Wednesday, April 29, 2015

Asian Tiger Mom

 
Pokémon [16]
 
1 — Mew EXLegendary Treasures (RC24/RC25)
1 — Mewtwo EXBREAKthrough (158/162)
1 — Gengar EXPhantom Forces (114/119)
1 — Chandelure EXLegendary Treasures (77/113)
 
1 — MeloettaLegendary Treasures (54/99)
 
4 — RaltsPlasma Storm (59/135)
3 — KirliaPlasma Storm (60/135)
3 — GardevoirLegendary Treasures (RC10/RC25)

Trainers [27]
 
3 — Level BallNext Destinies (89/99)

4 — Random ReceiverPlasma Storm (138/135)
 
2 — Professor JuniperPlasma Freeze (116/116)
4 — NDark Explorers (96/108)
4 — CherenBoundaries Crossed (148/149)
 
4 — Dimensional ValleyPhantom Forces (107/119)
 
1 — Rock GuardPlasma Freeze (108/116)
2 — Muscle BandXY Base Set (121/146)
3 — Giant CapeDragons Exalted (114/124)
 
Energy [17]
 
4 — Mystery EnergyPhantom Forces (112/119)
2 — Double Colorless Energy
11 — Psychic Energy
 
MAIN STRATEGY
 
Mewtwo, Mew, Gengar & Chandelure EX: Mom, daughter, big sister, and grandma. All of the girls are here—and all in grand form. These cards are majorly intended for style alone, so there isn't too much in specific about their tactics here. Take them as they come, and let the ladies work their magic for you. Mew EX is probably going to be the best out of them all, since [Versatile] combos with Gardevoir and [Eternal Radiance], and that's a huge benefit given Mew's considerably low HP. Chandelure EX is probably going to be your next best thing. Grandma naturally boasts some immense tactical power, and Dimension Valley is going to put that into your hands a turn earlier—making it something like Christmas I guess. Grandma always comes through big on Christmas—and she really loves to give you your gifts early.

Saving the best for last—next we have Mom. Mom may look mean—but that's just because being a single mom is so hard. She's actually way cooler than grandma, but you might actually never get to see this side of her if you're too focused on the way she handles her authority. You might not understand. Being a single parent is a huge burden. Without the support of daddy to help her through the conflicts—that tends to leave mommy feeling like she has to be a force to be reckoned with—if she wants to command any respect.

As is the power of Mewtwo EX itself. [Scatter Shot] can stack up to thumping amounts of damage. And this—especially alongside the power of [Damage Change]—which works in perfect harmony with the centeral theme of this deck. Unless your opponent can turn over a one-hit KO, they may not be able to knock out anything at all. That's 
traumatizing enough to make your opponent may scream, "I hate you mom...you're ruining my life!"

Gengar unfortunately takes last place here. Which ironically—is pretty typical for a mean big sister. [Night Attack] can be used for free with Dimension Valley, but this itself can be rather narrow and insignificant attack. An annoyance at best, much when big sister steals your clothes.
Gengar's only real move in this deck is something like [Dark Corridor] and Gardevoir (who has the power of [Eternal Radiance] at her fingertips). So basically, attacking, and then hiding behind mom.

Yeah—that's big sister for you. Gengar doesn't have much potential other than that, since there really isn't really anyone else to hide behind in this deck. Only Sigilyph maybe (her skinny boyfriend?). When facing Pokémon EX, she can basically just attack with [Dark Corridor], slam the door in someone's face, jump in the car together and drive away. Once Sigilyph goes active, Pokémon EX are going to be helpless. But that's about the most of Gengar's potential here, so try to ask big sister for anything unless you desperately need it.

Gardevoir: Mom at her best. Shining, compassionate, and beautiful—the model of the greatness. Mom is still strict though—and Asian Tiger Mom is just plain fierce. The primary tactic of this deck involves getting Gardevoir out there to give your opponent the third degree. [Confuse Ray] is Gardevoir's lead attack—use it to cut your opponent down to size, and make them nervous about talking back. [Eternal Radiance] is your ultimate attack—it can make knocking out Gardevoir totally impossible. Dimension Valley doesn't help it out any either, so save your energy if you need to. You definitely don't want to try getting by on [Confuse Ray] alone, leaving it all to the flip of a coin is just foolish. So just get two energy on Gardevoir, have her put on the Giant Cape, and then superwoman your way to victory with [Eternal Radiance].

Meloetta, Sigilyph & Dimension Valley: "Out past curfew again—you're grounded until next Year of the Rabbit...if you're lucky." Sigilyph is when mom slaps you and grounds you as soon as you walk through the door because you were out past curfew again. That's the danger of an Asian Tiger Mom for you—the possibility of getting grounded for so long—you start hallucinating.

Cheren, N, Professor Juniper & Random Receiver: "Bye bye, have fun! Don't be out too late—or you'll both be seeing stars when you get back as well!" Mom might be strict—but she's not heartless. She even lets you have a boyfriend. And N has proven himself to be a rather gentlemen as well. Mom likes him a lot, because he's the MVP Supporter in this deck. You see—there are a short number of basic Pokémon in this deck, and that can amount to a few opening hands where you have to shuffle and redraw due to not having any basic Pokémon in your hand. In turn, this can amount to a bunch of extra cards for your opponent. However, N can instantly level the playing field for you, by forcing your opponent to shuffle all of their extra cards back into their deck, and then re-draw a standard hand of six only cards. Definitely a bad ass boyfriend, so take advantage of that potential, and don't let a good thing get away.

From there on out, your lead Supporter is going to be Cheren—so stay by her side, and make her feel loved. Once you start collecting prizes, N's power is going to begin fading dramatically, and it can even begin to put you at a disadvantage. In addition to that, you don't want to use N if your opponent is low on cards either, because that can also give your opponent any advantage they might need to turn the tables on you. So try to hold onto Cheren when you're in public, and call her up to tell her you love her if you need to—that's sure to brighten her day and yours.

Random Receiver is a must-have for any Asian Mom deck. In addition to that, it's gold (and in high volume) to express the sheer importance of remembering to check-in with mom. You can use these to link yourself between the short ends of your Supporter cards, as well as create alternative options for yourself in the event you're in need of a Supporter with a different style of advantage. Shauna in particular can get us into some tight situations with the medium range of her draw, where the pulling the phone out in that situation will always save the day for us. With reduced numbers of support for energies, Pokémon, and evolution chain support jumping—Random Receiver helps to keep everyone connected on the same level—just like a happy family should be!

Rock Guard: Mom's possessiveness—she guards her children like a rock. Cram school, criticism, bed time by 9:30—and finish all your homework as soon as you get home. You're grounded almost all the time too, I guess that's why you're still a virgin. Which means that Rock Guard could probably represent your chastity belt, lol. But I guess it could also represent mom's cooking as well, lol. But let's just giggle about that to ourselves—so that mom doesn't get upset. It might be a bad time for jokes.

Tuesday, April 28, 2015

The Addams Family



Pokémon [24]

2 — Mewtwo EXNext Destinies (54/99)

4 — DedenneFurious Fists (34/111)

3 — WoobatDark Explorers (50/108)
3 — SwoobatLegendary Treasures (65/113)

2 — GardevoirNext Destinies (57/99)
2 — GalladePlasma Storm (61/135)
4 — KirliaPlasma Storm (60/135)
4 — RaltsPlasma Storm (59/135)

Trainers [19]

1 — Master BallPlasma Blast (94/101)
4 — Level BallNext Destinies (89/99)
4 — EvosodaXY (116/146)

2 — Professor SycamorePhantom Forces (101/119)
4 — ShaunaPhantom Forces (104/119)
4 — TiernoPhantom Forces (107/119)

Energy [17]

4 — Mystery EnergyPhantom Forces (112/119)
13 — Psychic Energy

MAIN STRATEGY

Gallade & Gardevoir: The heads of the household—Gomez and Morticia. The morbid romance between these two Pokémon make up the major plot of the deck, and the strategy involves summoning the pair side by side for a dark dance together. Just like their bedroom—the house has been loaded with all kinds of frightfully delightful items to quicken the deed. Like the torture device—Level Ball. Which can be used to evolve your Pokémon so quickly, you'll have your opponent on the rack—spreading them out. On the other hand, you have the Witch's Brew—Evosoda; a concoction from beyond the grave, which once consumed will give you an instant rise—ascending up the evolution chain of any member in your gothic family.

And once you've got the main couple side by side, it's time to begin the dark dance by sending out Gallade and attacking with [Powerful Storm]. This attack is going to get an immense boost from the love of Gardevoir and [Psychic Mirage]—enabling you to hit your opponent twice as fast—and twice as hard. And it shouldn't be long after that—that you'll be burying them in the backyard.

Woobat & Swoobat: The bats—and blood pets. The family uses these critters to darken atmosphere—as well as for sacrifice, whenever they're in need of some ritual blood. Akin to this, these Pokémon are your tactical resource in this deck. The strategy involves sending Swoobat out before your primary attacker, and using [Energy Gift] to try and get two additional psychic energy attached to one of your benched Pokémon to further empower of their energy based attacks.

This potential makes Woobat your second best option as a starting Pokémon. However, keep in mind that your best move always involves sending Swoobat out after Dedenne—either packs the bench for you—or gets KO'd. Corresponding to this, you'll want to grab at least one Woobat with Dedenne and [Entrainment]—if you don't already have one. This will hopefully enable you to send out Swoobat next, and let your benched Pokémon drink from their blood to load up on psychic energy.

Dedenne: It's Uncle Fester! One of the most infamous members of the Addams Family. And in this deck, one of the most crucial resources by far. Nearly every winning game that you play is likely to involve sending Dedenne out as your starting Pokémon—and using [Entrainment] to fill the bench for you with basic Pokémon. This is very important for a deck like this, since there is an immense climb involved with assembling two Stage 2 Pokémon side by side. A feat like this takes all the support it can get—and that's why it's going to be important for you to use Dedenne to fill the bench for you. This sets the foundation for your evolution chains, and effectively thins out the contents of your deck—thus increasing the potency of cards like your Supporters, Level Ball, and Evosoda.

Mewtwo EX: "You rang?" Lurch the Butler. Only this card portrays a much darker side of the character—one much more intimidating to call upon. However, Mewtwo EX is here to clean up just the same. You'll want to use this card as your supporting offensive attacking. The technique for this primarily involves sending Mewtwo out as your active Pokémon behind Gallade whenever have the high ground; OR sending it in as your active Pokémon before Gallade, whenever you need more time to prepare.

Gardevoir should always be your top priority between the two cards whenever you're climbing your first evolution chain. [Psychic Mirage] is the foundation of the household—and it combos just as powerfully with Mewtwo and [X Ball] as it does with Gallade and [Powerful Storm]. So whenever you've got a mess on your hand, and you can't get them both out at the same time, you'll want to send Mewtwo EX out first as your supporting lead—while you prepare Gallade to dance next with [Powerful Storm].

Professor Sycamore, Shauna & Tierno: Here we have a family portrait, which paints the scene of Gomez extending his fatherly embrace to his pale children—Wednesday and Pugsley. The priority between these three cards will generally depend on the game state—and what (or what not) is in your hand at the time. As a general rule of thumb, you're going to want to lead with Tierno as much as possible to help preserve your hand. This helps to prevent you from throwing anything important away, or drawing into overlapping content when you wheel and deal. Shauna is your secondary resource here, which you'll only want to use when your hand is empty, or when you need to get out of a tight spot and you're out of other options. Otherwise, try leading with Tierno always.

Professor Sycamore is your ace card—and you'll only want to turn to him when the proper opportunity presents itself. Try not to be desperate, and especially consider shuffling any copies of Professor Sycamore back into your hand with Shauna if you happen to have a choice between the two. Preserving your Supporters can come back to help you later—whereas discarding copies of your Supporters can come back to haunt you. So aim to be as tactical as possible. If you're throwing knives in the dark, it's going to be the difference between getting bullseye—or blindeye.

Masterball: It's Uncle Fester's light bulb! Getting any bright ideas, wise guy?

Saturday, April 25, 2015

Big Kahuna



Pokémon [18]

3 — Keldeo EXBoundaries Crossed (49/149)

1 — Primal Kyogre EXPrimal Clash (55/160)
2 — Primal Kyogre EXAncient Origins (96/98)
4 — Kyogre EXPrimal Clash (54/160)

1 — ArticunoRoaring Skies (17/108)

3 — LaprasXY (35/146)
3 — ManaphyPlasma Storm (34/135)

Trainers [24]

1 — Scoop Up CyclonePlasma Blast (94/101)
3 — Random ReceiverPlasma Storm (138/135)
4 — Battle CompressorPhantom Forces (92/119)

1 — TeammatesPrimal Clash (160/160)
2 — Professor JuniperPlasma Freeze (116/116)
3 — SkylaBoundaries Crossed (149/149)
4 — Professor Birch's ObservationsPrimal Clash (159/160)

2 — Rough SeasPrimal Clash (137/160)

2 — Kyogre Spirit LinkPrimal Clash (132/160)
3 — Float StonePlasma Freeze (99/116)

Energy [18]

18 — Water Energy


MAIN STRATEGY

Lapras, Manaphy & Battle Compressor: Aloha! Welcome to the island of Hawaii, the central theme of this deck, where [Seafaring] continues to be the main strategy here. Akin to the Hawaiian theme, Lapras represents the ferries that take you from island to island, and Manaphy represent the mythical sea spirits.

Between the two, Manaphy is probably going to be your strongest starter here. This deck tends to be pressed for time, where you might often be desperately needing that extra card from [Last Wish]. Given how much energy your main Pokémon require in this deck, you won't likely be having many energy to spare for your [Seafaring] Pokémon. This element also makes Manaphy a strong lead, since the single energy retreat cost of Manaphy is a sweet escape, while the two energy retreat cost of Lapras can easily be an unaffordable expense. So lead with Manaphy if you can, while using Battle Compressor to fill up your pool with water energies—and then [Seafaring] to bring on the rain dance and empower your Big Kahuna.

Keldeo EX: This is the boy that sells Hawaiian BBQ. He's very dear to the Big Kahuna. The strategy for this deck strongly relies on Keldeo EX to act as an axiom between your Kyogre and Primal Kyogre EX. You don't need to attach any energy to Keldeo EX here, and you probably won't want to either (as I will explain next). The only resource that Keldeo EX will need is Float Stone, so that it can use [Rush In] serve BBQ (Om Nom Nom) between your Kyogre and their attacks.

Kyogre EX & Primal Kyogre EX: Make way for the Big Kahuna! These two take main stage in the island festivities. To kick things off, you place a Kyogre EX on the bench, and begin attaching as many water energies to it as you can—both from your hand and from [Seafaring]. Next, you will want to use your Kyogre Spirit Link on that Pokémon, and Primal Reversion as soon as possible. After that, the [Alpha Growth] ability will enable you to attach two energies at a time to Primal Kyogre EX. Use this ability to continue attaching as many energies as you can to Primal Kyogre EX.

However, this doesn't mean you want to just let Primal Kyogre EX sit on the bench while you do this. As soon as the Big Kahuna is all powered up, send it out as your active Pokémon to begin smashing your opponent with [Tidal Storm]—and just use that [Tidal Storm]'s ability to power up your benched Pokémon. Once you have a Kyogre EX on your bench that's fully powered up—can you begin using Keldeo EX to serve up an all you can eat buffet between your two Kyogre.

Just switch out Primal Kyogre EX with Keldeo (om nom nom)—then switch in Kyogre EX from the bench (om nom nom)—and attack your opponent with [Giant Whirlpool]. This attack will send two energies back to your hand, from which you can just attach them right back onto Primal Kyogre EX next turn via [Alpha Growth]. Next—switch Primal Kyogre back in with Keldeo (om nom nom)—attack with [Tidal Storm], move your energies back to Kyogre EX—and the cycle goes infinite from there. If you can get two Primal Kyogre EX out at the same time, this technique takes an even smoother rhythm. And if the power of one of your Big Kahuna's start to fade, just begin sending your energies to Keldeo EX instead to serve up an emergency delivery afterwards.

For best results, try to save all your energies for Primal Kyogre EX. [Tidal Storm] requires four energy to use—and you will need to attach an additional two energy each turn if you want to keep attacking. Since the primary strategy here revolves around Primal Kyogre EX, you don't want to bother attaching your energies to anything else unless you absolutely have to. You want to save those energies for Primal Kyogre, in order to keep the Big Kahuna attacking for as long as possible, while you use [Tidal Storm] to power up your benched Pokémon until it's time to feast.

Professor Birch's Observations, Professor Juniper & Skyla: Here we have the endearing family. Skyla is tactical resource here—and she's present in high volume to search out any important cards that might end up getting lost in the sea. For example, use Skyla in your opening turns to get yourself a Battle Compressor if you didn't get one in your opening hand; OR use her to find your Kyogre Spirit Link, so you may Primal Reversion without ending a precious turn. Kyogre Spirit Link is an important, yet rather obscure resource—and content like that is exactly what Skyla is here for.

Professor Birch's Observations is your tactical powerhouse. Into the mid-game, this the Supporter that you'll want to use make your waves. Professor Birch helps to spare you from losing anything precious that might not be able to use at the moment, yet can't afford to discard either (like Float Stone).

Once the game turns over into its late phase, you will want to turn towards Professor Juniper as your raw power resource. Professor Juniper will cast off any overlapping content that builds up in your hand towards the late game scenario, thus increasing your chances of drawing into the resources you need (like water energy for example).

Scoop Up Cyclone: It's the Ukulele. Use it to sing a sweet song, that clears away the stormy clouds, and makes a rainbow shine down. Aloha Oe~ Aloha Oe~

Tuesday, April 21, 2015

Moby Dick

 


Pokémon [17]

2 — Keldeo EXBoundaries Crossed (49/149)
2 — Kyurem EXPlasma Blast (30/101)
2 — Kyogre EXDark Explorers (26/108)

1 — Blastoise Plasma Storm (137/135)

2 — SuicunePlasma Blast (20/101)
3 — LaprasXY (35/146)
4 — ManaphyPlasma Storm (34/135)

Trainers [26]

1 — Master BallPlasma Blast (94/101)
2 — VS SeekerPhantom Forces (109/119)
4 — Battle CompressorPhantom Forces (92/119)
4 — Robo SubstitutePhantom Forces (102/119)

1 — Archie's Ace in the HolePrimal Clash (124/160)
2 — ColressPlasma Storm (118/135)
2 — Professor SycamoreXY (122/146)
3 — TeammatesPrimal Clash (141/160)

3 — Rough SeasPrimal Clash (137/160)

4 — Float StonePlasma Freeze (99/116)

Energy [17]

3 — Double Colorless Energy
14 — Water Energy


MAIN STRATEGY

Lapras, Manaphy & Battle Compressor: Our main combo of the Marine deck series. And in this deck, they represent the whaling ship, the harpoon gun, and the sailors with a death wish. Standard procedure is just the same here. You just lead with Lapras or Manaphy, use Battle Compressor to shoot water energy into your discard pile, then use [Seafaring] to attach those energies onto Pokémon like Kyogre EX. Since the resources are a little different in this deck, that Manaphy makes a much stronger lead here, so it's the one you'll want to try leading with most often here.

[Last Wish] combos with Teammates—to either get you two cards for one (by fetching Teammates with [Last Wish]; OR if Teammates is already in your hand, you can mass up a huge combo by obtaining three cards from [Last Wish] and Teammates together. Try using these three wishes to fetch a Battle Compressor and another Supporter—or two Battle Compressor and that. This will give you lots of energy to [Seafaring] with, and greatly thin your deck to improve the potency of your next draw.

Keldeo EX: The harpoon—with a very sharp and tactical edge. Since this deck aims to attack a little faster than the other Marine decks, and [Secret Sword] requires at least three energy to use, this pushes Keldeo EX into a less offensive role here. If he's all you got, then by all means, put him into the offensive and start harpooning your opponent to death with [Secret Sword]. Otherwise, reserve Keldeo EX for purely tactical maneuvers, like harpooning your opponent's Special Conditions with [Rush In] to remove the condition, then retreating with Float Stone to resume your offensive.

Kyogre EX: The legendary beast itself—Moby Dick. What you're looking to do here is tear your opponents up with the combination of [Dual Splash], [Smash Turn], and Rough Seas. Start this offensive by powering up Kyogre EX from the bench with your [Seafaring] combo, and then emerging from the deep and pick off your opponent's weakest crew members with some [Dual Splash] attacks. Once your opponent is able to clear about 100 damage on Kyogre EX, use [Smash Turn] to return Kyogre EX back to the deep, where it can be safely healed by the Rough Seas.

Kyurem EX: "Arrrrhhggg—thar she blows—thar be Moby Dick!" The legendary words of Captain Ahab—the character whom Kyurem EX represents in this deck. And it's a perfect likeness too. Just look at that expression on Kyurem's face—it's timeless. In the deck itself, Kyurem EX is going to act as a backup to your offensive power, supporting your primary lead—Kyogre EX.

For best results, try gauging the attack you will prepare Kyurem EX to use based on the resources you have available. When your resources are low, don't try going out of your way to power up Kyurem EX. Just throw a Double Colorless Energy on it, and ready him for [Outrage]. It's still a very powerful by itself, and it even gets a little extra support in this deck, alongside the Rough Seas. Although Rough Seas generally dials back the power [Outrage] a bit each turn, it should also extend the total number of turns that you can use [Outrage] consecutively (a little staying power that can go a long way).

[Giga Frost] is your luxury option, so you shouldn't prepare Kyurem EX for this attack unless you've either got nothing else to use—or unless you've got more than enough to spare. Meaning, by either attaching your spare energy to Kyurem EX over the course of your turns—or concentrating all of your [Seafaring] power on Kyurem EX alone to supercharge it with at least four water energy plus a Double Colorless Energy. This will grant you the ability to [Giga Frost] twice (which should give you at least two prize cards)—from which you can then retreat and return those energies to Kyurem EX with [Seafaring]; OR you can also just leave Kyurem out there with the Double Colorless Energy—and [Outrage] till the bitter end (possibly collecting another prize or two—at the cost of two prizes yourself).

Professor Sycamore, Colress & Teammates: "Heeeey, let's go hunt Moby Dick." "Oohh, that's a brilliant idea!" On...to adventure! These cards represent the less than brilliant crew of the Pequod. Teammates is going to be your lead resource between them, since it compliments [Seafaring] and Robo Substitute perfectly. Going right along with the pace of the game, Teammates should be able to get you whatever you need. The only additional instructions that can be given, is to consider always grabbing another supporter with it (to secure yourself during the next turn).

Colress is going to be your right hand man. And early in the game, it's the supporter that you'll want to always chain after Teammates. Professor Sycamore is your late game supporter. Since late in the game, you will often find yourself holding lots of overlapping content that you can't make any use of. So try to save your Professor Sycamore for later on in the game, where they can be used to purge your overlapping content—and better your odds of drawing into any content that you truly need.

Archie's Ace in the Hole: Here we have Captain Ahab again. And yup—he's in the belly of the beast. Be warned, that the ability to make use of this card is very narrow, so you will need to pay very close attention to make good use of this card. Whenever that window of opportunity closes, you will need to shut this card out totally to save yourself from being held back by it.

The first window of opportunity is to fetch Archie's Ace in the Hole with Teammates (usually during your opening turns—after you've emptied your opening hand). Utilizing this technique often involves the use of Battle Compressor as well—to put a Pokémon into your discard pile (like Keldeo EX) and help to enable Archie's Ace in the Hole for you. If you didn't have a Battle Compressor to use for this, then just use Teammates to obtain a Battle Compressor (alongside Archie's Ace in the Hole)—and use it set yourself up before you end your turn. This should enable you a clean use of Archie's Ace in the Hole during you next turn, so long as you don't draw into something that holds you back (like another Supporter).

The other window of opportunity involves chaining a Battle Compressor back-to-back with a Vs. Seeker to quickly obtain Archie's Ace in the Hole—and use it while your hand is empty. With a Vs. Seeker in your hand, use Battle Compressor to put a water energy, a Pokémon EX, and Archie's Ace in the Hole into your discard pile. Then, use the Vs. Seeker to return Archie's Ace in the Hole—where you should be able make use of it during your next turn while your hand is empty.

If either of these windows of opportunity do not present themselves to you, then consider pitching Archie's Ace in the Hole into the discard pile with one of your Battle Compressors to get it out of the way. Going into the mid-game scenario, your hand is begin loading itself with content you can't make use of (like tons of spare Pokémon)—and Archie's Ace in the Hole will only be dead weight to you then.

Rough Seas & Float Stone: The unforgiving seas—and your grave stone at the bottom of the deep. These two cards pair very powerfully together. Float Stone will give you a free retreat to the bench, and Rough Seas will then enable you to progressively heal any of your denizens lying there. Since Pokémon EX are your primary (and most demanding resources) here—try saving your Float Stones for them. Losing an EX involves losing two prize cards, and that tends to add up way too fast, so you'll need those Float Stone to keep those heavyweights above the water.

As an advanced tactic, you can put a Keldeo EX on the bench with a Float Stone, and have it tactically move your entire team around by itself. This tactic involves using [Rush In] to send your active Pokémon to the bench, then retreating Keldeo EX for free, and switching it out for something like Robo Substitute or Suicune, to buy you some time and let the Rough Seas heal your damaged Pokémon.

Masterball: "Arrrrhhh—thar be Moby Dick! Go, masterball!!"

Monday, April 20, 2015

National Coast Guard

 
Pokémon [17]

1— Mega Blastoise EXXY (30/146)
3 — Blastoise EXXY (29/146)
2 — Keldeo EXBoundaries Crossed (49/149)

3 — SuicunePlasma Blast (20/101)
4 — LaprasXY (35/146)
4 — ManaphyPlasma Storm (34/135)

Trainers [26]

3 — VS SeekerPhantom Forces (109/119)
4 — Battle CompressorPhantom Forces (92/119)
4 — Robo SubstitutePhantom Forces (102/119)

3 — Pokémon Center LadyFlashfire (93/106)
4 — ColressPlasma Storm (118/135)

2 — Frozen CityPlasma Freeze (100/116)

1 — Rock GuardPlasma Freeze (108/116)
2 — Float StonePlasma Freeze (99/116)
3 — Muscle BandXY (121/146)

Energy [17]

3 — Double Colorless Energy
14 — Water Energy
 
 
MAIN STRATEGY

Manaphy, Lapras & Battle Compressor: This combo is the centerpiece of the Marine deck series. And in this deck, they represent the speedboat, the medical pump, and our sinking children. The strategy between these cards involves throwing Lapras or Manaphy out as your active, then using Battle Compressor to pump three water energy into your discard pile. After that, you'll want to use [Seafaring] to attach as many of those energy as you can onto your benched Pokémon.

Tactically, since Lapras has higher HP, you'll probably always want to lead with it over Manaphy when it comes to [Seafaring]. This should give you more time to flip those coins and get as many energy as you can onto your benched Pokémon. Lapras can double as offensive power when your resources are slim. So if you get into a really bad spot, try using Lapras as a hybrid offensive/defensive piece. Its moderately high HP can buy you some time, and 50 damage for two energy—via [Hydro Pump]—isn't too bad either.

Manaphy has considerably low HP, and since it won't generally give you as much time to flip your coins on [Seafaring], you probably don't want lead with it unless you're sure that you'll be able to make an offensive move anyways within the shortened time frame. After Manaphy gets KO'd, [Last Wish] is going to give you a free card from your deck, and that is always going to be useful (especially in a very bad spot). So if you notice that your hand is a little short on content, you can also consider leading with Manaphy instead for the tactical edge that [Last Wish] provides.

Blastoise EX & Mega Blastoise: Our captain of the ship. Blastoise is our primary offensive resource, which can boast a little tactical potential as well. The strategy involves just placing Blastoise on your bench and letting [Seafaring] do its magic for you. If things go well, you'll be able to blast your opponent's active Pokémon with [Splash Bomb] on your next turn for up to 140 damage (including Muscle Band). From there, you can just keep bombing them directly; or you can use [Rapid Spin] to switch out Blastoise for Suicune or Robo Substitute to protect it from taking a direct hit during your opponent's next turn.

Mega Blastoise is your superpower option—but I've only included one copy of the card specifically to suite games where you have the distinct advantage to Mega Evolve without ever being held back by it. For this reason, you'll want to use [Last Wish] to obtain Mega Blastoise whenever you need it. If you're running this option with Blastoise on the bench, lead with Manaphy to fetch Mega Blastoise, then you can follow up with Robo Substitute and then Mega Evolve without any worry.

Having a few copies of Mega Evolutions can actually hold you back in general. And since Blastoise EX does so well on its own here, I think just one Mega Blastoise should be just fine for this deck. It helps to guide players along. Since whenever you can use it—it's there for you. But when it's not available—it forces you to move along to another option (which will often work out for the best).

Keldeo EX: Our vice admiral—and right hand man Keldeo EX. This is an extremely powerful card that boasts all kinds of tactical potential to it (especially in this deck). For example, [Secret Sword] will be dealing at least 120 damage when you attack—and you can further increase that damage by 20 for each Water Energy you attach after that. This can be a fairly easy feat to achieve in this deck, given how [Seafaring] can grant you up to three energy at a time. And at five energy (including Muscle Band), you'll be doing 180 damage to OHK nearly any card in the game.

The [Rush In] ability offers all kinds of tactical potential all by itself. For example, you can use it to switch out your Robo Substitutes without discarding them, or save any sitting ducks that you might have stuck as your active without any energy on them. Akin to this, [Rush In] can be used to spare your [Seafaring] Pokémon and retreat them for free—allowing them to retain their energy cards—so that they can come right back out and do their thing again if they need to.

As an advanced tactic, try keeping Blastoise and other Pokémon as your lead over Keldeo. This will enable you to scoop up any energies that you've lost along the way with [Seafaring], and attach them all to Keldeo EX to maximize the power of his [Secret Sword] attack before he goes active.

Suicune: Here we have the spirit of the Coast Guard—which is strongly represented by Suicune's purifying nature and its ability [Safeguard]. Suicune is definitely going to be one of your most prominent resources in this deck. It's going to be the card that saves you from the crush of cheap Pokémon EX (like Yveltal EX and Mewtwo EX) that so many people seem to fanatically enjoy just throwing out there and spamming with energies. Suicune can be the only card you need to lock the game down and ensure your absolute victory. And since it's compatible with the Double Colorless Energy, all it takes is a single energy from [Seafaring] to save the day for you.

Colress & Pokémon Center Lady: The navigator and the nurse—essentials to the Marine crew of the Coast Guard. Colress is you main man to navigate the seas, and is going to be ripping up the waters once you've packed you bench with Lapras, Manaphy, and Robo Substitutes. At best, you should come to the point where you have so many cards—that you can't even use them all! It gets that intense.

Pokémon Center Lady is significantly a bit more important than Colress is. It's your only resource to heal your Pokémon from Frozen City damage, recoil (like with Blastoise)—or simply on demand to keep your ship above the water. This can be a really great card to save for Suicune as well, seeing as how Suicune is so tactically important, yet only has 100HP. Because of its power, Pokémon Center Lady is definitely a resource that you'll want to save for your more prominent Pokémon. So save them for when you need them (even if that means shuffling them back into your deck via Colress)—and try not to waste them on anything just because you're scared to let it pass you by.

Vs. Seeker: Marine communications—adding more tactical edge to your crew. Vs. Seeker acts as an extension to your Colress and Pokémon Center Lady cards. However, despite the surplus, try not to waste more than one Vs. Seeker on any Colress—unless you absolutely have to. Pokémon Center Lady is a much more important resource. Once you've got your primary offensive going, just one Pokémon EX backed by Pokémon Center Lady can clear the board entirely by itself.  So do use those Vs. Seeker cautiously.

Frozen City: The city in peril—adding more offensive edge to your deck. This card is going to create some very choppy waters for both players. Pokémon is a game where every damage counter can seriously count, so a card like this can be a game breaker. However, you should be able to bear the storm without much trouble, since [Seafaring] gives you a way around Frozen City—granting you energies from your discard pile that won't incur any damage on your own Pokémon. Be warned that this can be a very tough card to play with, but the power of Frozen City can be more than worth it—so just try to stick with it the best you can.

Muscle Band, Float Stone & Rock Guard: Bandages, smelling salts, and the sweet—sweet shoreline. Some of the most welcoming things to any Marine. The spread on these resources is thin, so you're going to want to be extra cautious with how you use them. Muscle Band works best on Suicune, Blastoise EX, and Lapras (in that order). Float Stone has legendarily been Keldeo EX's main tool since it came out—so it should be a given who to save that for. Suicune can be another good option for Float Stone as well. It can be very useful in a crunch, to retreat Suicune for free, and spare it from being knocked out so that it can go on to defend you indefinitely from Pokémon EX.

Rock Guard is a given for any Pokémon EX, since their high HP is the perfect compliment to Rock Guard's high damaging ability. However, Blastoise EX is definitely your best bet when it comes to Rock Guard thanks to the power of [Rapid Spin]. When Blastoise's HP gets really low, you can [Rapid Spin] out back to the bench, and wait for a few Pokémon Center Lady to breathe some life back into your Rock Guarded Blastoise EX. To top it off, even with the standard 120 damage on [Splash Bomb], no typical Pokémon EX will be able to attack Blastoise EX without knocking itself out in the process (adding yet another layer of defensive power to your side).

Sunday, April 19, 2015

Punch-Out!! Deck Series — Super Macho Man


Pokémon [18]

1 — Landorus EXBoundaries Crossed (89/149)
2 — Tornadus EXPlasma Freeze (54/108)

2 — HawluchaFurious Fists (63/111)
2 — SolrockPrimal Clash (83/160)
3 — DedenneFurious Fists (34/111)

4 — MienfooBoundaries Crossed (87/149)
4 — MienshaoFurious Fists (57/111)

Trainers [25]

1 — Scoop Up CyclonePlasma Blast (95/101)
3 — Level BallNext Destinies (89/99)
4 — Random ReceiverDark Explorers (99/108)
4 — Robo SubstitutePhantom Forces (102/119)

3 — TeammatesPrimal Clash (141/160)
4 — KorrinaFurious Fists (95/111)

2 — Silver BanglePlasma Blast (88/101)
4 — Muscle BandXY Base Set (121/146)

Energy [17]

4 — Strong EnergyFurious Fists (104/111)
2 — Double Colorless Energy
11 — Fighting Energy


MAIN STRATEGY 

Tornadus EX & Landorus EX: These two represents the big boss—Super Macho Man. He's got his tan in full effect and his Macho Spin Punch in full charge. Between the two, Tornadus is going to be your ace—and Landorus your king. [Windfall] is a really great opener to build up an unstoppable momentum in the game. It works really great with all of the other resource obtaining cards. And throughout the course of this Super Macho Spin, try using one of your Korrina to obtain a Scoop Up Cyclone. Then, use that on Tornadus to bring him back to your hand and prevent him from being knocked out. This can be a major lifesaver for you—and a major setback for your opponent. They'll be out two prizes—while you're all supercharged and ready to hit 'em hard.

The strategy for Landorus is a little different, and involves throwing him out there to beat on your opponent's active and benched Pokémon with [Hammerhead] for just a single energy. You'll be putting about 50 damage on their active and 30 damage on one of their benched Pokémon each turn. Just a few rounds of this is going to leave your opponent looking like Little Mac after a beatdown. And if your opponent finally gets him on the ropes, just you use your Scoop Up Cyclone to bring him back to your hand to starts the rounds over—or just power up Landorus from the bench to put the immense power of [Land's Judgment] at your beckoning command.

Hawlucha: Here we have Little Mac, and of course, he is little compared to the Super Macho Man. This card is a very strong backup against powerful Pokémon EX. In this deck, Hawlucha is a great card to spend one of your Strong Energy on—since the score for KO'ing a Pokémon EX almost always makes it worth it. Another useful strategy in your opening turns, can involve throwing Hawlucha out there as your active, then retreating it for free after you've obtained something more viable to use (like a Dedenne via Level Ball—or Landorus EX via Korrina).

Dedenne: This card also represents Little Mac, since he's just a pip-squeak next to Super Macho Man. However, it's one of the more powerful cards to get in your opening hand, since it works double time with the rest of the resource gathering content to assemble a very strong offensive. Fetching basic Pokémon with [Entrainment] is going to allow you to use Korrina to fetch Random Receiver, and potentially chain Korrina's back-to-back (giving you a Supporter each turn). However, in the event you happen to get Teammates instead, try switching up to Dedenne's [Energy Short] attack in the meantime. It will stack up some helpful damage on your opponent's active Pokémon, while you wait for Dedenne to get KO'd, and enable Teammates for you.

Solrock: Aahh, the legendary California sun. It's the main reason why the Super Macho Man so strongly resembles this card himself. In this deck, Solrock is your backup support. Very useful when you've got some time to spare, or whenever you happen to get stuck with a tough hand. For a single energy, [Solar Generator] is going to fetch you two non-Basic energy—providing you with some very powerful resources—while helping to thin out your deck and draw you into more useful content.

Mienfoo & Mienshao: These cards here are the centerpiece of the deck, and they symbolize the Super Macho Spin in grand form. The strategy here aims to attack your opponent consistently with Mienshao, without your opponent ever being able to knock it out. The technique for this revolves around [Aero Turn], which returns Mienshao (and all other cards attached to it) back to your hand. This prevents Mienshao from taking any damage, which prevents your opponent from being able to knock it out. Mienshao is the primary resource for your Strong Energy and Muscle Band, so use them with highest priority on Mienshao to increase the power of [Aero Turn] as much as you can.

Robo Substitute: The punching bag Super Macho Man uses, custom tailored to mimic pip-squeaks like Little Mac. This card is your primary lifeline for Mienshao and [Aero Turn]. In a game scenario where your resources are thin, this card work miracles to spare you a turn, thus enabling you to power up your Mienshao for the next attack. One of the greatest benefits to this—is that it can enable you to attach an additional Strong Energy to your Mienshao, which will tip the scales for you in your favor whenever you're dealing with Pokémon that have over 160HP. At a full 100 damage, you'll be knocking them out in two hits, rather than three (as it would take to do at 80 damage a hit).

Muscle Band & Silver Bangle: The championship belt—and the championship ring. Because after all, Super Macho Man was the original champion of the Punch-Out!! series, right before Mr. Dream or Mike Tyson found their way at the top of the ranks. For best results, try saving your Silver Bangle exclusively for Hawlucha (since he only works against Pokémon EX anyways). Muscle Band is a much more prominent resource, but you'll never want to throw one on Tornadus EX. It would only be a waste, since his existence in the deck is only supplemental itself. Muscle Band is there primarily for Landorus and Mienshao, but don't hesitate to throw one on Hawlucha or Dedenne if you've got any extra to spare. It's your universal resource, and that's what the numbers are there for.

Korrina & Teammates: Here we have the girls, because Super Macho Man gets all the ladies. These two Supporters make a very unique combination in this deck. Korrina is your main girl. You'll want to use her to load your bench with Mienfoo and Mienshao. You will need at least one Mienshao in order to begin a strong [Aero Turn] offensive, with an additional Mienfoo on the bench to act as your standby. For best results, try to use Korrina's second ability as tactically as possible. Like whenever you have an extra copy of Korrina in your hand, use the first one to fetch yourself a Level Ball (granting you two Pokémon in one shot). And when your resources are low, use Korrina's second ability to reach for a Random Receiver instead to give you another Supporter for your next turn.

Teammates is your backup to Korrina, and it relies on cards like Solrock, Dedenne, and Robo Substitute to enable it for you. However, Teammates can be still be really useful later in the game, to grab you any important, yet obscure resources (like more Robo Substitutes) whose numbers might have been greatly thinned down by the pace of the game. Early in the game, try using Teammates to obtain at least one Korrina for yourself—or even two Korrina. Never forget that's your main girl—and you'll want to rely on her power most of all to take you to the top.


Sunday, April 12, 2015

Punch-Out!! Deck Series — King Hippo



Pokémon [18]

2 — Groudon EXDark Explorers (54/108)
2 — Groudon EXPrimal Clash (85/160)

2 — HawluchaFurious Fists (63/111)
2 — SolrockPrimal Clash (83/160)
2 — LunatonePlasma Storm (74/135)

4 — HippopotasNext Destinies (65/99)
2 — HippowdonNext Destinies (66/99)
2 — HippowdonPrimal Clash (88/160)

Trainers [23]

4 — Level BallNext Destinies (89/99)
4 — Heavy BallNext Destinies (88/99)

4 — TiernoPhantom Forces (107/119)
4 — Professor Birch's ObservationsPrimal Clash (134/160)

1 — Rock GuardPlasma Freeze (108/116)
2 — Rocky HelmetPlasma Blast (88/101)
4 — Float StonePlasma Freeze (99/116)

Energy [19]

4 — Strong EnergyFurious Fists (104/111)
4 — Double Colorless Energy
11 — Fighting Energy

MAIN STRATEGY

Heavy Ball & Level Ball: Both of these cards pull tons of weight in this deck to lay it upon your opponent. Between them, Heavy Ball is the primary resource here, since it can basically fetch you nearly any Pokémon in the deckand Level Ball is the secondary resource here, since there are a few crucial Pokémon that it cannot fetch for you. For this reason, try to save your Heavy Balls for Hippowdon the best you can. It's your primary Pokémonand nothing else can fetch it for you. For this same reason, try not to waste your Heavy Balls on anything that you can get with a Level Ball either. You won't be able to make up the difference for it later (due to Level Ball's restrictions).

Professor Birch's Observations & Tierno: This is a really great Supporter combination, that especially works wonders in this deck, due to being enveloped by so many Item cards. You seeas you play Item cards from your hand, you'll be effectively thinning out your deck in the process. And this concentration of your decks contents decreases the probability of overlapping content. To further increase this potency, you will want to treat Tierno as your primary Supporter, and always using it first (unless your board position can truly spare it). This technique holds your hand in place while you draw, which increases the probability of drawing into new resources. Opposed to the greater chance of overlapping the same cards that were previously in your handwhen you wheel and deal.

Rock Guard & Rocky Helmet & Float Stone: The block & dodge, the hippo crown, and the eye iron. These glamorous accessories and tools of the trade are the tactical Pokémon support here. Float Stone works perfectly to compliment all of the heavy Pokémon throughout this deck, and with that said, you should be able to throw it onto any one of them with great success. Rocky Helmet and Rock Guard are your secondary resources, which you will want to save exclusively for your purely offensive Pokémon (something that you're going to have just sitting out there and attacking—like [Resistance Sand] Hippowdon). In addition to this, try to save Rock Guard for Groudon EX as often as you can—since its HP is very high, and that factor helps significantly to get the most out of Rock Guard's powerful ability.

Solrock & Lunatone: These two cards mimic your blazing Star Punch, and your lights-out KO. They both work very tactically to thin out your deck and concentrate your decks contents. Solrock is a really great Pokémon to throw out on turn one. [Solar Generator] will get you all of the special energy cards you need in a single turnwhich are extremely crucial resources to power up your main PokémonGroudon and Hippowdon. Lunatone is used by letting it work miracles for you from the benchvia [Premonition]. Use it to your greatest advantage, by filtering through the top two cards of your deck, and effectively putting you a turn ahead in the game.

Groudon EX: These two cards are your supporting power-houses, which both represent King Hippo's crushing left and right hand punch. You will want to use these cards at the start of the game to give you the edge against weak starters, or put you on level ground against stronger starters that opponent throws out to begin the game. As a standard guideline, [Rip Claw] Groudon is going to be your best game openerwhile [Giant Claw] Groudon is likeliest to be your best game finisher.

Hawlucha: This card represents Little Mac, and it's a great backup Pokémon with more than few neat tricks to it. It give you something to throw out there first turn, yet retreats for free which can allow you to make a more tactical move after you've played your hand out and established your defenses a bit. It also attacks for a single energy, which enables you to freely sit him on the bench without worry, while power up your more energy demanding Pokémon.

Hippowdon: Here we have King Hippo of courseand depending on your board position, and the deck that you're up against, the tactical split here between the two different versions of Hippowdon gives you some options to work with. If you're up against lots of Pokémon EX, then you will want to tank your opponent with [Resistance Sand] Hippowdon to victory; OR if your bench position is really strong, you will want to use [Sand Bazooka] Hippowdon to blast your opponent's active Pokémon, while you send your spare energy to the bench for the next big offensive.

This option really works great with Hawlucha and both versions of Groudon EX, since the first only requires a single energy, and the other two are rather resource demanding cards.

 

Punch-Out!! Deck Series — Bald Bull



Pokémon [21]

2 — Hawlucha EXFurious Fists (64/111)
3 — Excadrill EXLegendary Treasures (82/113)

2 — DittoBoundaries Crossed (108/149)
3 — SolrockXY (64/146)
3 — LunatonePlasma Storm (74/135)

4 — PhanpyPlasma Storm (71/135)
4 — DonphanPlasma Storm (72/135)

Trainers [23]

2 — VS SeekerPhantom Forces (109/119)
4 — Random ReceiverDark Explorers (99/108)
4 — Robo SubstitutePhantom Forces (102/119)

4 — Professor Birch's ObservationsPrimal Clash (159/160)

2 — Fighting StadiumFurious Fists (90/111)
2 — Mountain RingFurious Fists (97/111)

1 — Rock GuardPlasma Freeze (108/116)
2 — Muscle BandXY (121/146)
2 — Silver BanglePlasma Blast (88/101)

Energy [16]

4 — Strong EnergyFurious Fists (104/111)
4 — Double Colorless Energy
8 — Fighting Energy

MAIN STRATEGY

Excadrill EX: This card primarily represents the Bald Bull and his crushing punch in grand form—respectively matching the brilliant artwork. It is also your main starter for this deck. On your best games, you want to have Exacdrill out and attacking with [Dig Out] through your opening turns, using that attack's ability with Lunatone's [Premonition]—to filter through the top cards of your deck, and attach a free energy to one of your benched Pokémon every time. With all the bonus energy, you should then be able to channel your spare energy into Excadrill EX each turn, thus enabling you to hit your opponent with a very quick and heavy [Break Ground] attack.

Donphan: This card is the lead Pokémon in the deck—and it of course, also represents the Bald Bull. Your main strategy for this deck involve evolving Phanpy to Donphan, then sticking and moving like Doc says—using Donphan's [Spinning Turn] to hit your opponent's defending Pokémon, then duck and cover behind something like Robo Substitute or Hawlucha EX. Each have their own advantages to them, and together guard Donphan and enable it to hammer away at your opponent's Pokémon unharmed. There is an incredible amount of power increasing cards in this deck, potentially enabling Donphan to hit your opponent's Pokémon with [Wreck] for an easy 180 damage or more.

Hawlucha EX: Here we have our endearing hero Little Mac. This is card that you will turn to for support when you're in a bad spot—or as a backup to one of your lead players. Try switching out Donphan for Hawlucha EX, after using [Spinning Turn], whenever you don't have any Robo Substitutes to spare. Hawlucha EX is a great option for this—since it has moderately high HP, retreats for a single energy, and its [Counterstrike] ability also acts as extra offensive power against your opponent's battered Pokémon. [Moonsault Stomp] deals about 120 damage on average as well, easily enabling Hawlucha EX to remain active and K.O a Pokémon or two by itself.

Rock Guard, Muscle Band & Silver Bangle: Anabolic bulk mass, bandages, and hidden brass knuckles. That's what you can expect in a boxing match against a Turkish mob boss. Rock Guard works really great on either of your Pokémon EX, but you will probably want to save it as often as you can for Hawlucha EX—since it will increase [Counterstrike] potential to a daunting 80 damage! Muscle Band is the universal power amplifier—it works great no matter where you place it. Silver Bracelet is a more tactical resource, and since it only applies to Pokémon EX (and doesn't work for them), you'll probably want to save it for either Solrock or a spare Donphan on your bench. Against Pokémon EX, the extra 10 damage over Muscle Band can make the difference of an entire turn.

Solrock & Lunatone: These two work as perfect compliments to each other. Lunatone represents fight night, and you'll want to use its [Premonition] from the bench to help predict the outcome of the battle. It's one of the most tactical cards in the game, and nearly any deck that runs it reaps an incredible benefit from it. Solrock on the other hand is your backup powerhouse. With Lunatone on the bench, for a single energy, [Cosmic Spin] can hit your opponent's Pokémon for up to 90 damage. That is absolutely crushing—enough take down nearly any Pokémon EX in only two rounds flat.

Fighting Stadium & Mountain Ring: Madison Square Garden and the mean streets of NY city where you train for the big fight. Fighting Stadium is going to add an additional 20 damage against Pokémon EX, as well as enable the full power of Hawlucha EX and [Moonsault Stomp]. Mountain Ring can be used to protect your weaker resources like Phanpy, Ditto, Lunatone, Solrock, and Robo Substitutes against bench punchers like Landorus EX. It enables Excadrill EX and [Break Ground] to spare your own Pokémon taking any damage. And the two copies of each give you plenty to spare when it comes to Donphan and its immensely powerful [Wreck] attack.

Vs. Seeker, Random Receiver & Professor Birch's Observations: Professor Birch's Observations is the highlander Supporter card in this deck, and it in all its power represents the mighty Bull Charge. Being that this card is your only supporter in the entire deck, you will want to use your Random Receivers to close any empty space that develops between your Professor Birch's Observations. Then, Vs. Seeker can also be used for that, but since it potentially doubles as two additional copies of Professor Birch's Observations, you'll want to try and save your Vs. Seekers as much as possible until you're all out of Professor Birch's Observations to use. You will not be able to make up for it later, since once they're all gone, Random Receiver isn't going to do anything for you.