Sunday, May 24, 2015

Bounty Hunters


BOUNTY HUNTERS DECK LIST

Pokémon [18]

2 — Registeel EXDragons Exalted (81/124)

2 — JirachiPhantom Forces (42/108)
2 — RegigigasPhantom Forces (86/119)
4 — SolrockPrimal Clash (83/160)

4 — ExcadrillPrimal Clash (97/160)
4 — DrilburEmerging Powers (54/98)

Trainers [25]

1 — Computer SearchBoundaries Crossed (129/135)
2 — Enhanced HammerPrimal Clash (162/160)

2 — LysandreFlashfire (104/106)
2 — Pokémon Center LadyFlashfire (105/106)
4 — Professor Birch's ObservationsPrimal Clash (159/160)
4 — NDark Explorers (96/108)

3 — Steel ShelterPhantom Forces (105/119)

3 — Jamming NetPhantom Forces (98/119)
4 — Hard CharmXY Base Set (119/146)

Energy [17]

5 — Metal Energy
4 — Double Colorless Energy
4 — Shield EnergyPrimal Clash (143/160)
4 — Metal EnergyUndaunted (80/90)

MAIN STRATEGY

Solrock & Jirachi: Here we have the federal government and the mayor. One issues the capture of the fugitive—and the other backs it up by issuing the bounty reward out of his own pocket. All of your most important Pokémon in this deck rely on special energy to jumpstart their offensive power, making Solrock your primary resource. Double Colorless Energy is especially important—and that's why Solrock is here to deliver the goods. Hope to get one in your opening hand, so that you can send it active and use [Solar Generator] to put those special energies directly into your hand. This will enable you to quickly power up your most powerful bounty hunters in under two turns flat.

Jirachi is your backup to Solrock, providing a little cushion to your tactical advantage—seeing as how four copies of Solrock won't always stretch as far as you might need it to. Unlike most other decks, this one doesn't have much energy to spare, since it's loaded with tactical special energy that tend to be extremely precious towards your offensive and defensive potential. For this reason, you're going to want to stick with [Diminutive Desire] as exclusively as you can. [Doom Desire] will mostly just waste your energy in this deck, so just do your best to keep it on reserve for really tough Pokémon only.

Try not to attach any of your special energy onto Solrock or Jirachi either. They're far too precious to be throwing away—and your success critically depends on cards like Excadrill and Regigigas having those special energies to empower them.

Regigigas & Registeel EX: These two are your heavyweight bounty hunters—and the super defensive strategy of this deck aims to make either of these two Pokémon nearly unstoppable. First we have Regigigas and [Daunt], which begins at a massive 80 damage for just three energy—then reinforcing Regigigas for an impressive 40 damage against your opponent's next attack. Add the Kevlar Hard Charm onto Regigigas, and you'll be upping the irons to an immense 60 damage of resistance (which is truly phenomenal). At that point, your opponent faces the nearly impossible task of chipping away at Regigigas' high 130HP with 60 damage being taken away from all their attacks.

Registeel EX can even be all that and a little more, given how it's compatible with both Metal and Shield Energy (which will reinforce Registeel for 10 damage each). When they're both fully geared up, Registeel EX stands to last a few more attacks than Regigigas would, which is pretty significant when you're hitting back for 80 damage each turn. Registeel EX can also punch through to your opponent's bench with [Triple Laser]—picking off any lingerers retreating to spare themselves—or helping to take out troublesome benchwarmers like Robo Substitute and [Fairy Transfer] Aromatisse. Which ever you get first—take it and run with it—both hold the power to bring your opponent's down hard.

Excadrill: Here we have team leader—and your most experienced bounty hunter. Ω Barrage will enable you to attack twice—making Excadrill one very quick and very powerful Pokémon. [Dredge] can be used attach up to two energies from your deck directly onto Excadrill, taking you from one to three instantly. And these don't have to be basic energies either, so you will want to use [Dredge] to load Excadrill up with Metal and Shield energies. These are going to reinforce Excadrill against 10 damage each, where adding Hard Charm is going to bring the total to a heavy 50 damage.

The idea here is to set your opponent's offensive potential back by a lot, and support against Excadrill's rather low HP. This will enable to attack with [Mach Claw] twice from then on, dealing 100 damage to a single target—or 50 damage between the split of your opponent's KO'd Pokémon and their new active Pokémon. Meanwhile, your opponent will have to be dealing 60 or more just to put a scratch on Excadrill's super reinforced frame. It's truly the art of a best offense being a good defense.

Enhanced Hammer, Hard Charm, & Jamming Net: The battering ram, the Kevlar armor, and the Net Gun—these are the tools of the trade. This deck heavily relies on special energy—and it's not the only deck that does. That's why we have Enhanced Hammer to knock away those heavy Double Colorless Energy, setting our opponents back two entire turns with the energy lost. Next, we have Hard Charm to further reinforce the defensive power of our bounty hunters. We should be able to throw this on Regigigas, Registeel EX, or Excadrill to much success. And last but not least, we have the Jamming Net, which adds an entire level of protection against Pokémon EX—preventing them from being equipped with other Pokémon Tool cards—and reinforcing your bounty hunters against an additional 20 damage! This can bring the total of resistance up to 80 or more!!

Lysandre, N, & Professor Birch's Observations: Our bounty hunters again—in grander form. N and Professor Birch's Observations are your forerunners, powerfully cycling through your deck together as the contents thin out and hunting down your most important cards. Beside them, Lysandre is the tactical mastermind that pulls all the strings. Lysandre can be used to finish off a hard targets like Donphan and Gengar EX—or used to cut off a serious threat like Yveltal EX before it gets too powerful. It's an extremely powerful card in so many suites, it's sure to win lots games for you.

Pokémon Center Lady & Steel Shelter: These two go hand-in-hand—yet who and what they actually represent could depend on which side of the bounty you're on. If you're on the right side, I guess they could be the hospital and nurse—patching a bounty hunter up after a tough encounter. If you're on the wrong side, then I guess they could be the prison and nurse—checking up on you (the fugitive) to make sure that you haven't been drinking too much of that alcoholic toilet water to pass the days. Either way, they work the same for you—with Steel Shelter making up the bulk of protection (against special conditions)—and Pokémon Center Lady providing some extra cushion.

You can't always rely on one resource, and that's why it's a good deck building strategy to double up on cards that cover important aspects like offensive, defense, card fetching, and recovery—by including extra copies cards that do similar things to help cover your ass in a tight spot.

Computer Search: The federal cyber system and international network. It pretty does everything. It can track your grandma through space and time as she passes away into the afterlife—and that kind of power makes tracking down fugitives (or anything else you might need) a breeze.

Wednesday, May 20, 2015

American Muscle


Pokémon [22]

3 — Metagross EXMega Metagross Premium Collection (XY34)
2 — Mega Metagross EXMega Metagross Premium Collection (XY35)

4 — KlefkiPhantom Forces (66/119)
2 — LunatonePlasma Storm (42/108)

4 — KlinkDark Explorers (75/108)
3 — KlangEmerging Powers (75/98)
2 — KlinklangBlack & White (76/114)
2 — KlinklangPlasma Storm (90/135)

Trainers [21]

1 — Computer SearchBoundaries Crossed (129/135)
2 — Mega TurboRoaring Skies (86/108)
3 — EvosodaXY Base Set (116/146)

4 — Level BallNext Destinies (89/99)

2 — ColressPlasma Storm (118/135)
2 — Professor SycamoreXY Base Set (22/146)
4 — Professor Birch's ObservationsPrimal Clash (134/160)

3 — Steel ShelterPhantom Forces (105/119)

Energy [17]

13 — Metal Energy
4 — Shield EnergyPrimal Clash (143/160)

MAIN STRATEGY

Klefki: The keys to the ride. This card starts the engine so you can get the wheels burning. The technique for this involves playing second if you can. Nearly any deck that revolves around [Call for Family] wants to use that attack as quickly as possible, especially decks that use the attack to supercharge their evolution chains. However, for this deck, calling for a bunch of Klink isn't as necessary—since you'll generally only need one Klingklang or the other to win. Klefki doesn't have very much HP either—so you can't expect to always be able to [Call for Family] twice. For this reason, consider benching Klink and Metagross EX as your primary first move. From there, you can always double up on that support by calling for an additional copy of those cards next turn. What's important is that you get the two primary cards out first. Metagross EX has a ton of HP, and that makes it a powerful defender to brace the impact while you're tightening the gears of your Klinklang.

Lunatone & Klinklang: Working on the car all night—and the gears that make it the monster it is. Lunatone is your backup to Klefki. For one energy, [Double Draw] will supercharge your hand, and help you to put your Klinklang together overnight. Getting those assembled as quickly as possible is a top priority for this deck, since Klinklang tends to be the single most important piece. Now—depending on the scope of the deck you're up against, you might only need one Klinklang or the other to win the game. For example, when you're up against a bunch of powerful Pokémon EX, [Plasma Steel] Klinklang is going to win the game for you. Once that hits the board, it's going to lock your opponent out of dealing any damage to your Steel Pokémon with any Pokémon EX.

Otherwise, [Shift Gear] Klinklang is generally going to be the dominant one between the two, since [Shift Gear] is just so incredibly powerful. It enables you to spare your energies from going to waste—and endlessly shift them around between your Pokémon however you may need to. With this potential, you can cache your energies onto your other Pokémon as the turns progress, then move them all over to Mega Metagross EX—and put the pedal to the metal on your opponent.

Metagross & Mega Metagross EX: The muscle car. Its factory model—and the supercharged SS. Since Metagross is all horsepower in this deck, there really isn't too much tactical about it. The primary strategy revolves around getting Metagross EX onto the bench, while tightening the gears of Klinklank beside it. If you're leading with the [Shift Gear] Klinklang, the strategy simply involves evolving to Mega Metagross EX from the bench—then shifting all your energies to it when you send it active. As an advanced tactic, this deck is concentrated with nothing but steel energy, which is intended to maximum amount of torque when you redline the [Gatling Slug] attack.

At four energy, you'll be doing 170 damage—which is extremely important when it comes to KO'ing cards like Yveltal EX and Mewtwo EX in a single hit. Letting up on this strict energy policy would be likely to backfire on you more than anything else. [Shift Gear] and [Plasma Steel] should make it more than accessible to get those four steel energy onto Metagross EX without any problems; whether you're shifting them from other Pokémon—or attaching them turn by turn while [Plasma Steel] holds your opponents off.

This deck strategy also majorly protects you from cards like Enhanced Hammer. Which when it comes to Double Colorless Energy—would set you back two entire turns (often long enough to knock your active Pokémon out before you would be able to recover). For this reason, forcing the use of pure steel energy in place of Double Colorless Energy is much like paying the extra few dollars at the pump for the premium gas. In the end—it's beyond worth it—so that the integrity of your engine won't get compromised by the pollution of cheap gas.

Evosoda, Level Ball, & Mega Turbo: The gear oil, the shifter ball, and the race fuel. These cards are the primer and the finishing touches to your supercharged muscle card.

Level Ball is your primary resource to get you extra copies of Klink—as well as copies of Klang—to progress the evolution to Klinklang as quickly as possible. Then, Evosoda is there to back it up—and due to the importance of Klinklang—you're not going to want to hesitate on using it. Although Evosoda can be the only way to jump from Klang to Klinklang, I've included four copies of Klinklang total (two copies of each—against only three copies of Klang).

This helps ensure their natural accessibility in this deck. Klefki handles the basic Pokémon, Level Ball covers the Stage 1, and then excess of Klinklang copies help to lessen the dependency on Evosoda to get to Stage 2. This spread is intended to help free up a copy or two of Evosoda—so that you can use it to mega evolve Metagross EX if you need to (given how there are only two copies total of those in the deck).

Mega Turbo can be a really great card, but this deck wouldn't benefit from them in any higher numbers, and that's why there are only two copies in this deck. At best, Mega Turbo is going to help you recollect an energy lots from your Klefki or Lunatone, and bridge the gap between three and four energy so Mega Metagross can attack right away. Over the course of four turns, you'll most likely only be able to only retain three energy—losing one when your opening Pokémon gets KO'd. And that's where Mega Turbo shines brightest—it becomes the NOS boost on turn for that can take you from 0-60 in record time.

Colress, Professor Birch's Observations, & Professor Sycamore: The engineer, the mechanic, and the original owner—all of which can represent you—if you're really that big a car buff. The spread here between these Supporter cards is intended to spread the torque out between all four tires evenly. Professor Birch's Observations makes up the bulk of the card advantage. This greatly helps to re-up your hand—and get to your additional copies of important cards like Level Ball, Evosoda, and Klinklang with little restrictions—and no major losses.

Colress is there on the other end (alongside Professor Sycamore) to back up the card advantage in their own special way. Given how the bench can fill up quickly with this deck, Colress makes a great alternative to Professor Birch's Observation. It enables you to draw up to ten cards without losing anything when you wheel and deal. However, its restriction would make it a liability in any higher numbers here. And that is why Professor Sycamore is on the other end of the split, to cover those technical scenarios where you're able to empty you hand—like at the start of the game.

Computer Search: When you've got a muscle car this bad ass—you've got to get a good picture of it—so that people can place it on their desktop. A Computer Search can also help to find you anything else you might need—like insurance, replacement parts, or a hot babe to take for a spin. Whatever it might be, Computer Search is so versatile, that it can get it for you. Except for wisdom of course. When it comes to that—you're on your own. So just take my advice if you can. If you're really smart, you'll take the passenger seat. Women love to drive—especially at night, among the city lights. So don't be afraid to put the keys in her hand—she just might take you for the ride of your life.



Thursday, May 14, 2015

Play with Kitty



Pokémon [18]

3 — Aegislash EXPhantom Forces (65/119)

2 — JirachiRoaring Skies (42/108)
3 — TornadusLegendary Treasures (108/113)
4 — KlefkiPhantom Forces (66/119)

3 — SkittyXY (104/146)
3 — DelcattyBoundaries Crossed (114/149)

Trainers [24]

1 — Scramble SwitchPlasma Storm (129/135)
3 — Ultra BallDark Explorers (102/108)
3 — Professor's LetterXY (123/146)

2 — ShaunaPhantom Forces (104/119)
4 — CherenDark Explorers (91/108)
4 — StevenRoaring Skies (90/108)

3 — Steel ShelterPhantom Forces (105/119)

4 — Exp. ShareNext Destinies (87/99)

Energy [18]

14 — Metal Energy
4 — Double Colorless Energy

MAIN STRATEGY

Jirachi & Klefki: This is when you have to lock the door before you play with kitty. Klefki is present in very high numbers in hopes you can always find your keys. The primary reason for this is because Klefki is largely your best starter here. It attacks for one energy and can fill your bench to help set thin your deck and put some of your most important cards on the table for you.

Alongside this, Klefki doubles very strongly as material for Ultra Ball—since Klefki can become rather useless outside of your opening turn—and this makes the other copies Klefki perfect for use with Ultra Ball to little or no consequence. If you can get a few Exp. Share out early, you can even attach a second energy to Klefki carefree and attack with [Dull Light] to confuse your opponent's active Pokémon and potentially stack up some damage and/or stall for a few turns to help you further.

Since the contents of this deck are a bit more technical than others that utilize [Call for Family], the actual cards that you will want to call for majorly depends on the content in your hand—and on the bench. For example, if you have a Double Colorless Energy in your hand (or an Exp. Share) then you will want to reach for the combination of Tornadus and Aegislash EX; OR if you have a Delcatty in your hand, then you will want Skitty and Aegislash EX to ready up for a [Gather Energy] play.


Last but not least—if you already have a Tornadus out on the field, then you should consider calling for another Tornadus and an Aegislash EX (or two Aegislash even). Back to back Tornadus can rip the place up pretty bad—and if you put two Aegislash on the bench—then you can focus [Hurricane] on one of them, and attach Exp. Share to the other as a powerful backup after the first.

Jirachi is the follow up to Klefki—offering some tactical cushion in your opening turn. Jirachi also plays very well with kitty—via [Diminutive Desire]—reaching through your deck to help get the Supporters you may need to get Delcatty out as quickly as possible. Since the kitty's are only present in three copies of each, there can be a bit of a stretch involved with getting to a copy of each in time to make use of [Gather Energy]. And that is why, for one energy, [Diminutive Desire] works great to get to those Supporter cards in your opening turns of the game.


[Doom Desire] is also an extremely powerful follow-up for Delcatty as well. Delcatty can be rather delicate (at only 90HP)—and [Doom Desire] is either going to force your opponent to retreat and disarm their energized Pokémon; OR it's going to instantly KO that Pokémon and clear the way for Delcatty next turn. Keep in mind that Jirachi is pretty much your only hope when it comes to dealing with cards like [Intimidating Mane] Pyroar—so don't go discarding any to Ultra Ball because those Jirachi are semi-precious thanks to the power of [Doom Desire].

Tornadus, Aegislash & Delcatty: When Tornadus first saw kitty—it was love at first sight. He just wanted to love her, and pet her, and play with kitty forever and ever. Aegislash is kitty's favorite toy—she loves to play with it more than anything in the world. And together—these three are best friends forever in this deck.

The split between Delcatty and Tornadus provides a strong array of options when it comes to powering up Aegislash. Between the two options, Tornadus tends to be your stronger option—given how significant the 80 damage from [Hurricane] is alone. The ability included with it enables you to send your Metal energy to the bench and power up Aegislash in contingency with your attacks just the same as Delcatty. Tornadus also has resistance to Fighting, higher HP, and his offensive potential combined with all that simply makes Tornadus the stronger option between the two for this reason.

So, whenever you have a choice between the two, choose Tornadus as the lead, and follow up with Delcatty afterwards (before you send Aegislash out). Also keep in mind, that you will want to save your Double Colorless Energy for Tornadus exclusively, since they are extremely crucial to Tornadus for [Hurricane].

The only exception to this would be—if you get beached with just Aegislash—and you need to begin attacking right away. You do have at least one Double Colorless Energy to spare (given how there are only three copies of Tornadus in this deck). Yet even this spare energy should only be considered for use with Aegislash, and never placed on any of your other Pokémon (like Delcatty, Klefki, or Jirachi) unless you absolutely have to in order to keep the cards moving.

Delcatty and [Gather Energy] is your second best option to Tornadus—and [Gather Energy] has a unique potential of its own. When Delcatty is all alone with Aegislash, you can use [Gather Energy] to attach a Metal energy onto Aegislash, then your energy play each turn to double up the number of energy Aegislash gets—thus supercharging [Slash Blast] for as much damage as possible.

Unfortunately, the damage for [Slash Blast] starts out only moderate—at 100 damage for three Metal energy. And that is why you will want Aegislash to soak up as much Metal energy as possible (via Tornadus, Delcatty, and Exp. Share) before it goes active.

Try not to stall for too long though. If you do, despite all of the energies that you can get on Aegislash, your opponent might be able to build up their offensive too strongly in the downtime; OR they may come across several tactical cards (like Pokémon Center Lady or Lysandre)—which will give them the tactical advantage over you in the end. Four Metal energy will hit your opponent for 120 damage with [Slash Blast], which can be plenty enough to win the game for you in most cases—so be swift when it comes to making your move.

Professor's Letter, Exp. Share & Ultra Ball: Here we have kitty's favorite ball—and the letter from the doctor sharing all his experience with you on how to care for kitty. At first, you might think that Professor's Letter is excessive in this deck with all the other energy fetching resources. However, it's really great—and can be used to fetch additional energy for Tornadus or Aegislash; OR used to thin the deck out, thus increasing the potency of cards like Cheren.

Ultra Ball is your instant ticket to playtime—and you will probably need it to fetch Tornadus, Delcatty, or Aegislash most of all. Just remember spare your more precious resources, and try not to discard anything like Double Colorless Energy, Steel Shelter, or Jirachi. Professor's Letter can be a powerful combo with Ultra Ball for this reason, since it can give you a few energy to spare, so that you can discard an energy along with something like Klefki to enable Ultra Ball for you to little or no consequence.

Exp. Share is a very great tool card—and it works best with our main three here; Delcatty, Tornadus, and especially Aegislash EX. Since every energy can seriously count for [Slash Blast], saving your Exp. Share for Aegislash can be a given. It will add an additional 20 damage to [Slash Blast] and spare your precious Metal energy from going to waste.

If you lead with Delcatty, Tornadus is another great choice for Exp. Share. You can attach a Double Colorless Energy to Tornadus on the bench, then power up your Pokémon without any worries. When your active Pokémon gets knocked out, Tornadus can go active right away, and start attacking with [Hurricane] for so much win.

Your worst choices for Exp. Share are Delcatty, Klefki, and Jirachi—in that order. Delcatty only needs one energy to attack with [Gather Energy], so there is no reason to ever waste your Exp. Share on Delcatty. Nearly every other Pokémon needs two energy to attack, making them all better options for Exp. Share than Delcatty. Especially Jirachi—given the power of [Doom Desire].

Cheren, Shauna & Steven:

"Go lay on the bed—and let's play with kitty."

"Oh yes, let's go!"

This Supporter combination is especially intended to suite the technicalities of this deck—given how tight the resources can be here. There are lots of deck thinning cards in this deck, making Cheren the best card drawing Supporter for this deck. It enables you keep whatever you pull out of your deck, and keep the cards in motion. And then you have Shauna there to provide some cushion to your Supporter potential—in the same way that Jirachi is there for Klefki. Whenever the cards in your hand begin running low, Shauna makes a great card to reach out for with Steven to boost your hand.

Shauna is mostly here for style, but still makes a much better option than Professor Juniper, since you generally can't afford to discard any more resources in this deck than you already will. Finally, Steven is your bridge between your other two Supporters. Steven will help to further thin out the deck, grabbing two cards at a time, and further increasing the potential of Cheren.

On a final note, try using Steven to reach out for Cheren every time you grab a Supporter card—and keep at this until your hand totally plays out and you need to reach out to Shauna instead. This strategy keeps the consistency of your cards in place, increasing the potential of putting new cards into your hand, rather than drawing into overlapping content (as can happen with Shauna).

Scramble Switch: Kitty's magic button. She loves to jam on it for the win—and loves it even more when you jam on it for her. Combined with Aegislash EX—this can be a game winner at the climax of nearly any game. Just jam on it as hard as you can, and watch the fireworks light up in kitty's eyes.

Friday, May 8, 2015

Charm School



Pokémon [17]

1 — Mew EXLegendary Treasures (RC24/RC25)
1 — Cresselia EXBoundaries Crossed (143/149)

2 — SigilyphLegendary Treasures (66/113)
4 — EmolgaLegendary Treasures (RC23/RC25)

3 — RaltsPlasma Storm (59/135)
3 — KirliaPlasma Storm (60/135)
3 — GardevoirLegendary Treasures (RC10/RC25)

Trainers [25]

1 — Computer SearchPlasma Freeze (137/149)
4 — Level BallNext Destinies (89/99)

2 — WallyRoaring Skies (107/108)
3 — Pokémon Center LadyFlashfire (105/106)
4 — StevenRoaring Skies (90/108)
4 — ShaunaPhantom Forces (104/119)

3 — Training CenterFurious Fists (102/111)

4 — Giant CapeDragons Exalted (114/124)

Energy [18]

4 — Mystery EnergyPhantom Forces (112/119)
4 — Double Colorless Energy
10 — Psychic Energy


MAIN STRATEGY

Emolga: This cute little doll is our greeter at Charm School. And as you can see—she's all charm herself. Emolga is your ticket in the door. Hope to meet here there in your opening turn, so you can use [Call for Family] to begin the lesson. On your first call, you're going to want to reach for two Ralts if you can (even if you already have one on the bench). Gardevoir is the head mistress of Charm School, and the majority of this deck's contents revolves around summoning her to show you the way.

You can always make up the difference by calling for any combination of Mew, Cresselia, or Sigilyph on your second turn. However, by that second turn, you're going to want to be able to make the most of cards like Level Ball, Kirlia, and Wally. And if you've only got one Ralts on the bench, then your potential to make use of these cards is going to greatly hindered, and you might be able to make use of all the resources you have.

Getting cards like Giant Cape and Mystery Energy out of your hand and onto their respective Pokémon right away is also very important—so that you don't lose them in shuffle with Shauna, where you might have to go without them because you can't get them back in time. So set down all the Ralts you can. With the only exception to this being—if you need to defend against a Pokémon EX right away. In which, you'll want to summon forth a Sigilyph right away, since Sigilyph can be rather frail, and for that reason you don't want to a wait a single turn on getting it active and attacking when you need it.

Cresselia & Mew EX: Cresselia is the star graduate of Charm School—and Mew is her star pupil. These two play a supportive lead next to Gardevoir. Mew might be able to copy attacks like [Eternal Radiance], but even with Giant Cape, Mew's HP is still dangerously low. So don't go sending Mew out there carelessly, try to keep Mew on the bench as a powerful finisher. After all, Cresselia is the star graduate for a reason—she has high HP, retreats for one energy just the same as Mew, and the healing factor of [Sparkling Particles] makes Cresselia more powerful than Mew overall.

Many Pokémon can easily deal 140 damage in a single shot, rendering even the potential of Mew and [Eternal Radiance] totally useless. So get your two energy on Mew, then start energizing your other Pokémon right away; OR whenever you have to choose between the two—choose Cresselia. Mew can retreat for one energy (and even start attacking for one energy in some cases). But Cresselia has a high energy requirement, so you don't want to put Cresselia on the bench unless you've got plans to care for her.

Gardevoir: The head mistress of Charm School. She's quite possibly the most beautiful person you'll ever meet—with a heart that perfectly compliments what you see on the outside. This deck applies a more tactical strategy with Gardevoir—focusing on defense rather than offense. Giant Cape and Training Center can be used together to increase Gardevoir's HP to 170 (the same as an EX). The strategy behind all this HP pumping is to reinforce Gardevoir for as much damage as possible, making Gardevoir super resistant to being knocked-out in a single attack—thus maximizing the potential of Gardevoir's [Eternal Radiance] attack.

You might not be able to always combo [Psybeam] with [Eternal Radiance]. In fact, you're very likely to face a few high paced matches where you will have to [Eternal Radiance] right away to spare Gardevoir from being KO'd.

In events like this, the strategy becomes retreating Gardevoir to the bench, in a dance with another Gardevoir, to endlessly chain their [Eternal Radiance] attacks consecutively. And that is why the strategy here involves maximizing Gardevoir's HP—to help prevent Gardevoir from being easily KO'd by a single attack. Utilizing this tactical defensive technique might take you a little longer to KO your opponent's Pokémon, but there's no replacement for the aspect of staying power. It's the very essence of eternal radiance. Once the charm is gone, all you're left with is bitterness—weak and powerless.

Steven, Shauna, Wally & Pokémon Center Lady: Charm is all about caregiving. To be loved—and made to feel special. Nothing is more charming than that. And that is what Steven (the head master of Charm School) aims to teach you about charm. How important care really is—and how to actually care for someone in detail. Shauna is a newcomer to charm—but she has great potential. Beauty and tenderness—innocence still. Yet her inexperience makes the concept of love totally beyond her understanding. And so, that is why Steven aims to give her a grand example of what it's like to be cared for her—in hopes that she can finally come to understand how charm is all about care.

Wally is your assistant in the opening turns of the game. Wally's greatest potential resides in turn two. On turn one, you will use [Call for Family] to bring out Ralts, then you will use Level Ball to obtain Kirlia. On your second turn, you want to evolve to Kirlia—and then have Wally take you straight to the head mistress Gardevoir. If Wally doesn't show up in your opening hand, then you will want to have Steven call for him on turn one. Playing Shauna on turn one can potentially be just as effective—and that is why their numbers are so high. Turn two is critical—and on turn one, you will want to have at least one of these Supporters in your hand so that you're not held back on turn two. Throughout the rest of the game, let Shauna lead the way for you; Steven will always be there to back her up if she happens to get lost.

Pokémon Center Lady embodies care. The art of charm—affection, attention, and caregiving. The numbers of this card are slightly elevated to increase the probability of drawing into one with Shauna—so that Steven can focus all his attention on Shauna, rather than get distracted on Pokémon Center Lady. When there's an urgency to draw cards right away, it's all going to come down to Shauna—and Steven is her only backup. There are only four copies of each, so focus as much of Steven's attention on Shauna as you can, and don't go out of your way for a Pokémon Center Lady unless you absolutely have to. The numbers have been set in your favor—but you can still ruin it for yourself by playing those cards wrong. So pay attention—and charm yourself a little.

Computer Search: Charm School doesn't offer online lessons. If you want to know true charm, you'll have to feel for yourself before you can truly understand—because true charm comes from the heart (that's what makes it real). And anything from the heart has to be felt to truly understand it. For this reason, you're going to have to search the place up and go there in person—to get a taste of true charm for yourself. You don't have to make an appointment or anything, they'll charm you regardless. That's what true charm is all about.