Site hosted by Angelfire.com: Build your free website today!

Meditated Tantrum

OK, now while I will admit that Haymaker decks are horrifyinglyeffective, I don't like the fact that EVERYONE feels the need to copy one. So Ithought about what kind of a deck that would work efficiently like a Haymaker,but it's not a Haymaker, to prove that there are other types of decks inthe game of Pokemon (same with Rain Dance, it's an awesome deck, but it's copiedby countless people). So I decided to go with Psychic and FightingPokemon. I attempted to calculate how much energy the Pokemon would need bycounting how much energy each one needed and what type. I then thought about energy removals and I also considered the fact that not EVERY Pokemon in thedeck will be used in a single game, that's how I came to my conclusion abouthow much energy and which type to use. However, if you find that I cantake out or add more energy, please inform me. As for the Gusts of Wind, I usethem because if they have a weak Pokemon in the back that you can easilyknock out or their Active Pokemon is just too powerful, then you can set backtheir plans or even win the game. The Bills and Professor Oaks are in therefor card advantage. With a deck such as this one, you need constant energyand a flow of Pokemon. The PlusPowers are in there to add to the damage that you're doing, in order to work the game in your direction early or tofinish strong. Just as the Gusts of Wind, the Energy Removals set back your opponent, they are best used in the beginning of the game. Now onto the Pokemon list. Absolutely everything in this deck is weakto Psychic and while Psychic does very little base damage it is stilldamaging to play a Psychic deck and take double damage. Therefore, I put in two Rattatas because no psychic attack can do more than thirty damageexcept for Kadabra's, which does fifty. You don't need more than one energy onRattata, so Mewtwo's attack does nothing, and unless Rattata has taken damagefrom a previous source, Jynx can't touch it. The Mewtwos are in there becausethey can do a lot of damage, they have that defensive move that can get very annoying indeed and they are basic with sixty hit points which is nice. I only use two Hitmonchans to leave room for other stuff. The use ofthem is obvious, but I only use two because they're not the best Pokemon inevery single fight. As for Jynx, they are basic, have seventy hit points andwhile it's first attack is weak, it aids you when you use Meditate, which canbe a severely damaging attack. Finally, if you have not yet seen Mankey and Primeape, I'd say that they are an unbelievably awesome addition toFighting Pokemon. Mankey is not very impressive with an attack that does tendamage and it only has thirty hit points but it does have an annoying littlePokemon Power called "Peek." "Once during your turn (before your attack), youmay look at one of the following: the top card of either player's deck, arandom card from your opponent's hand, or one of either player's prizes. Thispower can't be used if Mankey is asleep, confused or paralyzed." So leaveMankey in the back, use his Pokemon Power and then evolve him to one of myfavorite Pokemon, Primeape. Primeape has seventy hit points with a weakness to psychic, no resistance and a retreat cost of one colorless. For twofighting energy, you may use Fury Swipes. "Flip 3 coins. This attack doestwenty damage times the number of heads." A pretty nice attack for a secondturn, a possible sixty damage. Then its second attack, which I tend to usePlusPower with for full effect, Tantrum. "Flip a coin. If tails, Primeape isnow confused (after dealing damage)." It's attack does fifty damage, now Ithink that's rather impressive for a stage one Pokemon. In combination withother cards in this deck and working together with the other Pokemon,Primeape is part of the lifeforce of this deck. I've already tested the deck (even though I'm missing some cards), and it worked quite well. (Note: Iused a solitaire varient in which I faced six Pokemon each with sixty hitpoints and dealing twenty damage each turn. If it gets too easy to beat that, goup to seventy hit points and thirty damage per turn. This leaves cards likeGusts of Wind and Energy Removals dead in your hand, but if the deck can work anyway, then imagine how well you'd be doing with those extra cards inyour hand against a real opponent.) This deck has worked through testingstages and I'm going to use it, but I'd like any advice, so please don'thesitate to e-mail me, thanks.-Chris LaBanca-