> From: > To: > > Allright, I am getting rather annoyed at some of the strategy postings. > First off, I would like to smack the fools who send in "mandatory" cards you > need. NONE, thats right, NONE of my decks have bills in them! Why? They do > have the disadvantage of running cards out of your deck, and 2 extra cards > isn't incredible. Instead, I fill those spots with searching cards, such as > pokemon traders and computer searches, so that I can get the pokemon I need. > Don't get me wrong, its pretty good, but its not the be all and end all of > trainer cards. > > On the scyther/farfetched debate, I would say use scyther if you have grass, > otherwise use farfetch'd. What makes the farfetch'd good is that you can > deal 30 the first turn, and then quickly get up and potsmash. Scyther is > really good when you can deal 60 on the third turn (or second, if you have a > double colorless) after using swords dance, but otherwise I would prefer > Farfetch'd. > > Now, energy removals and gusts of wind are excellent cards, but once again, > not every deck needs them. Removing 1 energy slows them down, but a super > energy removal is really needed to make it a hard hitting shot. Of course, > then you need to discard 1 of your own energy. All in all, I recomend having > at least a couple energy removals in your deck though, if only to kill the > mewtwo deck. Gusts of Wind are also great, but I account for them by never > having more then 1 or 2 pokemon on the bench that don't have power. > > This is perhaps the one biggest mistake I see being made: people placing tons > of pokemon on the bench. You should only have as many as you can be powering > up at a time on your bench, so if you have a 2 color deck, only 2 pokemon > should be out without energy. Think about it, if you have 2 machokes down > without energy, you can only be giving 1 energy, so why not wait to put down > the other machop/machoke so when its down, you can power it up. This avoids > your opponent using a gust of wind and bringing out a vulnerable pokemon. > Always have at least 1 on the bench, but don't put down more then you can > power. For example, in a water electric deck, you might put down a poliwag > and a magnemite. This way, you can give any water energy to the poliwag and > any electric to the magnemite. But, if you place a poliwag and a squirtle, > then when you get a water, it goes to 1 or the other, so there will be 1 > without power for a while, so it could be hit by a gust of wind. You could > also place a poliwag and a farfetch'd, and give electric energy to the > farfetch'd. Now, once the poliwag had been powered up, then you could put a > squirtle. > > Lastly, don't have too many copies of the same pokemon on your bench if it > can evolve. for instance, if you have 3 machops on your bench, even if they > all have energy, then when you get a machoke you may well not have enough > energy to power it up. In this situation, 2 would be the max I would have, > and only so if 1 fainted, the other could take its place. Once that > happened, then I would place the third and its energy. You might have more > then 2 copies down if it takes time for them to be powered up, like poliwag, > but always be mindful of geting evolutions. > > That wraps up my strategys, e-mail me with feedback, flames, etc. at > JasonDyer@usa.net. > Oh yes, and if your in MA, Sundays at 1 there is a nice tournement at Sports > and More at the Liberty Tree Mall, and I'd be happy to battle you there! > > > "Nobody ever won a war by dieing for their country. You win a war by making > the other son-of-a-bitch die for theirs!" > "My eyes! My beautiful eyes!" > "Ewww. This is the worst place yet." > "We've smashed their fingers, we've branded their bums, > nothing is working... Bring out the Nuns!" > > :^B -Seal of TwoTongue