> > From: "Kocurek Family" > To: > Subject: Deck Submission: Grass Deck: Grass Whuppin' > Date: Fri, 18 Jun 1999 00:52:45 -0500 > X-Mailer: Microsoft Outlook Express 5.00.2014.211 > > Grass Energy x 21 > > Scyther x 2 > > Pinsir x 1 > > Bulbasaur x 3 > Ivysaur x 2 > Venusaur x 1 > > Nidoran (female) x 4 > Nidorina x 3 > Nidoqueen x 3 > > Double Colorless Energy x 4 > > Chansey x 3 > > Trainer Cards : > > Pokemon Trader x 3 > Pokeball x 4 > Energy Removal x 4 > Super Energy Removal x 1 > Super Potion x 2 > Pokecenter x 1 > > Total Pokemon: 21 > Total Energy: 24 > Total Trainer Cards: 15 > > > > Object of the deck: > > Start out using Pokeballs and Traders to get Venusaur, then wipe the floor > with Chansey and Nidoqueen. This deck mostly revolves around Energy Transfer, > but if some chump wants to gust out Venusaur and kill him, I added a Revive > to make them feel stupid. > > The Heavy Hitters > > Chansey: Sure he's great for stalling, but I have bigger plans for my guys. I > use my Chansey's for their strength and health. I call this "Hit & Run > Chansey" As soon as I get Venusaur out; the game is over for my opponent. Just > send out a healthy Chansey against and Pokemon (a stalling one would be > best). Then Energy Transfer 4 grass to Chansey for Double-Edge. If the > opponents Pokemon was there for stalling, they're practically gone. Now, if > Chansey's still alive on your turn, retreat it for 1 grass and send out > another. Do this whenever you like, but once all three Chansey's are hurt > badly (8 or more damage counters on them) just transfer all their energy to a > clean Pokemon and use Pokemon Center. By this time, your opponent is as weak > as can be, so feel free to do "Hit & Run Chansey" once more to finish him off, > even if your Chansey's die next time. > > Nidoqueen: As for this Pokemon, she's my main attacker. "Hit & Run Chansey" is > pretty risky if your opponent has beefed up Pokemon on his bench and you > don't want to risk a Chansey. In this case use Nidoqueen. First off, Nidoran > female is a great beginning Pokemon. I fell good having a couple of these off > the draw. Just beef her up and use a Pokeball or trader if you need a > Nidoqueen right then and there. Like I said earlier, I usually, use them for > my Venusaur. Well, for Nidoqueen, just send her out and do a few Mega > Punches. I usually use a double colorless on her and then Energy Transfer the > rest to her. > > Venusaur: I have to mention this gem. I owe him plenty of games due to his > Energy Transfer. It's kind of risky sending him out into battle, so I use him > only if I need to. His main objective is to move energy around from the bench > to the active Pokemon and then back just before they die. > > Backup > > Scyther: Not much to say about this guy. Everyone knows he's the perfect card > to bust up basic Pokemon and at times take down some big guys. With no > retreat cost, they're good for setting up for "Hit & Run Chansey" by getting > those 100 hp Pokemon down to 70 for the Double-Edge. > > Pinsir: This guy has saved my life plenty of times. I suggest adding more as > soon as you get them, I know that I am. In my deck, Pinsir's used for a combo > attack using Irongrip then Guillotine. Since Jungle, there have been a lot of > cards with 70 life that are annoying (Rapidash's and Fearow's agility for > example). So in this case, bring out Pinsir and use Irongrip and hope for a > paralysis. Then you can finish them with Guillotine. Also, for those pesky > Lickitung's and the Nido Family, just use two Irongrips and then a > Guillotine. > > Trainers > > Energy Removals & Super Energy Removals: EVERY DECK SHOULD HAVE THESE! Talk > about a momentum stopper. Your opponent starts grinning because he has a > beefed up Charizard or Gyarados on his bench. You kill his active and he > sends it out to squash yours. Now he thinks it's in the bag, but wait. You > have been saving these energy removals for just this occasion. You play two > of them and then laugh in his face because he can't attack next turn. If you > really want to burst his bubble, use all four, or a combination with the > super energy removal. I usually save them for the end or if things get tense. > I know I only have one super, but that's all I got. As soon as I get more, > I'm going to replace my super potions with them. You can't get hurt if his > Pokemon have no energy's to attack, right? > > Pokemon Trader & Pokeball: I know there is a population of you out there that > thinks the Pokeball sucks, but I find it quite useful. Just one of the four > working can change the tide of the battle. I use them and the Pokemon Traders > to get my Venusaur out early and start using Energy Transfer as soon as > possible. Once I get him out, I use the rest to get out my Chanseys. > > Super Potions & Pokecenter: The Super Potions are there for keeping the > Nidoqueens in play for a while longer. As for the Pokecenter, it the key to > "Hit & Run Chansey". I know I only have one, but that's all I could get my > hands on. Once I get more, I'll be replacing the super potions with them. > > And that's how you deal out a serious "Grass Whuppin'"