Tuesday, May 31, 2016

A Clockwork Orange



Pokémon [17]

1 — Glaceon EXFates Collide (20/124)
1 — Kyurem EXPlasma Blast (30/101)
1 — Keldeo EXBoundaries Crossed (49/149)
1 — Manaphy EXBREAKpoint (32/122)

2 — ManaphyPlasma Storm (34/135)
4 — LaprasBREAKpoint (28/122)

4 — MudkipHoenn Collection (XY38)
4 — SwampertPrimal Clash (36/160)

Trainers [26]

1 — Computer SearchBoundaries Crossed (137/149)
3 — Dive BallPrimal Clash (125/160)
4 — Rare CandyPrimal Clash (135/160)

3 — BridgetteBREAKthrough (134/162)
3 — Misty's DeterminationBREAKpoint (104/122)
4 — Professor JuniperPlasma Blast (84/101)
4 — NDark Explorers (96/108)

2 — Rough SeasPrimal Clash (137/160)
2 — Chaos TowerFates Collide (94/124)

Energy [17]

2 — Double Colorless Energy
15 — Water Energy

Epilogue

Alex and his droogs are out for a night on the town after a little Milk-Plus. We're here to join them on their misadventures, which begins with the good ol' Clockwork Orange engine. Might notice some slight variation here, and that's because this one is specially optimized for our night on the town. When first having a little in-and-out with this deck engine, I had thought to myself how much more proficient it would be if I could substitute Ultra Ball for a ball with no restrictions—and that's when I immediately stopped what I was doing to put this deck engine in its rightful place.

With Lapras or Manphy as our primary starter, we're looking to give our droogs the equality they demanded. Because theoretically here—we're living the past—so we don't have to make the same mistakes that our good ol' friend Alex once made. This proved to be his undoing at a time, so the dumbest thing we could do is let it become ours. With that said, we're looking to pull our droogs out of the water, and set them atop high. They demanded high theft—and Rare Candy is just the thing for that. It's going to take our boys straight to the top and make them all very happy men.

[Errand Running] is our primary ticket to this. By this power, we can close up any loose ends in our hands instantly. This is amazing potential for what we're doing here, and is why the consistency for Lapras is prime. As a backup, Bridgette and Misty's Determination are really great power-plays to make on our first turn. With Bridgette, we'll be looking for something like 2 Mudkip and 1 Manaphy. This gets our foot in the door sorta-speak, for the fun to begin, while also providing an emergency backup if we need more time to finish.

[Last Wish] is a great extension on the power of [Errand Running]—if you happen to need just one more turn—and one more card to put control of the game in your hands. Manaphy also gives us an extension on our primary starter for this same reason, which is much needed since the consistency of Lapras was reduced to three copies, to fit Keldeo EX in here alongside Kyurem. These two gentlemen are very important to us against item lock, which like all locks, can be a little troublesome for us. But with a little cunning—is nothing we can't to get around.

N is our backup to these two, enabling us a fancy reset, and possibly making our ends easier to meet. Professor Juniper is like our powerhouse, and potentially greater than N in our deck here. {Diving Search} simply takes Professor Juniper's potential to new heights. You can reach for her exactly when you need her, you can hold her and reach for another Supporter instead, or you can reach for obsolete Supporters (such as Bridgette) to discard and get them out of the way as an advanced tactic.

Professor Juniper mostly wants to get us to more Water energy, so we can power up our droogs Swampert for some heavy damage with [Hydro Pump]. And although we might not be making the same mistakes as our old pal, the therapy is still there if we need it in Chaos Tower. It has the power to quickly cure whatever ales us. Rough Seas as well, as a heal for our droogs, if we jump in for a swim with them after knocking them in ourselves. Let's be sensible afterall—nobody likes to be alone.

To top off the night, we have our lovely lady Glaceon EX, who is here to turn the tables on the story, and perform a little in-and-out on our opponents (instead of being the helpless one herself). [Crystal Ray] can stop our opponent's evolution Pokémon cold—putting Megas and other Stage 2 notably on the Milk-Plus with ice. After having her way with them, she might even fancy some more fun singing in the rain together, which certainly sounds like the night on the town I'm looking for.

Farewell, droogs.

Tuesday, May 24, 2016

Pixel Garden

 

 
Pokémon [17]

3 — Florges EXPhantom Forces (67/119)

2 — Florges BREAKBREAKthrough (104/162)

4 — FlorgesBREAKthrough (103/162)
4 — FlabébéBREAKthrough (101/162)

4 — XerneasXerneas Figure Collection (XY05)

Trainers [28]

1 — Computer SearchBoundaries Crossed (137/149)
3 — Ultra Ball — Roaring Skies (93/108)
4 — Rare CandyPrimal Clash (135/160)

3 — BridgetteBREAKthrough (134/162)
3 — Professor JuniperPlasma Blast (84/101)
4 — Misty's DeterminationBREAKpoint (104/122)
4 — NFates Collide (105/124)

3 — Fairy GardenXY (117/146)

3 — Fighting Fury BandBREAKpoint (99/122)

Energy [15]

4 — Wonder EnergyPrimal Clash (144/160)
11 — Fairy Energy

Epilogue

Today we're drawing a pixel garden on the computer. Our colorful garden is enraptured by a myriad of Florges—whose purpose here aims to serve as both our main flower—and the center of attention. We're using Rare Candy here to put this beautiful garden together. It's like our mental Miracle Grow, whose sugary sweetness is intended to fuel our mind, and be the inspiration behind our garden's full bloom. This deck aslo utilizes the Clockwork Orange engine—but there will be more on that later.

Our work of art here all begins with our art development team, possibly led most of all by Bridgette (who is somewhat like our lead developer in ways). Bridgette's expertise helps to lay the perfect foundation for our garden, which most often will involve the selection of 2 Flabébé and 1 Xerneas.

This selection provides us with a brilliant spectrum of colors to begin working with—as our next step in the illustration will involve evolution line jumping Flabébé to Florges. The two Flabébé also provide us with some cushion against the unfortunate event that one doesn't make the cut.

Misty's Determination is like our all-star talent, who can fix any broken picture so long as there's actually something to work with. She's also possibly our next best follow up to Bridgette (depending on the situation). On her first try, Misty's Determination can bring any missing pixel we need right into place—perfectly finishing off one of several beautiful accents in our pixel garden.

Next we have N, who is like our professional shader, and doubles as the next best first and second play. As a first play, N can work his magic to help blend our colors in place, so that very little work has to be done afterwards to finish things off. As our second play, N can bring a whole new world of colors to the table so that we can further expand upon the detail of our pixel garden.

N is also our rescue Supporter from the dangers of discard. We're on a very low budget here, and the few resources that we do have are very precious to us. This is why both N and Misty's Determination take precedence as our most active professions here. Their heavy presence is intended to provide us with the most work effort potential—while cutting back on the liability of unfinishable and/or wasteful plays.

Last we have Professor Juniper, who is like our field expert. We primarily rely on Professor Juniper to get us from one milestone to the next as the colors come together, but we will also want to turn to her to get us out of any really tight situations. Bridgette and Professor Juniper both work very closely with Misty's Determination and Ultra Ball here (which itself is one of Misty's key resources).

After setting down a really beautiful display in our opening run, Professor Juniper is a really great person to call for with Misty's Determination. And that's why Professor Juniper is heavily present among our development team—to help bring her and Misty as close together as possible for this.

Once Florges takes full bloom, we can begin doing some truly beautiful things with her. Starting off, {Calming Aroma} will enable our team of Xerneas to use [Geomancy] for no cost at all. This can be a game saving play to feed our garden—as our energy can run low here—since the number of energy in this deck had to be narrowed down in order to properly concentrate our most prominent content.

If you started with Xerneas, then for a single energy more {Calming Aroma} will enable you unleash [Rainbow Spear] right away. At a crushing 100 damage, [Rainbow Spear] is sure to cut any Pokémon down to half its size! Bloom just one more Florges, and you can begin doing this for a single energy total! This can enable you to work off the energy already attached to Xerneas, while you either strive to get more energy in your hand, or appropriate the other energy you have wherever else it might be needed.

With just a single {Calming Aroma} effect over her, Florges EX can also use [Lead] for free, or [Bright Garden] for just a single energy! [Lead] is a great opener in your first turn to put an obsolete trainer into your hand, such as Bridgette (since once her work is done—it's done) to be used next turn for Ultra Ball, or Misty's Determination, or to be relieved by Professor Juniper. It can also be used to call on any Supporter that we might need to help us at the moment, yet is majorly second to the beauty of [Bright Garden], whose power is our primary resource when it comes to Florges EX.

Add Fighting Fury Band, and your opponent might be forced to stop to smell the roses, because it's going to take Florges EX up to Mega power at 200HP—and Xerneas up to EX power at 170HP.

From here, Florges BREAK becomes the almighty sunshine—making our pace unstoppable against Special Conditions that might otherwise slow us down—and also boosting us by 30HP each turn. Get two out—and that's when it's time to behold ultimate beauty. Between the lovely pair of Florges BREAK—it's like a free Pokémon Center Lady each turn! Power and beauty that is simply unrivaled. It's not even that hard to do either, our development team makes it all very possible!

Just ask them to be careful on final selection for me if you can.

I'm allergic to pansies, and daffodils.

Saturday, May 21, 2016

Dream Girl


 
Pokémon [17]

1 Cresslia EX Boundaries Crossed (143/149)
2  Mewtwo EX Power Trio Tin (XY107)
2  Hoopa EX Ancient Origins (36/98)

4 — Deoxys Roaring Skies (33/108)

1 — GardevoirLegendary Treasures (RC10/RC25)
3 — Gardevoir Next Destinies (57/99)
4 — Ralts Plasma Storm (59/135)

Trainers [28]

1 — Master BallPlasma Blast (94/101)
2 — VS SeekerRoaring Skies (110/108)
3 — Great BallBoundaries Crossed (129/149)
4 — Rare CandyPrimal Clash (135/160)

2 — NFates Collide (105/124)
2 — StevenRoaring Skies (90/108)
4 — CherenDark Explorers (91/108)
4 — Misty's DeterminationBREAKpoint (104/122)

3 — Dimension ValleyPhantom Forces (93/119)

3 — Fighting Fury BeltBREAKpoint (99/122)

Energy [15]

3 — Mystery Energy Phantom Forces (112/119)
12 — Psychic Energy

Epilogue

I've got a crush on a very beautiful woman. She must be the girl of my dreams, because everything about it feels so right to me. The woman is like perfection—there's no other way to describe it. I fantasize about me and her, and can get lost in the daydream for hours, thinking about us living in love together. Unfortunately, it is very much just a dream. So as I like to say, "When your dreams are too far away to make them a reality, just indulge yourself until your heart's content." And that's the inspiration behind this deck—it's a tribute to my dream girl—crafted as closely to perfection as the woman herself in all her glory.

Our strategy here revolves around our main girl, {Psychic Mirage} Gardevoir, whose beauty is the center of our world—and the source of our power (both mine and hers)—both represented in grand form through the brilliant array of Hoopa, Mewtwo, and Cresslia EX.

As for {Psychic Mirage}, it can take the power of Mewtwo EX to new levels, by doubling the power of [Scatter Shot], and enabling us to use [Damage Change] for just a single energy alongside Dimension Valley. {Psychic Mirage} also enables Cresslia EX to use [Psychic Protection] for just two energy—and totally ace our deck's weakness by its effect. As if that's not enough, [Psychic Protection] itself is so powerful, it's sure to deal a one-hit KO to almost every Psychic Pokémon in the game!

{Psychic Mirage} enables Hoopa EX to attack with [Hyperspace Fury] for just two energy as well! We'll also only have to discard a single basic energy to do so, since all of our basic Psychic energy are doubled! This is phenomenal potential for what is generally otherwise a very resource demanding card. And despite this potential, Hoopa EX is still best kept as a reserve, and only deployed for very technical situations where either we need to play around the board—or where need to ace one of our opponent's Benched Pokémon for the win.

Hoopa's greater potential here lies in [Scoundrel Ring], which much like the dream wedding, gathers us together (just me and her) for one very exclusive enchanted evening. We will want to gather every card we can for this special occasion—since first it enables us to set up the exact strategy we need for the game we're in—but secondly because it powerfully concentrates the potency of our draw (which is very important to our overall success here).

This deck utilizes a very tactical straight draw technique, that combines heavy draw power, and cherry picking, to quickly reach the climax in our heavily concentrated deck structure. The combination of Cheren and [Close Encounter] Deoxys make up the majority of our draw power, and themselves possess the tactical advantage of being able to accelerate our draw on the first turn (if we play first—which is what we always want to do for the evolution advantage).

We want to get to our girl and Rare Candy—which is like the sweetness between those thighs. And that's what Misty's Determination is all about here. It's our best follow up to Cheren. Our initial draw is only intended to gather the sum of what we need, from which then our best strategy will often become switching up to Misty's Determination instead—in order to cherry pick that one card we might need—yet are currently missing. If we continue to use Cheren, the exact card we need will have to be in the top three cards (without ending the course of our turn). Yet Misty's Determination enables us extend our reach to the top eight, and thus greatly increases our chances of obtaining the exact card we need.

Steven is here as our primary tactical backup Supporter. First providing a clean transition between whatever Supporters we need at the moment, but then doubling to provide some desperate energy support (since the number of energy here had to be narrowed down in order to properly concentrate the rest of the deck structure). N would be our emergency backup Supporter, in the event we have no other option but to wheel out of our hand—which can sometimes work out for the best here—thanks to the tactical advantage that our other cherry picking cards offer if we save them for the wheel.

N also makes great bait for Misty's Determination, in the event that N either becomes of no help to us, or would work against us. This can be used to cherry pick energy late in the game, rather than leaving it on the luck of the draw, when we don't have access to Steven or VS Seeker. VS Seeker itself is here to back us up on everything, but are kept in low numbers to help keep them out of the way until the time of need.

And last but not least, we have Great Ball and Master Ball. Because yeah, even a dream girl has one boob bigger than the other. And together, they are a pair of amazing cherry picking cards. Perfect for quickly tie up loose ends in our evolution line jump, but can also be used to help thin out the deck, and further concentrate the potency our draw before we use Cheren, [Close Encounter], or even N (as a late game play).

I like to give them a nice massage for good luck, because one day that experience might pay off if my dream girl ever does fall into my hands.

Thursday, May 19, 2016

Carnival Night Zone


 
Pokémon [16]

4 — Ninetales EXGenerations (13/83)

2 — Delphox BREAK Fates Collide (14/124)

1 — DelphoxXY (26/146)
3 — DelphoxFates Collide (13/124)
4 — Fennekin — Fates Collide (10/124)

2 — EnteiAncient Origins (14/98)

Trainers [26]

1 — Master BallPlasma Blast (94/101)
3 — Ultra Ball Flashfire (99/106)
4 — Rare Candy Primal Clash (135/160)

2 — Skyla BREAKthrough (148/162)
2 — Steven Roaring Skies (90/108)
3 — Blacksmith Flashfire (88/106)
3 — N Noble Victories (92/101)
4 — Cheren Emerging Powers (91/98)

4 — Scorched Earth Primal Clash (138/160)

Energy [18]

3 — Double Colorless Energy
15 — Fire Energy

Epilogue

Welcome to the Carnival Night Zone. We're having a night on the town with our right hand man Tails—and the mood is set for some wild fun! We want to kick off the night with the lovely Ninetales EX—and get our hearts racing together with [Flare Bonus] and Scorched Earth. This blazing straight draw strategy can net us up to 8 cards in a single turn, hoping to jump through the hoop and evolve us to Delphox and Delphox BREAK in record time.

That is our main character here, and you will find that her power is totally out of control! Even Entei (aka Knuckles the Echidna) has to take a backseat the blazing fires of Delphox BREAK. Which is where Entei does best, as our backup offensive and transitional attacker. [Combat Blaze] is quickly powered up here between the power of {Flare Witch} and Blacksmith, and given how Entei only gives up a single prize if KO'd, that makes him a perfect compliment to our tactical prowess.

Moving along, we have a number of item box power-ups here to further accelerate our blazing pace. First of these is Ultra Ball—which is like the Magnetic Shield—bringing the Pokémon we need straight to us for the gold. Second we have Master Ball, which takes this power to the next level, granting us an invincible run through anything. And third we have Rare Candy complimenting these two—which is like the Chaos Gems—transforming our Fennekin into Super Tails with Delphox and Delphox BREAK!

Backing us up further is our team of supporting character. Leading their way is Skyla as our side-kick Sonic, who can get us to Rare Candy in the blink of an eye. Following not far behind is Steven, or Espio the Chameleon, whose intelligence can not only get us to any Supporter we need next—but also further concentrate the potency our straight draw strategy with a bonus energy!

Next in line we have Blacksmith, who definitely represents Shadow the Hedgehog, due to all the firepower that Blacksmith brings the table. And with all the energy we'll be discarding, we're sure to see some explicit use of it. Cheren of course is our checkpoint sign. One of the cornerstones to the foundation of our straight draw potential—and juxtapose with Steven—makes a really great transitional Supporter to reach for while we're blazing a trail.

And last but not least we have N, which is a wheel Supporter, and although you might think it's counterproductive to the potency of our straight draw strategy, it's actually intended to boost our overall potential like a loop de loop tunnel. During the start of the game, we can empty our hand, then pop off an N for a meaner stride in our opening sprint. N also makes a really powerful disruption to slow down our opponents both early and late in the game—potentially raking our opponent of their power plays with cards like Korrina or Professor Juniper. The potential drawback can be counterbalanced through [Mystical Fire] at any time for a full 6 cards!

If that's not busting our enemy's bubble, let's not bother waiting around to see what does. Time is wasting—and we can't afford that. We need to get on to the next main attraction!

Tuesday, May 17, 2016

Degree Ironman

 
 
Pokémon [16]

1 Lugia EX Ancient Origins (94/98)
1 Landorus EX Boundaries Crossed (144/149)
3 Lucario EX Furious Fists (107/111)

3 Stunfisk Legendary Treasures (83/113)

4 Ralts Plasma Storm (59/135)
4 Gallade XY Breakthrough (84/162)

Trainers [29]

1 Master Ball Plasma Blast (94/101)
2 Ultra Ball Flashfire (99/106)
2 VS Seeker Roaring Skies (110/108)
3 Random Receiver Plasma Storm (138/135)
4 Rare Candy Primal Clash (135/160)

1 N Noble Victories (101/101)
2 Giovanni's Scheme XY Breakthrough (162/162)
4 Cheren Boundaries Crossed (148/149)
4 Korrina Furious Fists (111/111)

2 Parallel City XY Breakthrough (145/162)

4 Muscle Band XY (121/146)

Energy [15]

4 Strong Energy Furious Fists (104/111)
4 Double Colorless Energy
7 — Fighting Energy

Epilogue

It's time for an amazing promotion of an amazing deodorant. Yes! This deodorant is so amazing, it needs its very own deck just to share it with the world. Degree Ironman was created as a tribute to the toughest triathlon on the planet—which consists of a 2.4 mile swim, a 112 mile bike ride, and a 26.2 mile marathon. Talk about unbelievable! It's a competition as tough as this deck—but the deodorant itself is easily more amazing than both! And once you play this deck, you might be wondering how exactly that's even possible, but I'm sure you'll fully understand once you get yourself a Degree Men Ironman.

And that's where this deck starts off—our golden stuff—represented here by Stunfisk. Small, but mighty, Stunfisk is usually going to be our best primary starter. And for a single energy, [Muddy Water] can give us the edge we need to overtake our opponent's at every stretch.

Gallade is our main man here, but his [Sensitive Blade] attack is only going to be dealing 150 damage on average. This is about 20 to 30 damage away from a one-hit KO against most Pokémon EX, which exactly where Stunfisk plays in perfectly. Over the course of a few turns, the bench punching that can be done with [Muddy Water] can close the gap between Gallade and your one-hit KO potential.

We're in a race to the finish, so speed is the name of the game here. That's why we're evolution line jumping with Korrina. To do this, we use Rare Candy, which is like how sweet Degree Ironman smells. Now, evolution line jumping can possess somewhat of a challenge when it comes to getting all of the pieces together, we've got a lot of content here that aims to support this.

Ultra Ball and Master Ball are example of this, which exist here because relying on Supporters alone had proven itself to be too slow, needing Items to quickly close up the gap in the event we're missing one piece or another (be it Korrina or Ralts). Random Receiver furthers this potential, primarily acting as a quick bridge to Korrina (since getting to her right away can be critical to our evolution line jump)—but can also be used to connect us with our other Supporters as well when needed. You should find this to be helpful in a number of ways, specially when it comes to keeping your head above the water.

Now once Gallade hits the ground—he hits the ground running—and most of the time it's going be all downhill from there. His {Premonition} ability reaches far ahead, and can be used to increase our stride by miles, putting our most needed card from the top 5 right on the top for our next draw. This ability stacks really nicely with Cheren, enabling us to stack multiple cards on the top of our deck, and then put them all into our hand right away.

In the final stretch, we have VS Seeker to backup the Supporter volume that fuels the power of [Sensitive Blade]. Then, we have Giovanni's Scheme to further close the gap between our opponent's power and ours. And lastly, we have Parallel City—to either narrow down the competition—or put the pressure on them while we race towards the finish line. Crossing that line to victory is sure be as sweet as we still smell—all thanks to the amazing power of Degree Ironman.