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okothnuva
23rd December 2006, 7:25 AM
Mods: sticky if you want.

Okay, so I've seen a lot of poorly made decks here. It annoys me when people think their decks are so great that they don't take any advice, then go ahead and lose 5 games in a row. So I've decided to make a little guide.

General Deckbuilding

First off, if you want to play in an offical tournament, you have to have a Modified-legal deck. This means you can only use cards from certain sets. The complete list of Modified-legal cards can be found here (http://pokegym.net/forums/showthread.php?t=41997). This guide focuses on Modified decks more than Unlimited decks.

Building your deck

Ok, before we even start building, put away that guide that came with your theme deck, unless you're learning how to play. The deck building advice in there is crap.

Also, 1 feraligatr 1 croconaw 2 totodile stuff isn't going to work. You'll never get your Feraligatr out unless you're playing anoher n00b, I swear. 1 feraligatr 1 croconaw 1 totodile is even worse. The same goes for all stage 2s, including that "super stong" delta Charizard.

And don't use 6 different stage 2s. This means no charizard + venusaur + blaziken + swampert + salamence + typhlosion decks. Using 3 is already pushing it. So try not to do that.

With that out of the way, find a few Pokemon (no more than 2) that you want to base your deck around. They should either be heavy attackers without any major side effects, or disrupt your opponent.

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A good example of a heavy attacker is Salamence d.

http://pokebeach.com/sets/exds/014.jpg

It has a good amout of HP, a high-damage attack, and a backup attack in the case of an energy shortage. You should have 3-4 copies of each main card in your deck.

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Some Pokemon have high-damaging attacks but are absolutely terrible. Example: Cloyster d.

http://pokebeach.com/sets/exdf/14.jpg

Ok sure, it can do 150 damage and knock out that stupid Flygon ex over there, but how many energies does it need to accomplish that? 14. There is no practical way of getting 14 energies on it before getting getting the crap beaten out of it and KOed. Salamence, on the other hand, only needs 4 to do 100, so it has a huge advantage over that stupid thing Cloyster is.

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A good example of a disruptor is Dragonite ex d.

http://pokebeach.com/sets/exdf/91.jpg

Disruptors annoy your opponent by not letting them do certain things. Deafen stops all non-Supporter trainers from being played, which is good, considering the number of Trainers that most decks in the format play. When your opponentís canít play their Holon Transceiver/Rare Candy/Super Scoop Up/Pokemon Reversal/Windstorm/Cessation Crystal/whatever, their deck loses speed and consistency. It also has a good offensive attack, for when youíre at a point in the game where you donít need to stop their trainers anymore or whatever. Again, use 3-4 copies of each main card.

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Then find Pokemon that support the main Pokemon in the deck. For Salamence d, these would be Flygon d and Chimecho d.

http://pokebeach.com/sets/exhp/007.jpg
http://pokegym.net/gallery/displayimage.php?imageid=18054 (sorry, Pokebeach didnít have this scan)

Flygon supports Salamence, since it attaches energies quickly to make up for Salamenceís 4 energy attack cost. Chimecho recycles the energies that Salamence discards back into your hand. Use 2-3 of each supporter in your deck.

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For Dragonite, these would be Feraligatr/Xatu d and Altaria ex d.

http://pokebeach.com/sets/exdf/2.jpg
http://pokebeach.com/sets/exdf/25.jpg
http://pokebeach.com/sets/exdf/90.jpg

Feraligatr or Xatu helps Dragonite since it adds damage, which can be helpful since most of the time youíll be using Deafen, and if your opponent sends up a Opoke that resists grass, like Steelix ex, youíll end up doing 10 damage it per turn. WOW. Feraligatr helps this problem a little by adding damage. Altaria is useful because it attaches energies quickly, in a similar way to Flygon, except that itís a stage 1 and so doesnít take as long to set up. Again, 2-3 of each supporter.

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Now, you need a starter. A starter is a pokemon that you favor starting as your active pokemon at the beginning of the game and setting you up. For both of these decks, the preferred starter BY FAR is Holonís Castform.

http://pokebeach.com/sets/exhp/044.jpg

Holonís Castform automatically goes into just about every single Delta-based deck out there. It serves two functions: To draw big and setting you up early game, and later, it can function as energy that you can attach to your pokes. Always use 4 of whatever starter you choose.

Some other starters woth mentioning are Jirachi DX and Tauros CG.

http://pokebeach.com/sets/exdeoxys/9.jpg
http://pokebeach.com/sets/excg/012.jpg

Jirachi grabs cards early game, and Tauros builds your bench.

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In some decks, you may want a card that you can sneak in without losing too mch consistency. This is called a tech. (Donít ask, I didnít invent the term) This is usually a Pokemon that is from the same evolution like as another pokemon already in your deck, or a basic. Techs often help when your main pokemon have trouble against an opponentís deck, like your opponent having resistance, or you not being able to dish out enough damage to KO your opponentís pokes. For Salamence, Salamence ex d is a usable tech.

http://pokebeach.com/sets/exdf/98.jpg

It takes good care of pokemon with water weakness that the non-ex Salamence normally couldnít kill in a single hit.

In the Dragonite ex one, Altaria ex EM is a good tech to consider.

http://pokebeach.com/sets/exemerald/90.jpg

Without it, pokemon with Safeguard such as Banette CG and Dustox ex just laugh in your face. And you donít want that.

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So now you have your Pokemon. Iíll be building the Salamence deck as we go along in this guide.

So we have our main Pokemon, Salamence. Iíll use 4. Stage 2 lines work best when played in 2-1-2, 3-2-3, or 4-2-4 lines. The first number is the number of the Pokemonís basic, the second is the stage 1, and the third is the stage 2. But why? Wouldnít the 1-2 extra stage 2s just be wasted out of having nothing to evolve from?

No.

http://pokebeach.com/sets/exemerald/83.jpg

Rare Candy lets you skip the stage 1 and go straight from Basic to Stage 2, and even lets you do it in the same turn that you put the Pokemon down.

So we have 4 Salamence d, 2 Shelgon, and 4 Bagon. Iíll use the Shelgon from DS with Tight Jaw, since itís delta (so it can be searched out with Holon Researcher, which Iíll get to later on, and counts toward Holonís Castformís Delta Draw) and has a funny paralyzing stalling attack in case youíre stuck with it, and the Bagon from DS with Bite, since again, itís delta, and it has an attack that only requires 1 energy.

Then we have Flygon to take care of. Iíll use a 3-2-3 of this one. Iíll use the one from DF with Bite and Sonic Noise, because it can attack with 1 energy and possibly confuse an opponentís ex. The Trapinch from DF with Gnaw is the Trapinch of choice, since the other ones require psychic/grass energy, and since I choose not to run them, I pick the colorless attack one by default. Chimecho isnít too major in the deck, so Iíll only run 2.

Now onto the tech. Salamence ex d is from the same evolution line as Salamence d, so it can replace one of the Salamences.

4 Holonís Castforms are added automatically as the deckís starter.

So here is the deck list of this deck so far:

3 Salamence d
1 Salamence d ex
2 Shelgon d (Tight Jaw)
4 Bagon d (Bite)
3 Flygon d
2 Vibrava d (Bite)
3 Trapinch d (Gnaw)
2 Chimecho d
4 Holonís Castform

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Okay, so thatís not a deck. It doesnít have 60 cards. No problem, weíll fill in the rest with Trainers.

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Since we have Stage 2s, weíll add 4 Rare Candy to this deck.

Now, we need cards to give us draw power and consistency. The way to do this for almost every delta deck is the Holon Engine.

The Holon Engine is a group of trainers powered by Holon Transceiver to help you setup and stay consistent throughout the game. A standard Holon Engine looks like this.

3 Holon Transceiver
3 Holon Mentor
1-2 Holon Adventurer
2 Holon Researcher
1 Holon Scientist
1 Holon Farmer
1 Holon Lass (optional)

http://pokebeach.com/sets/exds/098.jpg
http://pokebeach.com/sets/exds/093.jpg
http://pokebeach.com/sets/exhp/085.jpg
http://pokebeach.com/sets/exds/095.jpg
http://pokebeach.com/sets/exds/097.jpg
http://pokebeach.com/sets/exds/091.jpg
http://pokebeach.com/sets/exds/092.jpg

This trainer engine is amazingly consistent. Mentor powers up Delta Draw, Adventurer gets you a ton of cards, Researcher searches out that Flygon youíre looking for. Farmer recycles that dead Salamence into your deck.

Weíll use 2 Adventurer since the deck needs consistency due to having 2 different stage 2 lines. Weíll use Lass, since it helps to get the energies for Flygon to attach.

Next, stadiums. This deck doesnít exactly need any stadiums, but there are some stadiums out there that hurt this deck badly, like Battle Frontier. Cessation Crystal hurts you a lot too, even though itís not a stadium. Why do I mention it? Because they can both be countered by Windstorm.

http://pokebeach.com/sets/excg/085.jpg

It just completely wipes out up to 2 stadiums and tools, which is good. Weíll play 4 to counter decks that play 4 copies of Cessation Crystal/Holon Legacy/whatever.

Weíre starting to run out of room, so weíll fit in one last trainer that benefits the deck. Mr. Brineyís Compassion.

http://pokegym.net/gallery/displayimage.php?imageid=920

If your Salamence is at 90/100 damage, this card can make your opponent scream in frustration. Okay, not really, but still, itís a good card to include. Weíll use 2, since we donít have too much space in the deck.

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Note: If not running a Delta deck, you might find that the Holon Engine might not run as well. If you decide to keep the engine, use this version.

2-3 Transceiver
2 Mentor
1 Adventurer
1 Scientist
1 Farmer

Or, drop the engine completely and use trainers that fit the deck, such as Dual Ball, Professor Elmís Training method, Celioís Network, Maryís Request, Copycat, TV Reporter, or whatever stuff like that. Stay away from healing stuff like Potion. Energy Search is useless as well.

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Deck list:

3 Salamence d
1 Salamence d ex
2 Shelgon d (Tight Jaw)
4 Bagon d (Bite)
3 Flygon d
2 Vibrava d (Bite)
3 Trapinch d (Gnaw)
2 Chimecho d
4 Holonís Castform

3 Holon Transceiver
3 Holon Mentor
2 Holon Adventurer
2 Holon Researcher
1 Holon Scientist
1 Holon Farmer
1 Holon Lass
4 Rare Candy
4 Windstorm
2 Mr. Brineyís Compassion

We have 13 spaces left. Weíll fill them with energy.

Delta Rainbow Energy is the first card to consider, since we have what, 4 energy types running in the deck? Salamence can discard these for the attack too. Flygon can power-attach, and Chimecho can recycle them. Weíll use 4.
Metal Energy is good too. Salamence needs these to discard, and they can wall off damage. Weíll use 4 of these.
Scramble Energy is good. When youíre behind on prizes, you can just send up that harmless-looking Bagon, rare candy into Salamence, stick a Scramble, Delta Supply, and theyíre gone. Weíll use 2, since we donít need more than that.
Lastly, weíll fill the rest of the slots with basic energy. Here, it doesnít matter at all, but weíll use Fire for the purpose of Fire Dance.

So this is the final list for the deck we put together.

3 Salamence d
1 Salamence d ex
2 Shelgon d (Tight Jaw)
4 Bagon d (Bite)
3 Flygon d
2 Vibrava d (Bite)
3 Trapinch d (Gnaw)
2 Chimecho d
4 Holonís Castform

3 Holon Transceiver
3 Holon Mentor
2 Holon Adventurer
2 Holon Researcher
1 Holon Scientist
1 Holon Farmer
1 Holon Lass
4 Rare Candy
4 Windstorm
2 Mr. Brineyís Compassion

4 Delta Rainbow Energy
4 Metal Energy
2 Scramble Energy
3 Fire Energy

Have fun.

Mech_Master
23rd December 2006, 10:25 PM
One of the best deck building guides I've read. Very informative.