Wednesday, June 29, 2016

Tree Climber


 
Pokémon [17]

1 — Lugia EX Ancient Origins (68/98)
1 — Mewtwo EX Next Destinies (54/99)
2 — Genesect EX Plasma Blast (11/101)

1 — Regigigas Phantom Forces (86/119)
4 — Skarmory Roaring Skies (69/108)

4 — Treeko Hoenn Collection (XY36)
4 — Sceptile Primal Clash (8/160)

Trainers [27]

3 — Professor's Letter — XY (123/146)
4 — Rare Candy — Plasma Blast (85/101)

1 — Colress Plasma Storm (118/135)
2 — Tierno BREAKpoint (112/122)
3 — Steven Roaring Skies (90/108)
3 — Skyla BREAKthrough (148/162)
4 — Cheren Emerging Powers (91/98)

3 — Chaos Tower Fates Collide (94/124)

1 — G Booster Plasma Blast (92/101)
3 — Energy Pouch Fates Collide (97/124)

Energy [16]

3 — Double Colorless Energy
13 — Grass Energy

Epilogue

For anyone whose climbed a tree before, you might like what we're up to today, because this is a deck all about climbing trees. Our fun begins with Chaos Tower (the tree), and our collection of tree climbers—Mewtwo, Lugia, Genesect, and Treeko—and their "Challenge Accepted".

But before you can climb a tree, you've got to find a tree. And this is we shift our focus to the collection of our resources—and their combing tactical and straight draw technique that hopes to find us the perfect tree to climb.

Now, if there's one thing that provokes a person to want to climb a tree more than anything else—it's to check out a bird nest. And so starting off, we have this here with Skarmory and [Call for Family]. Alongside our collection of Supporters, Skarmory is going to help lead the way for us on our journey.

We want to begin with Skarmory and [Call for Family], looking to put a Treeko and another Pokémon directly onto the bench. However, even despite this, we still want to play first if we can, because we're working with Rare Candy here, and that means we need as much turn advantage as possible to accelerate the evolution process.

Playing first also helps to accelerate our draw potential some—and make use of a possible first turn Steven (when his potential is at its prime).

Since this deck's opening Pokémon provides a tactical draw (opposed to reinforcing our straight draw from the deck), it initially puts the deck at somewhat of a disadvantage for gathering resources. However, that is why we have cards like Professor's Letter, Steven, and Skyla—to help increase our draw potential and concentrate the effectiveness of our draws with Cheren and Tierno.

Steven knows all the best trees to climb, netting us two solid cards, and setting Cheren or Tierno up for an awesome follow up. Professor's Letter is a free tactical draw of two cards—upping our draw potential anywhere from 4 to 6 cards a turn with just a single play from Skyla, Cheren/Tierno, or Steven.

Skyla herself is mostly here (and in high volume) to get us straight to G Booster (as important as that card can be). G Booster is like the Gameboy—that's what you want to take to spend some quality time up in the trees. G Booster gets us over almost all the troubles in the world—and the power light is easy to keep shining bright—between the effects of {Nurture and Heal}, Double Colorless Energy, and Energy Pouch.

I personally like to think of Energy Pouch as the safety restraints for professional tree climbers, but I suppose it could double as our backpack of goodies on more casual adventures.

We can even take a book up there, and learn all kinds of interesting stuff about trees, such as, "Dendro...philiac; a person who has sex...with trees."

Saturday, June 25, 2016

Fearless Hyena/Rumble in the Bronx




Pokémon [17]

4 — Kangaskhan EX Flashfire (78/106)
1 — Jolteon EXGenerations (28/83)

2 — Luxray BREAKBREAKpoint (47/122)

2 — LuxrayNext Destinies (46/99)
2 — LuxrayFlashfire (34/106)
4 — ShinxFlashfire (32/106)

2 — ZekromBlack & White (114/114)

Trainers [27]

1 — Master Ball — Plasma Blast (94/101)
3 — Great BallXY (118/146)
4 — Rare Candy — Dark Explorers (100/108)

2 — N — Dark Explorers (96/108)
2 — SkylaBREAKthrough (148/162)
3 — CherenEmerging Powers (91/98)
4 — TiernoBREAKpoint (112/122)

2 — Parallel City — BREAKthrough (145/162)
2 — Rough Seas — Primal Clash (137/160)

1 — Fighting Fury Belt — BREAKpoint (99/122)
3 — Muscle Band — XY (121/146)

Energy [16]

4 — Flash Energy — Ancient Origins (83/98)
4 — Double Colorless Energy
8 — Lightning Energy

Epilogue

Lights, camera, action!

Grab your snacks and get comfortable, because we're hosting a Jackie Chan double feature today. This presentation is a classic in his movie repertoire. But tonight, we're bringing together two Jackie Chan movies that you'd probably never traditionally see together like this; yet I think make one perfect double feature.

The timeless classic, Fearless Hyena—and the action hit, Rumble in the Bronx.

Our action begins wit the star himself, Jackie Chan. Portrayed here by our masterful array of Pokémon. In Fearless Hyena, Jackie is looking to avenge the death of his fallen master, by beating the master that killed him. And in Rumble in the Bronx, Jackie is looking to somehow save a crippled wizard boy, who although seemingly helpless, has the power to play Game Gear without any actual games in the system. There's also a hot babe too that looks after him—which I guess is reason enough all by itself to save the day.

But either way, we're and looking to get straight down to business, and use Rare Candy to get us to Luxray without any monkey business. From there, we come out with Luxray BREAK (and like all kung-fu masters) hope to land lucky punch in [Wild Fury].

Given the gamble involved with this, Muscle Band is here to back us against the liability that luck might bring to the table. It also pairs very well with [Flash Impact] and [Fang Snipe]. Granting us 80 damage for one energy with the first—then with the second bumping up an already considerably game-breaking attack (what with the ability to discard any Trainer card from our opponent's hand) to a more heftier 60 damage a hit.

This perfect combination of power and technique is just the style needed to bring any opponent down—even at their strongest.

Jolteon EX is another strong card—who at first kind of doubles as our hot lady co-star (a must have in almost every Jackie Chan movie) is another strong card—yet also embodies Jackie's lightning fast moves. Jolteon EX is simply a powerhouse with the ability to shutdown Basic Pokémon, and the utility of this attack works all kinds of magic so that Luxray and Luxray BREAK can shine.

However, I strongly believe that trying to over-rely on one card is bad technique. Jolteon-EX is the kind of card where just one copy is going to win you the game, or the card in general just isn't going to be much help to you. And that's why we have just one copy of Jolteon EX in here—juxtaposed alongside two copies of [Outrage] Zekrom (which is a much more universally offensive and defensive card—and therefore possesses a little more overall potential).

Fighting Fury Belt is also in here as a tech for Zekrom. Think of it as like the legendary jacket that Jackie takes off before getting ready to rumble—or maybe the weighted bags ties to the ropes in Jackie's kung-fu training. It takes the power of [Outrage] to the next level—and gives Zekrom the power to take down an entire army all by himself.

That's sure to come in handy in China and the Bronx. Since with all those people, there's sure to be more weirdos where that came from.

Friday, June 3, 2016

The Price is Right

 

Pokémon [16]

1 — Jirachi EXPlasma Blast (98/101)
3 — Kangaskhan EXFlashfire (78/106)

1 — JirachiRoaring Skies (42/108)
3 — JirachiMythical Pokémon Collection Jirachi (XY112)

4 — BeldumPlasma Freeze (50/116)
4 — MetagrossAncient Origins (50/98)

Trainers [30]

1 — Master BallPlasma Blast (98/101)
3 — Level BallAncient Origins (76/98)
4 — Rare CandyDark Explorers (100/108)
4 — Trainers' MailAncient Origins (100/98)

1 — StevenRoaring Skies (90/108)
3 — SkylaBREAKthrough (148/162)
4 — CherenEmerging Powers (91/98)
4 — TiernoBREAKpoint (112/122)

4 — Steel ShelterPhantom Forces (105/119)

2 — Weakness PolicyPrimal Clash (164/160)

Energy [14]

4 — Double Colorless Energy
10 — Steel Energy

Epilogue

Pokémon trainer—c'mon down!

You're the next contestant on The Price is Right!!

Our announcer Jirachi EX invites you to the gameshow where you try guessing the price of random items for a chance to win a number of amazing prizes—including a BRAND NEW CAR! That's our jackpot prize here—and what we've got up for grabs is a muscle car with [Machine Gun Stomp] Metagross—which would be like is like when we peel off on the race track after our big win.

Our host Bob Barker (portrayed by Kangaskhan EX) wants to help us win this fabulous prize, and we (as Jirachi) are dreaming of it right beside him. This is where our excitement begins—with the uphill climb of [Triple Draw] or [Precognitive Dream]—alongside the help of our loved ones Cheren, Tierno, Skyla, and Steven. We need to get the right number of cards in our hand to match Metagross up against our opponent, and the combination of these cards together has the power to make that dream come true!

With this combined draw power, we will be drawing seven cards a turn on average. That's like playing a free Professor Sycamore each turn! From here, we want to get Beldum on the bench with [Calculate], and guess the price of the Rare Candy. If we're successful in doing this, it's going take us straight to the prize. However, the more competition we're up against, the more prices we might have to guess. But not to worry, because we've come fully prepared this. All of our accessories have been tactically selected to help provide us with a surgical precision in our guesswork.

Starting with Level Ball, this accessory freely fetches the greatest majority of content in our deck, making it be the best ball to roll with over all. Master Ball then takes this potential to the next level, and can be used to absolutely secure a little guesswork for us. This diverse potential between these two accessories enables them to act as exact retrieval whenever it's needed—while doubling as tactical retrieval—that we can use at other times to help thin our deck out and concentrate the potency of our next draw. This helps take a little guesswork out for us, and bring the cards we might be looking for a little closer together.

The numbers can get stretched far and wide—and that's why Skyla is here to help instantly take a little guesswork out for us. Our straight draw can be too narrow to bet on by itself, and even trying to rely on Misty's Determination can simply too much of a gamble here. For best results, we need the quality and assurance of Skyla—taking only one card out of hand—in exchange for the one we need.

Trainers' Mail then backs up both Skyla and Level Ball for what they do in their tactical prowess. In its best potential, Trainers' Mail is going to be exchanging a single card in our hand for another one. This keeps the number of cards in our hand at an equilibrium, while extending our reach towards other crucial Trainer cards in the deck, that we might hope to put into our hand right away.

Weakness Policy also, gives us a very useful card when we need it (effectively removing the crushing weaknesses of Fighting or Fire-type—whose power tends to be dangerously high). Yet can simply be kept in hand whenever it's not needed, and effectively add to our hand size. It's a card that never goes to waste, and always has a use for something good. That's like when you write in to The Price is Right and finally getting selected! Just make sure to pay it forward as a token of thanks.

And that's all folks! Bob Barker reminding you to help control the pet population—don't forget to have your pets spayed or neutered.

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!