Please post this IDEA for a deck.
I have been thinking of cards to support a charizard of which i saw
destructive potential in, and i thought a Venusaur and Mewtwo might work.
I end up with a THREE color deck and i would more likely than not end up
spreading those energies a little bit thin. I would go 3-2-2 on Charizard
and Venusaur, and would need stalling pokes to wait let my char line get
evolved and energized. I thought 2 chanseys and or 2 scythers. I would
need energies for the scythers so they wouldnt work probably, but my deck
cant revolve around a FIRE energy DISCARDING pokemon. Any way...
Get the charmander on the bench DONT ATTACH ENERGIES TO IT UNTIL YOU HAVE A
FULL VENUSAUR( on your bench) AND A CHARMELEON AND CHARIZARD ( in your hand)
Attach a fire enegy or three to a magmar so your enemy isnt suspicious ,
than evolve your mander into a meleon, attach fire energy, use Vesaurs P.P.
to take 1 energy from magmar and attach it to Meleon. Than evolve Meleon
into Izard and Attach 1 fire energy to it, and use venusaur's p.p. to
transfer energy from magmar to Izard. Use a switch to put in Izard and use
the all- mighty fire spin. Use super potions to keep izard up. Then after
you are running low on energies use mewtwo's p.p. to get six energies back.
Then use Venusaur's p.p. to start attaching energies to izard. thats my
idea and here is my idea of how the deck might go, MIGHT, please tweak it
as you see fit, and i remind you, i cant always rely on the chars.
Pokes 26 pokes ( needs help)
1 magmar (doesnt really matter j or f)
2 scythers maybe
8 trainers (I know i need more)
3 super potions
The first, overwhelming thing I notice about this deck is that your whole
strategy is VERY conditional. It would be a small- no, a large miracle if
you could get the deck to work like you just described. There are several
structural problems here, so let's get started. The first big thing is the
overly complicated strategy, not to mention Venusaur's power only uses grass
energy which can be a hindrance in a three color. Sorry if it seems like I'm
taking out the main idea of the deck, but Charizard goes. Instead of going
into a long and detailed explanation of how much he SUCKS, which probably
wouldn't do any good anyway, I'll just say you'll find several arguments on
this topic in the strategy section of the Pojo. Along with the magmar (which
should normally be fossil, unless your strategy says otherwise), this will
elimenate the fire 3rd of the deck (even had I not removed the charizard, I
still would have said to do this, since the whole line can run off colorless
and the only other fire Pokémon is one Magmar anyway). The Venusaur can
stay, but there is one problem with the mewtwo; that he can't run off the
grass energy he retrieves, so it's kind of hard to get it to work for you,
especially since you can't use the energy anyway untill the next turn. But
It's still a good card by itself, so it can stay. You could probably just
make a psychic-grass out of this and do okay. There aren't that many other
good psychic pokémon though. Kadabra has a strong attack, but the whole
family is weak HPwise and isn't really worth the space without alakazam. He
might work well here, but you'd have to make him your main concern, and you
already have another stage two. I'd take out the abra family in favor of
some more psychic basics like jynx or possibly Mr. Mime. With all these
drops, we just have pretty much a shell of the deck left, so let's start
smoothing it out by adding some cards. First, the energy, 12 grass and 10
Psy sounds about right. Make the bulbasaur line 4/3/2, standard evolution
pyramid. We still have 9 spaces left and the trainers need some major work.
add another oak and two bills for more card drawing. Take out the super
potions, they don't really help much except in maybe stall decks. Add one
more switch and two gust of wind. Since this isn't a stall deck, kangaskhan
can go in chansey's place for more card drawing, drop chansey for 3
kangaskhan. Also add two more mewtwo, three venonat, and 2 venomoth.
Venomoth doesn't deal much, but it's status effects make it very good. Take
out the scyther for two computer search to finish it.
2 Com. Search
Looks like a different deck, right? It seems like I killed the strategy
off, but it couldn't stand the way it was. This is more balanced. The
psychic "half" seems small, but Mewtwo is pretty good and you don't really
need much else. If you find room, jynx would be nice. This will run much
more smoothly, try it out, mess with it.