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LAST UPDATED:
01/06/2009
WE ACCEPT




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ARITHMETIC
By Jason Klaczynski |
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Arithmetic is a name I gave to
a deck I played dating back to 2000. The deck is named Arithmetic simply
because the strategy of the deck all revolves around simple math... the
subtraction of metal energy, damage removal from Gold Berry, PlusPower
adding damage, Zapdos' 70 HP, etc.
Anyway, the main idea of the deck is to get a Rocket's Zapdos fully built,
especially with a metal energy when against 60 HP Pokémon like Sneasel.
Metal energy reads "If the Pokémon metal energy is attached to isn't a metal
Pokémon, whenever that Pokémon damages a Pokémon, reduce that damage by 10."
So if we have a Rocket's Zapdos with 3 lightning, and 1 metal, it's damage
begins with:
70 damage to defending Pokémon, 30 to itself (3 lightning)
However, we -10 from each of these as Rocket's Zapdos is damaging 2 Pokémon:
The Defending Pokémon, and itself... so...
60 damage to defender, 20 to itself.
But, because metal energy also reads "Damage done to the Pokémon
metal energy is attached to is reduced by 10," it reduces that 10 Zapdos
does to itself... in other words, the 30 to itself is reduced twice...
leaving us at:
60 damage to the defending Pokémon, and 10 to itself.
Anyway, the deck...
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Pokémon
(13)
4x Cleffa
3x Rocket's Zapdos
3x Igglybuff
2x Tyrogue
1x Electabuzz
And I was even vulnerable
to play that 1 Electabuzz; it's simply too vulnerable to Tyrogue, which this
deck plays 3 of. Tyrogue is nice to use versus your opponent's baby Pokémon,
especially Cleffa. While they try to Eeeeeeek, you slow down whatever they
are starting with your high energy removal line until you get the 25% and KO
the baby. The 3 Igglybuff are of course, needed for Slowking/Sneasel,
allowing you to remove any darks they get in play. And of course, 4 Cleffa.
Energy (15)
9x Lightning Energy
3x Double Colorless Energy
3x Metal Energy
The Double Colorless is
simply for retreating Rocket's Zapdos (or Electabuzz). There are simply a
lot of situations, especially involving your opponent Lassing, then
Eeeeeeking you, where you'd rather Eeeeeeek than have a 50% chance of simply
doing 20 to a Cleffa. Plasma works best when you have the PlusPower. Because
the deck cannot stop energy removal nor get the metal energy back (except
with Trash Exchange, a possible option for the deck), we play 3 metal.
Trainers
(32)
4x Professor Oak
4x Energy Removal
4x Computer Search
3x Pokémon Tower
3x Super Energy Removal
3x Gust of Wind
3x Gold Berry
3x PlusPower
2x Lass
1x Double Gust
1x Switch
1x Nightly Garbage Run
It isn't as much drawing as it seems because it lacks Item Finder. However,
the Pokémon Tower is better to have than the Item Finders (and of course you
shouldn't play both). It prevents your opponents from using Item Finder,
takes out other gyms, especially EcoGym which limits the power of your
Energy Removal, and instead makes Recycle Energies stay in the discard,
allowing you to rip apart any decks focused on low energy because they use
Recycle Energy. Other options for this deck are Focus Band, Trash Exchange,
or a 4th PlusPower. Try whatever works best for you.
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BLAINE'S CHARIZARD
By Jason Klaczynski |

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There's two interesting things about Blaine's Charizard. The first is of
course the error in it's first attack that pictures a fighting energy symbol
instead of a fire energy symbol. Of course, it should be a fire energy
symbol.
The second is it's amazing ability to do 40 damage for one fire energy.
Combined with Blaine, and Pokémon Center, this card is amazing.
Check out this deck. It's made for the unlimited format, which allows you
to use any card you want. I'm sure most of you play only this format.
Pokémon (17)
4x Cleffa
(Neo: Genesis Rare)
4x Blaine's Charmander [Kindle]
(Gym Heroes Common)
2x Blaine's Charmeleon
(Gym Heroes Uncommon)
3x Blaine's Charizard
(Gym Heroes Rare Holo)
2x Tyrogue
(Neo: Discovery Common)
2x Igglybuff
(Neo Discovery Uncommon)
Energy
(15)
14x Fire Energy
(Base, Gym Heroes, Gym Challenge, Neo: Genesis- Common)
1x Metal Energy
(Neo Genesis Rare Holo, Expedition Rare/Rare Holo)
Trainers
(28)
4x Computer Search
(Base, Base 2 Rare)
3x Copycat
(Expedition Uncommon)
3x Energy Removal
(Base, Base 2 Common)
3x Gust of Wind
(Base, Base 2 Common)
3x Pokémon Tower
(Promotional)
2x Pokémon Center
(Base, Base 2 Uncommon, Promotional)
2x Professor Oak
(Base, Base 2 Uncommon)
2x Pokémon Breeder
(Base, Base 2 Rare)
1x Super Energy Removal
(Base, Base 2 Rare)
1x Professor Elm
(Neo: Genesis Uncommon)
1x Gold Berry
(Neo: Genesis Uncommon)
1x Switch
(Base, Base 2, Expedition Common)
1x Blaine
(Gym Heroes: Rare/Rare Holo)
1x Focus Band
(Neo: Genesis Rare)
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Now, let me review how I put this deck together.
Pokémon
We start off with 4 Cleffa. Again, I cannot stress it enough: Cleffa is the
best card in the game. You use it to get your evolutions set up. I play a
4/2/3 line of Blaine's Charizard. The small amount of Charmeleons is okay
because I'm going to add 2 Pokémon Breeder to the deck so I can get
Charizard out quickly- and since it only needs one energy to attack, I don't
need to build it with energy first.
2 Tyrogues and 2 Igglybuff. Igglybuff is great versus Slowking, which is
popular in a lot of areas, and Tyrogue's attack is pretty good for one
energy. They both also have the baby power, which should leave your bench
nothing that can be taken out to a Gust of Wind (at least not without a
flip) while Charizard is out.
Energy
It's a fire deck, so it should be basically all fire. I threw in one metal
though, because in some situations, it will be very useful. Sometimes
their Pokémon's attack subtracting 10, and yours subtracting 10, is
advantageous for you. 14 seems like a good amount for fire. However, there
is no way of getting fire energy back. Nightly Garbage Run (TR Uncommon) or
Time Capsule (NG Rare) are both options, but removing a card for it would be
hard. The Blaine actually is not that needed, and is an option to remove
for one of these cards.
Trainers
I mentioned how I thought Copcat was a great card. If your opponent is also
using Cleffa, you can use Copycat after they Eeeeeeek and get 7 cards
without a downside (except not being able to Copycat again that turn). But
they don't always have a big hand, so there's 1 Elm incase. Professor Oak
is your sure 7, but it has the downside of discarding your hand.
Notice the 1 copy of many trainers. Seems hard to get what you need- but
with 4 Computer Search, it really isn't. The Energy Removal line is 1
Super and 3 normal Energy Removals, but this is because the deck cannot
afford to lose it's energy with Super Energy Removal. And it can't play
Recycle Energy for two reasons- one is that it takes a spot away for a fire
energy for Charizard, and the other is that it contradicts the 3:
Pokémon Tower! Again, most decks play Item Finder. This deck doesn't; it
plays Pokémon Tower, which prevents your opponent from using it, as well as
other cards. Recycle Energies they have will go to the discard- and stay
there. A cool advantage.
Because Blaine's Charizard can attack with one energy (and still KO baby
Pokémon), and also because it loses all it's energy when it uses it's first
attack, Pokémon Center works great in the deck. Think about it. They've
been piling on damage to your 100 HP Pokémon. You keep discarding a fire to
do 40. Finally, they get 70, 80, or even 90 on it. Before you attach
energy, you Pokémon Center. It's back to 100 HP and can still deal 40
immediately! That's why Center is so great with cards like Blaine's
Charizard, Clefable, and Kingdra. The higher the HP the better though, and
Charizard has 100.
Focus Band can help you if you need to keep your Cleffa alive to Eeeeeek.
Switch is for status effects or Mean Looks from Murkrow.
Thanks for reading!
-Jason |
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