People were so
when Blastoise returned to the game in Fire Red/Leaf
Green, with a power very similar to that of base set
Blastoise's. The bonus is that water energy can be
attached to any kind of Pokémon, not just water type.
The downside is that Blastoise ex places a damage
counter every time you attach a water energy. It
doesn't seem like a big deal until you actually TRY to
play the deck.
And since it's a crime to remove damage from ex
Pokémon, and all good damage-removing cards (Life Herb,
Milotic, Mr. Briney's Compassion) cannot be used on
ex-Pokémon, it's hard to work with. But then again,
after all, they are ex Pokémon - they're not real
Pokémon. Let's change the rules of the game so that
those horrible, freak "ex" Pokémon cannot interact with
the other cards. Oh, and my favorite part is how it's
always in parentheses - like, the card will say...
"Attach double rainbow energy to one of your evolved
Pokémon. (exluding Pokémon-ex)" Does anybody else think
that's funny? IT'S IN PARENTHESES. Do you understand
what that means? The card implies that if it WASN'T in
parentheses that you would probably just figure
it couldn't be attached to an ex Pokémon. That's so
funny. At least I think it is.
This attack does 30 damage.
(Plus 130 more damage if you see an ex Pokémon in play).
Seriously, I expect some form form of Equal Rights
movement by the ex Pokémon some day soon.
All right, anyway... it took me a while to put
together a working Blastoise ex deck, but finally, I
realized what cards to play and what cards not to play,
most important being:
DON'T PLAY Steven's Advice. The deck
plays a 4/4 Delcatty line and because of how large your
hand will end up being, you will seldom be able to
narrow it down in order to play Steven's Advice.
Instead, you max out on TV Reporter.
PLAY Swoop! Teleporter. This card
allows you to turn your Dunsparce into a Magnemite with
one energy that now has the ability to evolve since
Dunsparce was in play more than one turn.
It also helps get rid of that bench spot being wasted by
You should end up getting 1-2 Delcatty out second turn
most games, and then the Energy Drawing begins. If you
have a good draw, you will end up using Swoop on
Dunsparce, turning it
into a Magnemite, then evolving, and attacking by the
second or third turn. Magneton
is your primary attacker, and also recovers your
discarded energy. The energy you attach with Energy
Rain should usually be placed on Blastoise ex itself,
and although it weakens it, you will only need to attack
with Blastoise ex when you can no longer attack with
Magneton, and it shouldn't be a problem, because they
should not have anything left that can deal enough
damage to KO the Blastoise anyway.
If Vileplume ex is played in your area, try to fit a
16x Water Energy
4x Lightning Energy
You need to play high energy in this deck so that you
can repeatedly use Energy Draw and also deal enough
damage with Magneton,
Very low trainers. It just plays what it needs. If Mt.
Moon is popular by you, take out a Swoop for a third
Overall, I still think this deck can be improved.
However, Magneton is one of the few things that combined
with Blastoise, is able to do more than 80 damage.
However, getting ten or more energy in play, even with
all the draw power this deck has, is still difficult.
I'm open to suggestions or ideas you have for this
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