Evaluating the Necessity of Cards in your Deck - by Sean Comerford After reading countless deck submissions on Pokémon CCG Strategy sites like the PoJo and the PokéGym, I have concluded that probably the most common mistake that causes these decks to be unsuccessful is the fact that the deckbuilders don't use enough of the good cards in the deck and instead use less useful cards. For example, I have seen people submit stall decks with Clefairy Dolls in place of extra Pokémon Centers, which would obviously be more helpful in a deck of that nature. I have also seen people use 1-2 Jynx, which is one of the best Pokémon of the Psychic breed, and use 3 Gastlys and 2 Haunters in the same deck, which are much worse. The point I am trying to make is that during the deckbuilding process, the power of each card that is being considered for the deck must be evaluated, and you must ask yourself, "is this card really going to help my deck?" One of the best ways to do this is to play many, many, matches with your deck, and after each game, make a mental note of what cards seem to work well and what cards don't seem to work well. Again, with the Jynx/Gastly/Haunter example: suppose you played 10 matches, and during the matches, you took a tally of how many enemy Pokémon you had Knocked Out with Jynxes and with your Haunters (since Gastly can't even do damage!) You would probably end up with a much larger figure for Jynx, and a figure close to 0 for Haunter, since Haunter actually has a 25% chance of keeping the enemy asleep to use Dream Eater after using Hypnosis on the previous turn. The mathematical figure for this is determined by multiplying the 50% (1/2) chances to keep the Pokémon asleep at the beginning of your opponent's turn and then the beginning of your own turn. By using this deck testing process, you can successfully weed out the Pokémon and other cards which really don't help your deck and replace them with more copies of the ones that do. This weeding produces more consistent decks. For an example of how this works, I have provided the decklist for the "Blackout" theme deck: 12 Water Energy 3 Staryu 4 Squirtle 2 Wartortle 16 Fighting Energy 4 Machop 2 Machoke 3 Sandshrew 3 Onix 1 Hitmonchan 2 Farfech'd 4 Energy Removal 1 Super Energy Removal 1 Gust of Wind 1 PlusPower 1 Professor Oak Since the theme of this deck is supposed to be Energy Removal, let's concentrate on that theme. To do this, we will replace Pokémon that really don't help the theme and replace them with some that do. Onix and Sandshrew really don't support the theme at all, and each of them is only capable of 10 damage, so we will remove them. We will also remove the PlusPower, since only one isn't really capable of much. Using these 7 slots, we can add in 4 Dratinis and 3 Dragonairs. They are good for a few reasons: They are resistant to Psychic, which the Machops, Machokes, and Hitmonchan are weak to; and Dragonair is supportive of the Energy Removal theme. Also, since we removed 6 Fighting Pokémon and added 7 Colorless, we want to add 4 Double Colorless energies in place of 4 Fighting Energies. Since Hitmonchan is one of the most efficient Fighting Pokémon, and Machoke is horribly inefficient (3 retreat cost, overcosted attacks), we will remove 2 Machokes and replace them with 2 more Hitmonchans. The Water Pokémon mix is perfect for the addition of another energy removing line: the Poliwrath line. Although this is not one of the best lines, it supports the theme. The Squirtles can be replaced with the Poliwags, the Staryus can be replaced with Poliwhirls, and the Wartortles can be replaced with Poliwraths. This produces a good, clean 4-3-2 ratio in the evolution line, which allows for maximum efficiency. Since we have a large amount of Pokémon already, we can replace the Farfech'd with the ultimate drawing control card - Bill. I would like to make 4 Bills available, so I will remove 1 Dratini and 1 Dragonair (since we have so many different Pokémon already) and replace them with 2 more Bills. To further the Energy Removal theme, the Gust of Wind will be removed (even though it is a good card, only one is just not going to be helpful enough) and add another Super Energy Removal. We will also adjust the energy mix by adding 3 Water Energy and removing 3 Fighting Energy since the Poliwrath line is more energy consuming than Machops and Hitmonchans. After the revisions, the deck looks like this: 15 Water Energy 4 Poliwag 3 Poliwhirl 2 Poiliwrath 9 Fighting Energy 4 Machop 3 Hitmonchan 4 Double Colorless Energy 3 Dratini 2 Dragonair 4 Energy Removal 2 Super Energy Removal 4 Bill 1 Professor Oak These revisions produced a tighter, more focused deck by removing cards that were not valuable to the deck theme and cards that were inefficient. Even with the revisions, however, the deck is not perfect. To help increase the deck's power, you would play more matches (preferably against varied decktypes) and trim the deck down even more by adding cards which work against a multitude of decks rather than only certain decks. I hope through this article you have seen the importance of evaluating a card's necessity in your deck, and that you use this technique to perfect your own decks and make them more focused. - Sean Comerford Death|EPT on mIRC EFnet (#pokeleague) Visit my self-proclaimed "cheesy" website at: http://home.att.net/~tazzydevil Comments are welcome at: tazzydevil@worldnet.att.net