energy retrieval
1 dual ball
1 flower shop lady
T/S/S = 26
 
13 electric energy
3 grass energy
Energy = 16 
 
Strategy
This is sort of a dual strategy deck.  The first part of the deck relies on speed with pachirisu to attach addititional energy and shaymin to move them around to the appropriate pokemon (zekrom or tornadus).  Yanmega is the second part of the deck, which is what allows the deck to continue attacking if your opponent has been able to withstand the first few turns.  With it's free attacks as long as your hand size matches your opponents hand size.
 
Pokemon Analysis
There's nothing that I would change to this section, although if you need extra room in the deck for something else, your tyrogue can easily be dropped.
 
Energy Analysis
Your energy is a bit too high.  Tornadus and zekrom can really utilize DCE and that helps ensure a T1 attack with torndaus, so I'd add in 4, drop the grass and decrease the lightning down to 9-10.
 
T/S/S Anaylsis
I prefer a single super rod over flower shop lady so you can reuse it with junk arm.  Since you have a bit more room after adjusting your energy line, you can fit in another dual ball, pokemon catcher and super scoop up.  Or you can add in some eviolite to reduce the damage you're doing to your own zekrom.
 
Overall
You have a pretty solid deck which should do well if you don't run into too many zekeels, which will likely win just because it combines speed and consistency and has the type advantage against your tornadus and yanmega. 

Kyurem Zekrom Reshiram - LegoBoy1216

1 kyurem ex
1 tyrouge
1 cleffa
1 shaymin
1 pachirisu
1-0-1 leavanny
1-1 dodrio
4 zekrom
4 reshiram
2-1-1 samurott
Pokemon = 21

1 pokemon catcher
1 skyarrow bridge
1 switch
2 junk arm
2 pokemon reversal
2 super scoop up
3 twins
4 rare candy
4 pokemon coomunication
4 oaks new theory
T/S/S = 24

2 DCE
4 lightning energy
4 fire energy
4 water energy
Energy = 14

Strategy
This deck doesn't have a specific strategy.  Leavanny protects your pokemon from weakness, dodrio gives you free retreat, pachirisu lets you attach more lightning per turn when you play it and shaymin lets you move your energy around.  The rest of the pokemon are good attackers, but they don't really work together.

Pokemon Analysis
Getting up stage 2 pokemon is going to be very difficult, especially getting two of them going.  I'd drop both of them as well as the dodrio, relying on switch to retreat instead.  Kyurem EX is a much better attacker than it's typically given credit for, especially since it can get rid of special energy.  I'd increase this to about 3.  Keeping your other 'big basic' pokemon is essential. I'd add another pachirisu and shaymin to 2 each, essentially making this a version of the ZPS with a few other pokemon.

Energy Analysis
Since all of your pokemon are basic, you can use 4 prism.  I'd also max out your DCE.  The rest should be lightning so you can use pachirisu (6 of them).

T/S/S Analysis
For your supporters, I'd run 3-4 collector, 3 twins, 4 PONT and 2 N or cheren.  For your trainers, I'd run 2-3 dual ball, 1 super rod, 4 catcher, 4 junk arm, 2 switch and 1-2 pluspower.

Overall
Your deck is going to struggle to get going since it runs so many different pokemon. By focusing on the 'big basics' with shaymin to move around your energy, you should run more consistently.   If you find that you're still having problems with your energy acceleration, dropping a few prism and DCE to increase your lightning and decreasing some of your reshiram to make more room for a third pachirisu and shaymin.

Durant - TheMewtwoExTroll

4 Durant
1 Rotom
1-1 Hynpo HGSS
1 Shaymin EX
Pokemon = 8

3 Twins
4 Pokemon Collector
4 PONT
2 N
2 Professor Juniper
3 Lost Remover
3 Crushing Hammer
3 Eviolite
3 Level Ball
3 Pokemon Catcher
3 Junk Arm
4 Revive
2 Pokegear 3.0
1 Switch
1 Alph Lithograph
1 Battle City stadium
T/S/S = 42

4 Special Metal
4 Metal
2 Prism
Energy = 10

Strategy
Durant decks win not by taking prizes, but by discarding the opponents deck until they can no longer draw a card and automatically lose.  For each durant in play, durants 'devour' attack discards one card from the deck, so with 4 in play, 4 cards are discarded each turn.  The rotom is for switching prizes in case a durant is prized, hypno is for putting your opponent asleep to stall and shaymin EX is for doing damage late in the game to take out big attackers.

Pokemon Analysis
I find that the most consistent durant decks focus on the durant only.  Rotom is needed in case durants are prized, but attackers aren't (although technically with a few prism you can use rotom as an attacker).  I'd drop the hypno line and shaymin.

Energy Analysis
I'd keep the prism in just so rotom can take out zekroms after 2 bolt strikes which is the most common attacker against durant.  So basically keep your energy line as it is.

T/S/S Analysis
I'd max out your twins and add in a flower shop for the trainer lock so you have a chance of keeping your durant in play, dropping the pokegear to make room.  I'd add in another crushing hammer and remove one lost remover since many players avoid playing special energy against durant decks.  I would also consider dropping a PONT for another junk arm, letting you reuse your revives, catchers, crushing hammers, etc....

Overall
You already have an excellent deck, but I think you'll find that it moves more efficiently if you focus only on the durant.  Good luck!

Tuesday, March 20, 2012

Zekrom Eelektrik - AlbinoAbsol

1 Cleffa 
4-4 Eelektrik
2 Thundurus
1 Mewtwo EX
2 Zekrom EX

Pokemon Total = 14

3 Pokemon Collector 
3 Sages Training 
2 Juniper 
2 Cheren 
1 Engineer's 
1 Pont 
1 Twins 
2 Dual Ball 
1 Switch 
3 Catcher 
3 Pokemon Communication 
3 Junk Arm 
3 Level Ball 
3 Eviolite 
1 Skyarrow Bridge 
T/S/S = 33

11 Lightning 
3 Double Colorless Energy 
Energy Total = 14

Strategy
Eelektrik attaches energy to the bench from the discard pile, quickly powering up pokemon for strong attacks.  Thundurus is a great starter, able to search out energy from the deck as well as hit for 80 by turn 2.  Mewtwo EX is a counter for other Mewtwo's, but is a great all around attacker too.  Zekrom EX is another heavy hitter that discards energy when it attacks.  

Pokemon Analysis
You need more pokemon to take prizes that aren't EX pokemon.  That way you're not losing 2 prize cards when they're KO'd.  The best option is to add in two zekrom.  You can reduce your eelektrik line to 4-3 to help make room.  

Energy Analysis
I'd drop one lightning and add another DCE to help power Mewtwo EX and Zekrom EX up as fast as possible.  

T/S/S Analysis
You don't need skyarrow in this deck, so you can easily drop it for the second zekrom.  With all of your pokemon being basic (except eelektrik which you have the level ball to search out), you don't need communication, which leaves a lot of room in the deck.  Reducing your level ball to 2 and increasing your junk arm to 4 will help you get lightning into the discard pile as well as reuse your trainers.  I'd recommend another switch, mainly because your elektrik are going to be great catcher bait for stalling.  I'd drop one twins, 1 engineers, 2 cheren to make room for my suggestions as well as increase your PONT number.

Overall
Zekrom Eelektrik decks work great if you can get a consistent trainer/supporter line.  I hope my suggestions help the deck work a bit faster.  Good luck!

Electrode Reshiram Terrakion - CheezPuffz12

1 V- Blast Victini 
2 Reshiram Ex NDE
3-2 Electrode Prime
2 Victory Star Victini NVI
2 Terrakion NVI
2 Shaymin UL
1 Kyurem NVI
1 Bellsprout TRH
1 Tyrouge CL
Pokemon = 17


4 Junk Arm
4 Professor Oaks New Theory 
1 Revive
1 Level Ball
3 N 
3 Twins
3 Research Record 
1 Super Rod 
3 Dual Ball
1 Super Scoop Up
2 Switch
2 Pokemon Catcher
2 Pokegear
1 Lost Remover
T/S/S = 31




2 Water Energy
4 Fire Energy
1 Fighting energy
3 Prism Energy
2 Double Colorless Energy 
Energy = 12

Strategy
Electrode prime is the energy acceleration of the deck, discarding several cards from the deck, but attaching any that are energy.  This gives your opponent a prize, but allows you to use twins to help get set up. Reshiram EX relies on a flip for its second attack, which is why fliptini is on the bench to give you an opportunity for a reflip.  Terrakion is to counter lightning decks, v blast victini for mewtwo and reshiram EX for durant.  However, all are excellent attackers that can be used for other decks as well.

Pokemon Analysis
I think I prefer the darmanitan instead of v blast victini for the mewtwo counter. I know it takes more room in the deck, but it's more consistent and Mewtwo EX is something you're going to be seeing a lot of.  I'd drop the tyrogue, bellsprout and kyurem to make room since your other attackers are enough already.

Energy Analysis
By dropping the kyurem we can drop the water energy, max out the prism to 4 and add in another fighting energy.  If you decide to add darmanitan back in, I'd add in a 3rd DCE (13 energy isn't too high for a deck like this).

T/S/S Analysis
I still prefer the pokemon collector to the dual ball, or at least a combination of the two.  I would drop the level ball since it doesnt apply to many of your pokemon (there's your extra energy space), and max out the twins (reducing the N count).  I might even drop the N completely for a few collector or cheren (avoiding juniper or sage since you're already discarding a lot of your deck).   Since you don't run as much energy as other electrode variants, I'd max out your research record to ensure that you get what you want. Dropping the super scoop up should allow that to work.

Overall
This is going to be a pretty tricky deck to pull off and you'll have to be careful with your energy attachments. But I could see it working, especially in our format that has so many different decks.

Wednesday, March 14, 2012

Terrakion Landorus Donphan - Duckstotherescue

1 Mewtwo-EX 
1 Terrakion NV
2 Druddigon 
3-2 Donphan Prime
2-1 Lucario CoL
1 Landorus 
1-1 Golett 
2 Hitmonlee CoL
Pokemon = 17

2 Life Herb 
1 Potion 
1 Energy Retrieval 
1 Rocky Helmet
1 Eviolite 
1 Switch 
1 Dual Ball 
1 PlusPower
1 Super Rod 
2 Pokemon Communication 
1 Flower Shop Lady 
1 Pokemon Collector 
1 Team Rocket's Trickery 
3 Professor Oak's New Theory 
1 Twins 
1 Professor Elms Training Method
2 Sage's Training 
1 Interviewer'S Questions
1 N  
1 Seeker 
T/S/S = 25

15 Fighting Energy 
1 Double Colorless Energy
2 Prism Energy 
Energy = 18

Strategy
With Eelektrik variants being one of the most popular decks in the format, going with a straight fighting deck is a good plan.  You have way too many different fighting pokemon though, we need to focus it down a bit.  Donphan Prime, Terrakion, Landorus and Mewtwo are all fast, heavy hitting attackers.  Mewtwo can get the donk in many games, Landorus can get energy back from the discard pile, Donphan is a fast hitter with a lightning resistance making it difficult to KO and terrakion is perfect for revenge KO's with 'retaliate'.

Pokemon Analysis
I would increase the numbers of the 3 fighting pokemon.  3-3 Donphan Prime, 3-4 Terrakion and 2-3 Landorus.  Keep the 1 Mewtwo and add in a cleffa for a fresh hand.  

Energy Analysis
You don't need to use Mewtwo's second attack, just the first, which can use any energy.  So you can drop the prism.  I'd increase the DCE to 2-3 to speed Mewtwo up, and decrease your fighting to 10.  A total of around 12-13 energy should be more than enough for this deck.

T/S/S Analysis
This is where I'm going to have the most suggestions.  Since you don't have any energy acceleration for the deck like typhlosion, emboar or elektrik (there just isn't a good one for fighting pokemon), I'd add in 4 experience share to help you conserve your energy attachments.  I'd drop the rest of the pokemon tools so you can focus on using the experience share.   4 collector will get you a full bench early in the game.  Maxing out your PONT to 4, adding in 2-3 juniper and 2-3 cheren will give you enough supporter draw power to keep a good hand.  Except for the twins, I'd drop all the other supporters (trickery, sage, interviewers, elms, N, seeker, flower shop).  Like the supporter section, I'd drop all your current trainers and go with this - 4 heavy ball, 4 junk arm, 1 switch, 1 super rod.  If you have any more room in the deck, add in some pluspower.

Overall
A fighting deck is a good choice with the current format, but you need quite a bit of tweaking to get it working consistently for you.  Eelektrik decks have the advantage of speed, so even though you have the type advantage, without the right trainers and supporters, you won't be able to get set up in time to start attacking.



Tuesday, March 13, 2012

Yanmega Prime Cobalion - Bol1c

3-4 yanmega prime
1 virizion
2 bouffalant 
2 druddigon
1 tyrogue
1 cobalion
3-3 zoroark
1 zekrom
1 durant
Pokemon = 22


1 rocky helmet 
2 pkm catcher
3 junk arm 
3 pkm communication
3 judge
3 collector
1 cheren
3 oak theory
1 switch
3 copy cat
T/S/S = 23


4 double colorless
3 metal 
2 special metal
2 special dark
3 grass
Energy Total = 14


Strategy
Virizion is the ideal starter with its draw attack (and it's also a decent attacker).  Yanmega prime is a great attacker because of the free cost, as long as you have the same number of cards in hand as your opponent.  Yanmega is weak to lightning, the biggest deck in the format, so there's zoroark and coballion to counter it.  There's lots of other pokemon in the deck, but they don't work as well together as the ones that I've mentioned.


Pokemon Analysis
Since virizion is the best starter for this deck, I'd increase it to 3.  You should be fine with a 2-2 line of zoroark.  Coballion is important in those electric match-ups to prevent your opponent from attacking, so I'd increase it to 3 as well.  Everything else I'd drop.  Shaymin EX would be a great card to add in since you're already running grass energy.  It would only be used as a late game attacker, but if your opponent had only 1 prize left, using N and attacking with shaymin would make it more difficult to return the KO.


Energy Analysis
Since yanmega doesn't need energy, we'll focus on more of the metal. 2 DCE, 4 special metal, 4 prism and 4 grass should give you a nice combination of energies to work with your different types.


T/S/S Analysis
I would drop the rocky helmet and add eviolite instead.  With the special metal on coballion, that should make it even more difficult to KO.  A 4th junk arm would be ideal to re-use trainers.  Other than that, I don't really have any other suggestions.  If you can fidn the room, I'd consider adding a couple of N for late game disruption to help you catch up on prizes (if you're behind).  It's a great combination with Shaymin EX as I discussed earlier.


Overall
This is a very interesting deck, but one that will likely struggle at tournaments since it doesn't have any energy acceleration to be able to keep up with the faster decks. You'll have to be very careful about your energy attachments and possibly look at shaymin as a possibility to conserve energy.

Reshiram Emboar - Pikamaster205

2- Reshiram EX
3 -Reshiram
4-2-3 Emboar #20
1 - Victini (victory star)
1 - Manaphy/cleffa

Pokemon=16 

3 Pokemon Collector
4 Prof. Oak's New Theory
3 Prof. Juniper
2 Cilan
1 Fisherman
3 Rare Candy
3 Pokemon Catcher
3 Junk Arm
2 Energy Retrieval
2 Switch
2 Eviolite
3 Heavy Ball
1 Super Rod
T/S/S = 32

2 DCE
10 Fire 
Energy=12 

Strategy
Emboar is the energy acceleration in the deck, attaching as many fire energy as you want from your hand.  With lots of energy recovery cards, this will keep a constant flow onto the regular reshiram.  Reshiram EX makes this deck much stronger since it doesn't force you to discard energy, but comes with a possible 50 damage to yourself. Fliptini lets you reflip, increasing the odds of you taking no damage when you attack. 

Pokemon Analysis
I would add another fliptini just in case your only one is prized or KO'd after a catcher.  You should be safe with a 3-2-3 emboar line since you only need one on the bench (ideally). I'd opt for cleffa over manaphy to get the free retreat, less energy cost and additional card on the draw.

Energy Analysis
I wouldn't change anything.

T/S/S Anaylsis
There's not much that I can recommend in this section either.  I do like communication, but would only swap 1 heavy ball out for 1 communication since heavy ball is more important for getting out reshiram EX and your emboar.  I'd like to fit a 4th junk arm in here, but I'm not quite sure what I would take out.  A catcher would be easy since you're hitting for so much each turn, you shouldn't need to bring up your opponents bench that often.

Overall
This is definitely a deck that I'd want to do a deck review on in the future, if I can find that time.  It's well built and should be an example for other reshiphlosion players!

Chandelure Arcanine Darmanitan and more - kpomm

2-2 arcanine
2-2 darmanitan
1 moltres 
2-2 raichu 
1 pichu 
2-2-1 ampharos 
3-2-1 chandelure
2-1 persian
Pokemon = 27

2 pokemon communication
2 cilan
2 energy retrieval
2 energy search 
1 skyarrow bridge
2 heavy ball
2 cheren 
T/S/S = 13

fire energy-11
electric energy-6 
Energy = 17

Strategy
This is another deck that doesn't have a specific strategy.  It just plays whatever it has in hand, evolving pokemon that it draws the basic of. With almost half the deck comprised of pokemon that don't have anything to do with each other other than type, there's not a specific strategy except for getting evolved pokemon up for KO's.

Pokemon Analysis
Each deck should have pokemon that work well with each other, like eelektrik recycling energy for the lightning pokemon on the bench, or dodrio providing free retreat for psychic chandelure so it can use it's ability multiple times per turn.  Chandelure is a spread attacker, so possibly adding in other spread attackers like kyurem or pokemon that can target pokemon with damage on it like mandibuzz would work.  Arcanine burns it's opponent when it's attacked, so possibly combining it with leafeon that does more damage when the opponent is affected by a special condition would work.  There's dozens of options, so you should look into what would work for you.

Energy Analysis
Try and stick to 10-14 energy in a deck.  Anything more than that is taking up too much space.

T/S/S Analysis
A typical deck should have 3-4 collector, around 10 draw supporters (N, PONT, cheren, juniper, sage, etc....), a recovery card (super rod), pokemon searchers as trainers (heavy ball, level ball, communication), catcher, junk arm and switch.  Unless you're continuously discarding energy, you shouldn't need energy retrieval.  With lots of draw support, you shouldn't need cilan or energy search either.  Skyarrow only works on basics, so it's best used in decks that run powerful basics like reshiram, kyurem, zekrom, etc....

Overall
I'm sorry I couldn't give you a more specific deck review, but until you decide which pokemon you want to focus on and a specific strategy, there's not much else to comment on other than the basics that I've listed above.  I hope this helps out!

Monday, March 12, 2012

Reshiram Typhlosion - Aznboyzful

4-2-4 Typhosion
3 Reshiram
1 Reshiram ex
1 Mewtwo Ex
1 zekrom (could be terrakion)

1 cleffa 
Pokemon = 17

4 sages training
3 plus power
3 communication
3 collector
1 juniper
2 switch
4 junk arm
3 rare candy
1 super rod
2 pokemon catcher
1 professor oaks new theory
T/S/S = 27

2 double colorless
10 fire
3 electric 
Energy = 15

Strategy 
This is a newer version of the popular reshiphlosion deck.  With reshiram EX, you can hit harder, KOing many pokemon that you had to use plus power on before with just the regular reshiram.  Typhlosion is the energy acceleration of the deck, attaching energy to any pokemon from the discard pile. Mewtwo EX is to counter other Mewtwo EX's and zekrom is to counter water types that have the type advantage over this fire deck.

Pokemon Analysis
With lightning decks being the most popular decks in the format right now, it would be a good idea to swap your single zekrom for a terrakion.  Other than that, I see no other changes that I would make to your pokemon lines.

Energy Analysis
15 is a bit too high for this deck.  Since both Mewtwo EX and Reshiram EX rely on DCE, I'd increase it to at least 3, if not 4.  2-3 prism energy will work for terrakion (and in the case that you don't need it, can also be counted as fire).  The rest of the deck should be fire (which should be around 8 depending on how many special energy you put in).

T/S/S Analysis
Once you're set up, you can easily work from the field rather than from your hand, making your deck perfect for N.  I'd swap out sage for N to give your opponent quite a bit of disruption.  The biggest thing that's missing from this deck is more draw power.  I'd add in another 2-3 juniper and another 2-3 PONT.  To help make room for them, I'd reduce the plus power. (Between the energy reduction and plus power reduction, you should have enough for these additions).

Overall
You have an excellent deck already!  I see it struggling against speed decks like Zekeels, even with terrakion.  You may need to find some room for twins if you do struggle against that match up since it's something that you're going to be seeing a lot of at tournaments.

Crobat Mew Donphan Chandelure - The2TCG

3-1-3 chandelure
1 victini
2-2 donphan prime
3-1-3 crobat prime
4 Mew prime

Pokemon = 23

4 twins
2 switch
3 PONT
4 Rare candy
1 super rod
3 communication
2 collector
2 Max potion
3 catcher
T/S/S = 24

10 psychic
3 rainbow energy 
Energy = 13

Strategy
This deck relies on the low energy costing crobat prime to heavy poison your opponent, as well as snipe the bench.  Mew prime allows you to see of a pokemon into the lost zone, then use it's attacks as your own.  Donphan is to counter all of the lightning decks in format since it's easy to set up and can KO almost anything with just its first attack.  Chandelure allows you to place damage counters, similar to crobat, but as an ability, leaving you free to attack for more damage.  

Pokemon Analysis
Two stage 2 pokemon are going to be difficult to set up, even with rare candy.  Mew is a great idea to fix that problem, but it just doesn't have the HP to withstand many attacks.  It seems like you've added two decks together that don't really belong together.  Mew decks typically work with vileplume to slow down their opponent, and use a variety of different pokemon in the lost zone like jumpluff, muk and the fire chandelure.  It can also work off of prism energy. If you decide to go with this deck, you'll need 4 mew, 1-2 jumpluff, 2 muk, 1-2 donphan and 1-2 fire chandelure.  If you run vileplume with it, you won't want to run donphan on the bench since it's such a heavy retreater. Instead, try yanmega.  A psychic chandelure deck is much different and much more expensive since you need tropical beach stadiums which are $80+ each.  I'm going to review the rest of the deck as if it were a Mew deck as I've described.  The vileplume line should be 3-1-2 with 1 pichu and 1 cleffa.

Energy Analysis
4 prism will let mew use any of the pokemon attacks that it wants.  I'd recommend around 13 energy in the deck, so I'd add in 4 rainbow and 5 psychic.  You could also split that basic psychic up to include other basic energy depending on what you decided to focus on.  For example, if you wanted to put more donphan in the lost zone, then adding a few basic fighting might work better.

Trainer/Supporter Analysis
With vileplume decks the only trainers you'd play would be 3 candy and 3 communication.  The rest would be supporters like 4 twins, 4 collector, 3 judge and 3 copycat. If you have anymore room in the deck, look into adding PONT, juniper and cheren.

Overall
You asked for a deck review before going to buy the cards.  This is an excellent idea.  If you haven't already, I'd try playtesting with proxies (fake cards), that will show you how well the deck works and let you tweak it before you buy. Let me know if you need help with certain cards since most of this deck I have for sale and can give you a better deal than many popular websites.

Kyurem Samurott Feraligatr Beartic - krunglothar

2-1-2 Samurott (32)
2-1-2 Feraligatr (Prime)
2-2 Beartic (30)
2 Manaphy
1 Cryogonal (33)
1 Kyurem
1 Kyurem-EX
Pokemon Total - 19

4 Oak´s New Theory
3 Pokemon Communication
3 Pokemon Collector
2 Switch
2 Energy Retrieval
2 Cilan
2 Cheren
2 Rare Candy
2 Pokemon Catcher
1 Fisherman
1 Twins
1 Super Rod
1 Juniper
Trainer/Supporter Total - 26

3 Double Colorless Energy
12 Water Energy
Energy Total - 15 


Strategy
This deck uses the energy acceleration of feraligatr to power up kyurem or kyurem EX for quick prizes.  While either of those is active, beartic and samurott can be built up on the bench.  Beartic can prevent your opponent from attacking while samurott hits more for each energy attached.

Pokemon Analysis
Getting up multiple stage 2 pokemon is going to be difficult, so I'd suggest dropping the samurott. That should give you a lot of room in the deck and help you get moving faster.  Your deck relies around feraligatr prime getting set up early in the game, so I'd increase the line to a 3-2-3.  I'd drop the cryogonal since your other water basics are much stronger.  I'd also drop the two manaphy for a single cleffa if you want a hand refresher.

Energy Analysis
Sticking to around 13-14 energy will give you a few more spaces in the deck for other cards.  I might even max out your DCE since so many pokemon can use it, and reduce your water down to 9-10.

T/S/S Analysis
It looks like you already have an excellent line of trainers and supporters! I would cnosider adding 4 junk arm to be able to reuse any of your trainers. You should have room for it after dropping some of the cards I suggested earlier.

Overall
You have an excellent deck whose only downside is that it needs to run on evolutions.  This is going to slow the deck down significantly.  You'll likely struggle against Mewtwo decks especially with their high speed.  I'd consider running one Mewtwo simply to counter other mewtwos.  You may find that you need to increase your twins count to help you keep up with some of the faster decks.  Good luck!

Yanmega Serperior Cincinno - thejoefoshooo

3-3 yanmega prime
1 celebi
2-2-2 serperior ability
2 virizion EP
2-2 Cinccino BW
1 tyrouge
1 cleffa

Pokemon = 21

1 switch
1 flower shop
1 juniper
1 skyarrow bridge
2 collector
1 dual ball
3 PONT
3 Pokemon communication
1 twins
3 copycat
3 judge
T/S/S = 20

2 DCE
3 Psychic
10 grass 
Energy = 15

Strategy
This is a 'heal and hit' deck.  You have attackers like cincinno that just hit the active, yanmega who can hit the active or the bench and virizion who hits and heals itself. Ability serperior helps heal pokemon in between turns.  Cleffa is for a hand refresher and tyrogue is a quick hitter.  Celebi is to attach more energy per turn, helping to speed up the deck. 

Pokemon Analysis
The virizion from NV is a much better pokemon since it lets you draw cards and can do up to 80 each turn.  I would swap the virizions out.  I'd drop the cleffa since you have a draw virizion and drop the tyrogue as well.  It's not worth it to run babies if you can find a way around it (like using virizion instead of cleffa), since donks are more possible with Mewtwo EX in the format.  If you can get multiple serperior on the bench, you can heal quite a bit, so I'd increase your line to 3-2-3. However, all of your pokemon can be KO'd in one hit by many of the EX's anyways.  You don't need much energy to attack in this deck, so I'd drop the celebi.

Energy Analysis
I'd try and stick to around 12 energy for this deck, especially since you don't need much energy to attack.  4 DCE and 8 grass should be all that you need.  

T/S/S
You'll need 4 collector to get your basics on the bench as soon as possible (this will allow you to drop the dual ball).  You'll likely be behind as you try and set up your serperior, so increasing your twins to 2-3 will help.  Instead of flower shop, run super rod with 4 junk arm.  This will let you reuse it, as well as other trainers.  You don't hit very hard, so you'll need 3-4 catcher to target specific (ideally weaker) pokemon.  Increasing your juniper to 2-3 should also help get you going.

Overall
Right now this seems more of a fun deck since everything can easily be one shot by an EX.  Your  deck is also a few cards short of 60, so that gives you some room to possibly play around with, adding your own EXs like Mewtwo and Shaymin, which can easily work with what you already have.

Chandelure Weaville Nuzleaf and more - swfan9167

2-1-1 Chandelure 
2-1 Weavile 
3-1 Scrafty  

3 Growlithe

1 Entei (ability) 
3-2 Nuzleafs
1 Magby (ability) 
Pokemon = 21

2 Energy Searches
2 Level balls 
2 Pokemon Communications
2 Potions
2 Bills
2 Cilans
1 Emcee 2 Engineer's Adjustments
2 Interviewer's Questions 
1 Elm's method
1 Juniper 
2 Pokemon Centers
T/S/S = 19

12 Fire Energy 
6 Dark energy
Energy = 18

Strategy
This doesn't appear to be a deck that really has a strategy. It looks like a modified theme deck with a few collection cards. I'm not sure what sets the pokemon are from, so I'll just be making guess.  Chandelure from ND is the most powerful attacker since it does 30 to the active and 30 to two of the benched pokemon.  Weaville is a decent attacker, but only if your opponent has a tool attached.  Entei is a strong attacker, but it forces you to discard cards and only does 70 damage.  This isn't worth it.  Nuzleaf lets you move energy from your opponents active to your opponents bench.  I could go on, but the bottom line is that pokemon don't work well together.  This deck review will be very basic, to help you decide on what you want to do.

Pokemon Analysis
There's several directions that this decks could go it.  I think it would be best if you start doing some research on what cards go well together.  Fire chandelure goes well with psychic chandelure, vileplume and dodrio.  I honestly haven't heard of any good decks that use the new weaville or nuzleaf.

Energy Analysis
Stick to around 12 energy in a deck. If you're running more than one type, you may want to consider rainbow in addition to the two basics.  

T/S/S Analysis
Since you don't really know what your deck is going to be quite yet, I'll just give you a run down of basic things that you'll need.  If you run a vileplume deck (prevents both players from using trainers once it's in play), you'll want 3 candy, 3 communication and the rest supporters.  The supporters should include 1 flower shop for recovery, 4 collector to search basics, and the rest will be draw support (twins, sage, juniper, N, etc...).  The only stadium that works well with vileplume is tropical beach, which is pretty expensive.  If you don't run a vileplume deck, then you're looking at 4 collector, at least 9 draw support and the rest trainers.  1 super rod for recovery, communication to search for pokemon, catcher to bring up you opponents bench, switch to get out of the active position without having to pay a retreat cost and candy to evolve faster.

Overall
I wish I could do more of a review for you, but since your cards don't really work well together, there's much that I can work with without just giving you a completely new deck. Look at some of the other deck reviews for ideas on what you could make.


Sunday, March 11, 2012

Vanilluxe Mewtwo Tornadus and more- sindinc

1 MewTwo EX 
1 Regigigas EX 
1 Reshiram EX
1 Tornadus 
1 Cleffa 
2-1 Zoroark 
1 Kyurem 
2-2-1 Vanilluxe (ND) 
2-2 Musharna
Pokemon = 18

2 PONT 
1 PETM 
1 N 
2 Judge 
2 Cheren 
I Twins 
1 Flower shop 
1 collecter
1 Level ball 
1 Rare candy 
1 Super rod 
1 Communication 
1 Catcher 
1 Dual ball 
1 Eviolite 
2 Exp.share 
1 Heavy ball 
1 Pluspower 
1 Pokemon center 
1 Skyarrow
T/S/S = 18

4 DCE 
4 Prism 
3 Psychic 
1 Rescue 
3 Water 
3 Fire 
Energy = 18

Strategy
I'm not quite sure what the strategy of this deck is.  Musharna is for draw power, letting you draw another card after looking at the top 2.  Vanilluxe has an ability that can be a great disrupter, forcing your opponent to switch pokemon.  I would focus on this card to help get strong pokemon out of the active position on your opponents side.  It's not that great an attacker, so I wouldn't focus on that.  You have many other great pokemon, but they don't really work well together.

Pokemon Analysis
I would go for a strong vanilluxe line like 3-2-3. You still need a main attacker, so since you already have water, lets go with kyurem to spread damage.  Increase the kyurem to at least 2, possibly 3.  Mewtwo EX is needed just to be a counter for other Mewtwo EX (although it's a great attacker as well), so it's worth keeping. The other EX's should be dropped.  Kyurem EX would work well in this deck since you could still stick with water energy.  To help get set up, I'd increase your tornadus to 2-3.  I'd drop the zoroark the make more room for other cards.

Energy Analysis
Now that we have your pokemon all water (except for musharna, but it's for a draw engine, not attacker), we can just stick to water energy and DCE.  18 energy is too much energy for the deck, but 4 DCE and 9 water should work just fine.

T/S/S Analysis
2-3 more collector will ensure a full bench early in the game.  I'd drop the elm, N, flower shop and judge to make room for 3-4 twins (you'll likely be behind while kyurem spread damage), 2 more PONT and 2-3 juniper.  To help search for pokemon I'd drop the level ball and heavy ball, adding 3 more communication.  3 rare candy will ensure vanilluxe gets set up quickly.  Increase your catcher to 2 to target a specific pokemon.  4 junk arm will let you reuse any trainers.  Since your main attackers are basics (Kyurem and Kyurem EX) adding one more eviolite  will help keep them alive longer.  To make room for these suggestions, I'd drop the two stadiums, experience share and pluspower.

Overall
Once you focus on a particular strategy of the deck, then build everything else around that strategy, you'll find that you have a more consistent deck that is easier to set up and wins more games.